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Author Topic: Markerlight Heavy @ 1500  (Read 1855 times)

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Offline The_Gerv

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Markerlight Heavy @ 1500
« on: January 17, 2009, 02:18:17 PM »
So I took a break from playing Tau, and now I am attempting to come back. This is the list I want to test out @ 1500

1x Shas'El (128)
-BK, HWDC, HWMT, SI
-TA
-BC
-PR
-2xGun Drone

3x Stealthsuits (147)
-Team Leader
-3x TA
-BK, HWTL, ML
-FB

1x Crisis Suit (53)
-TLFB
-TA

12x Firewarrior (135)
-Shas'Ui
-BK

12x Firewarrior (260)
-Shas'Ui w/ BK
-Devilfish w/ SMS, DP, FD, MT

8x Pathfinder (236)
-Shas'ui w/ BK
-Devilfish w/ SMS, DP, FD, MT

1x Skyray (175)
-SMS, DP, FD, MT, TA

2x Hammerhead (185 per)
-Railgun, 2x SMS, DP, FD, MT

Total=1504

The idea of this list is to tag the pathfinders Devilfish to the second group of firewarriors. The pathfinders are deployed into a piece of cover to assist the rest of the army. The Skyray and the stealthsuits are used for 3 BS4 markerlights that can stay mobile, taking over once the pathfinders are eliminated (something I've found more experienced opponents go for). All the vehicles have had their gun drones replaced by SMSs to cut down on KPs. I have doubled the railheads to insure that a single luck enemy shot won't neuter my heaviest hitters. I also included a crisis suit to drop in and waste some rear area tank. I forget what the proper name for the configuration. I also gave all my vehicles flechette dischargers, and I intend to tell my opponent that. It is there not so much to break up assaults, but to dissuade my opponent from assaulting my vehicles. Every time my opponent stops to think about if they want to assault my Tau, it is a small victory for me.

Offline Locke

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Re: Markerlight Heavy @ 1500
« Reply #1 on: January 17, 2009, 02:43:14 PM »
Quote
1x Shas'El (128)
-BK, HWDC, HWMT, SI
-TA
-BC
-PR
-2xGun Drone

Intersting take on the Centurion configuration. (Firestorm, I believe) Don't want to specialise? Commander's are the one unit that can really do that by using the special issue weapons? Also, what's the inspiration behind the gun drones? I personally use shields, people find it so aggrivating to see a drone shrug off a lascannon.

Quote
3x Stealthsuits (147)
-Team Leader
-3x TA
-BK, HWTL, ML
-FB

Eh... I don't get the point of this unit. You've got 3 targetting array's, making it mucho expensive, a Fusion Blaster, meaning it's not really focusing on it's main target, and a markerlight for support work. This team is trying to do too much with too little. Either take out all the upgrades and add in another suit (or two) and give them a focus. As is, they'll die too quickly and wont get anything done.

Quote
1x Crisis Suit (53)
-TLFB
-TA

Suicide Tank Hunter. Eh, okay.
Quote
12x Firewarrior (135)
-Shas'Ui
-BK

12x Firewarrior (260)
-Shas'Ui w/ BK
-Devilfish w/ SMS, DP, FD, MT

Effectively 2 firewarrior teams mounted in fish. my issue with this is that at max you're capturing two objectives. That's not going to be very effective. I think you need another team. Maybe cut some upgrades and drop a hammerhead or the skyray. Also, what's the point of the multi-tracker? They're str 5 weapons, you're going to go 6" a turn in a transport and fire all guns? Them and the SMS seem to be a waste of points except in KP missions, where you're denying the KP from the drones.

Quote
8x Pathfinder (236)
-Shas'ui w/ BK
-Devilfish w/ SMS, DP, FD, MT

See above about the fish, besides that, they're fine.

Quote
1x Skyray (175)
-SMS, DP, FD, MT, TA

This thing with FD? I wouldn't think he needs it, this moves 12" a turn, always. He should always be mega far away from enemy units.

Quote
2x Hammerhead (185 per)
-Railgun, 2x SMS, DP, FD, MT

Why the expensive SMS? Also, same with the FD, and these things need a Target Lock to be effective.
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Offline MadAlpaca

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Re: Markerlight Heavy @ 1500
« Reply #2 on: January 18, 2009, 01:20:33 PM »
Quote
1x Shas'El (128)
-BK, HWDC, HWMT, SI
-TA
-BC
-PR
-2xGun Drone

Good build. I would just change the Gun Drones to Shield Drones and drop the Bonding Knife. But that is just me.

Quote
3x Stealthsuits (147)
-Team Leader
-3x TA
-BK, HWTL, ML
-FB

Ouch. That is a lot of points for three models. Frankly I would go with the three models still, but drop the TAs and the FB. This makes a lot more points become available (almost 30) that can be used elsewhere. Even for another XV25/15 if you like.

Quote
1x Crisis Suit (53)
-TLFB
-TA

As Locke said: Suicide Tank Hunter. Eh, okay.

Quote
12x Firewarrior (135)
-Shas'Ui
-BK

12x Firewarrior (260)
-Shas'Ui w/ BK
-Devilfish w/ SMS, DP, FD, MT

Only two Troops? In 5th Ed? You're going to be hurting on Objective missions. I'd try to fit in at least one more unit of 10, if not 2. The Fish can go without the FD and MT. FDs are nice against swarms, so unless you are facing opponents who use massed numbers I'd drop them. The MT is really useless in this case, since un;ess you are moving Flat Out (which you can't deploy the FW that turn) you'll still be able to fire the SMS.

