ok, one final go:
stealth suits are great units... and just like most tau units they have their role to fill... as a rule, you should make the most of their greatest assets... and in order to do that one must identify those assets. in this case, its really not too hard.
1. stealth field generator.
2. infiltration
3. movement ability.
4. burst cannon.
1. Stealth field generator.
this piece of kit allows your unit to act deep within the enemy army without being spotted by units at range. this will save them from ranged heavy weapons fire that would otherwise obliterate their fragile T3. In order to make the most of this, you want to actually make use of the distance offered on a gaming table. setting them up at the cenre of your lines doesnt do this... as ALL enemy units will have a fair chance to see them. setting them up on a flank will automatically negate the enemy shooting from the far flank, taking some of the heat off of the stealths and allowing them to concentrate their firepower in one location.
2. Infiltration.
the first rule with infiltration is that just because you can infiltrate, doesnt mean you have to deploy them out of your deployment zone. in my opinion, the greatest asset of the infiltrate rule is that it allows you to deploy last. letting you set up your stealth team in a threatening position to the enemy, whilst keeping them safe from threats they may not be capable of dealing with. any inches you can gain on teh opponents here can be good... but with a 6" move and an 18" range yuo essentially have 24" to play with. the fact you have to measure yur distance away from enemy units when deploying infiltrators can allow you to set up safe from enemy fire whilst fully capable of decimating a unit in your first turn.
3. Movement ability.
the jet packs are of course a great piece of kit... allowing you to manouvre your suits into advanced positions, firing upon enemy units before retreating to a safe location. terrain hopping is an easy tactic... but can be difficult with larger units... i often like towalk them into terrain... and jump them out of it... firing in the middle of course. their speed also allows them to advance quickly once they have created a gap into which they can go, and a stealth team in the flank of an enemy deployment zone is an incredibly dangerous unit... akin to say eldar harlequins or other such combat units. the difference being that the danger from stealth teams comes from their shooting. dont forget though, that the stealth generator allows them to strike first in combat... and so against non combat specialists they can often hold their own too.
4. Burst cannon.
this is the single greatest thing about the stealth teams. a move and shoot heavy bolter essentially, the strength of this does not comefrom its basic profile... but from the number which a team can field. the sheer number of shots will overwhelm opponents of any armour save. the basic principle being to hit them with so many shots that they have to take more armour saves than they can pass! to this end you want to field large squads of stealth suits. three man teams just dont cut it. though you can just about get a good return from 4 man teams.
secondly with burst cannons is you have to identify their greatest targets... infantry / light vehicles / light skimmers. if you are not shooting at these, you are wasting your time. your unit should be placed ready to break such units as quickly as possible and then prepare to move onto their next target. this is where their infiltration and movement abilities will help them. should a leman russ or some other undesirable target be in their way then support your teams with the units most capable of destroying said targets. after all, there is a reason we get to use broadsides / hammerheads / seeker missiles etc.
so, now that their main strengths have been identified we need to figure out how best to apply them. the thing you have to remember is that all of these abiities are considered part of their cost. so if you are not using any of them... you are wasting your points. and a great tau army will utilise every point as efficiently as possible.
personally i run a 5 man team. this gives me 15 S5 shots a turn... support from markerlight units or kroot can help the unit out should it be required... and alows them flexibility to target units in different situations.
in order to keep your unit in the game for as long as possible, to make as much use of it as possible, the unit needs a bonding knife. so one member should be upgraded to a team leader and given this most essential of upgrades. i have learnt that, while a full team will cause devastation, a remnant squad can still play a small, but effective part in a battle. ever since a sole remaining team leader rallied and proceeded to destroy 3 enemy eldar vypers. ive never looked back. my five man team with team leader and bonding knife rings in at just 160pts. and always recoups those points as well as many more.
but how can you resist all those shiny upgrades...
well, some can be useful, others a simply a waste of points.
1. target locks.
target locks are rather pricy, over a whole squad at least. they can be a nice addition, as they increase your chance of hitting. but clearly some have decided to ignore markerlights. which do the same thing, for a fraction of the price. i woud ratehr invest teh same number of points in markerlights / markerlight units which can help out the stealth teams when required. you get more markerlights out fo the same points which can be used to add +2 to your BS AS WELL AS reduce enemy cover saves and all those other gubbins... use them. at the end of the day, the points invested in markerlights to do the same job will also be better spent as they can be used to support other units when they need it more. simply put, its about efficient use of points... and target locks are, in my opinion, not a greatly efficient use of said points.
2. drone controllers.
drone controllers are actually not a bad use of the points when all things are considered. the drones benefit from the stealth generators FOR FREE. and although shield drones looks like a nice choice, you can get twice as may gun drones for the same cost! what you look at here is, not only are you increasing the number of models in the unit, you give them more shots (to help do their task) and you give them shots that can pin, which can help you mow through enemy units with immunity. as long as you have invested in a bonding knife the unit will be fine. the downside is that the unit can be more difficult to hide... but the increased number of shots will mean they will be mre potent against enemy targets.
3. shield generators.
shield generators are expensive. no two ways about it. the invulnerable save can be nice... but it almost doubles the cost of each model. and does not increase the unit size as the drones would. to be honest, if you are being shot at, then you've likely done some thing wrong. especially if you are being shot at by something that ignores your armour. remember that cover can provide you with an all important save agaisnt such weapons too... and that comes free with the battlefield! drop shield generators and instead invest those points in drones... any hits can be taken on them, leaving you your more expensive drones.
4. fusion guns.
ooh.. a though one. they appear a very nice option you have to ask yourself... "what is my UNIT going to be doing while this chap fires at the tank?" not very much really. and that can scream horribleness in all directions! saying that, the ability to deal with a dangerous enemy tank that appears in front of them can be useful, and stop instant killage! and the upgrade can help you out should you be faced with a failed priority check and forced to fire at the nearest tank. however, there are two things here and neither of them are points.
the first is that every stealth suit with a fusion gun, is a stealth suit without a burst cannon. and each model without a burst cannon reduces the overall effectiveness of your infantry killing unit.
the second thing is that tau are clearly not short of anti tank units. broadsides, hammerheads are obvious ones, but plasma gun and missile pod toting suits can achieve the role to an extent too. the trick is to take out the tank with a dedicated unit and then allow your suits to use it as cover to advance to! finally, consider that a single anti tank shot will have to be pretty lucky (all things considered) to destroy the target. though once again, given proper support from BS increasing markerlights you can quickly earn your keep by destroying an enemy tank early in the game.
in all, your stealth teams can work much better under the support of you other units... markerlights was one example, anti tank units another. leaving your suits to concentrate on anti infantry. if you want to take one, they may be able to act a little more independantly... though you will need to bulk out the unit with another suit armed with a burst cannon to make up for your loss.
its not an incredibly bad option, just that in my opinion it detracts form the units main ability as an anti infantry unit. if you want to go through with it, then i might be tempted to take two fusions in a unit of six suits... so you can most effectively multi task your unit.
5. target lock.
again, the thing to consider here is that every model not shooting at the same unit will lower the efficiency of your unit. you want to concentrate your firepower on infantry targets first. destroying one before moving onto the next. where these can be useful is on suits with fusion guns, allowing them to shoot at a different unit (tank). but remember that you will also have to upgrade your other suits too... gun drones are a nice complement to such a unit.
6. markerlights.
stealth suits are users of markerlights, not directors of them. a "marker team" with a number of networked marker drones and or markerlights is an ultra expensive way to do something other things in your list can do better. dont waste your time with such a unit... just take a bunch of sniper teams... which cost you far less overall and which can be used to support your suits AS WELL AS other units. marker drones also slow your unit down... which means you are not making the best use of your movement ability, and a leader not firing a burst cannon is not making the best use of that either. in short... forget markerlights on stealth teams, use the points to get them elsewhere in your list and then allow your stealth teams to benefit from them.
In short, there are a lot of upgrades for the stealth teams. but few of these are worth it. you should never spend too many points on any unit... especially one that plays a dangerous game by fleeting within arms reach of the enemy. for that reason you need to completely dedicate the unit to destroying its target... and anything that does not do that should be left at home. it is also not a wise use of points to upgrade them to do a job that another unit can do better... why bother with a marker unit when you have pathfinders and sniper teams... why bother with fusion guns when you have broadsides or seeker missiles etc...
That is simply why i run my 5 man teams, with bonding kinfe. 160pts, that gets support from my sky ray, pathfinders, broadsides... oh, and i run 2 teams. increasing their effectiveness even further! my stealth suits have become feared by my opponents, and they easily won me the last 40konline london tournament, supported by my network of units. they also came to conflict london last year where they performed admirably, and despite games lasting only 3-4 turns in many cases, they still placed my partner and i as the top tau team.
depending on the opponent or the mission they can either work alone on opposite flanks, or together on one to punch a dirty great hole in the enemy line. backed up by a unit of gun drones and my commander they fill this gap and proceed to manouvre across the enemy line. my opponents are often surprised as i come around to their side of the table... its not often you see tau armies doing such a thing!
in short, do it right, or dont bother doing it