One trick that might work if you decide on other units of FW is to give the Shas'ui a HWTL and ML and keep them as a static fire base. You get to make use of the 30" Rifle range as well as mark up something else every turn. Well, until someone flanks or DSs near them. But that is always the case.

Quote
8x Pathfinder (236)
-Shas'ui w/ BK
-Devilfish w/ SMS, DP, FD, MT

If you have problems with your opponents killing off the Pathfinders why not field a second team? If one team is a pain enough for them to want to kill them off quick, imagine the headache of a second. Plus you'll have another DF for your FW to cruise around in.

As per Locke: See above about the fish.

Quote
1x Skyray (175)
-SMS, DP, FD, MT, TA

Again, as per Locke: This thing with FD? I wouldn't think he needs it, this moves 12" a turn, always. He should always be mega far away from enemy units.

Quote
2x Hammerhead (185 per)
-Railgun, 2x SMS, DP, FD, MT

If you want some points I'd drop one of these guys. And the SMS. To me the SMS fits better on the Sky Ray, who wants to stay out of LoS anyway. Switch the FD for a TL and all is good.


With some points tossing you could easily get 16 Markerlights on the field and still maintain most of this list as it is. Mostly dropping the SMSs unless you know you're going to be playing KP missions a lot. I like the idea of a second Pathfinder team, but this is up to you.

Of course, this is just my 2¥

Offline Shas'Oink

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Re: Markerlight Heavy @ 1500
« Reply #3 on: January 21, 2009, 12:28:27 PM »
Hi there, lets take a look. The first thing I want to mention is that, although it is very much faster to use abbreviations for all of our equipment, it doesn't help those who aren't familiar with them... in future, it might serve you better to take a little time to write them out in full.


1x Shas'El (128)
-Bonding Knife, HW Drone Controller, HW Multi Tracker, Stim Injector
-Targetting Array
-Burst Cannon
-Plasma Rifle
-2xGun Drone

I quite like this set up. Its an interesting twist on something we see a fair bit. The drones not only add to the killing potential of the commander, but help support him against enemy incoming fire. A nice anti infantry set up that can punch a few hard hitting shots against well armoured opponents.


Quote
3x Stealthsuits (147)
-Team Leader
-3x Targeting Array
-Bonding Knife, HW Target Lock, Markerlight
-Fusion Blaster

for me, this team is trying to achieve too much. are they are lighter unit? infantry hunters or tank deterrant? I find it a much more effective use of points to focus each unit to a narrow band of goals. that way the upgrades and equipment they are given can all be used. Here, your team leader is going to always be carrying something along as dead weight.

concentrate on one element.


Quote
1x Crisis Suit (53)
-TL Fusion Blaster
-Targeting Array

A cheap way of getting some anti tank. I would probably suggest thinking about swapping the targeting array for something else. twin linked should be able to guarantee you the hit in theory... so i tend to tag on a flamer. I know this seems to go against what i said above - but it can come in handy once you have destroyed transports so that you can get at the infantry hiding in its wreck! also affords you a little flexibility for those games where the opponent as no tanks!


Quote
12x Firewarrior (135)
-Shas'Ui
-Bonding knife

i assume that these guys all have rifles. there is nothingreally wrong with that. my initial thought is to slim the unit down. 12 warriors tend to be quite difficult to get out of a tank safely.


Quote
12x Firewarrior (260)
-Shas'Ui w/ BK
-Devilfish w/ SMS, Disruption Pod, Flechette Discharger, Multi Tracker

as above. as for their transport. whilst the SMS is a nice option, i almost always find that clever use of gun drones can protect my fire warriors far better. they can force opponents to take a long route around, or even charge the drones instead... plus they will also allow you the possibility of pinning. as for the other upgraeds, they are all quite feasable. i think that flechettes are much more attractive now. though i can rarely find the points to fit them in my armies.


Quote
8x Pathfinder (236)
-Shas'ui w/ Bonding Knife
-Devilfish w/ SMS, Disruption Pod, Flechette Discharger, Multi Tracker

I often find 8 pathfinders too much in one unit. its odd, but at 8 strong they really do seem to become more of a juicy target. in addition to this, i tend to find that a team of 8 gives "me" more marker hits than i want or need. now, because of that i use a team of 6. and my team leader has a target lock. however, i do seem to be very lucky with my lighters... of a team of 6 i tend to hit with 4... above odds yes, but it works for me. the smaller unit size also frustrates opponents more i find - whom are less willing to dedicate volumous firepower against them.


Quote
1x Skyray (175)
-SMS, Disruption Pod, Flechette Discharger, Multi Tracker, Targeting Array

whilst the fact this is armed with missiles often makes it appear it should be accompanied by SMS as a secondary weapon i tend to disagree. i prefer running with burst cannons mainly because i need LOS in order to get the markerlights working. in addition once all the missiles are fired this tanks secondary weapons become its lifeline... and lets not forget that with tanks, weapons are essentially like wounds!


Quote
2x Hammerhead (185 per)
-Railgun, 2x SMS, Disruption Pod, Flechette Discharger, Multi Tracker

looks like you have a bit of a probelm with enemy infantry assaulting your tanks! other than the mass of flechettes i think the tanks seem quite well suited.



individually, you seem to have some nice units... however i think that
1; this list really isnt markerlight heavy
2; the cohesion between the different elements is not that great.


1; markerlights
okay, you have 11 markerlights. that is a nice number... however, 8 of them are all in one place! and 1 is on a stealth unit that will only be making use of it some of the time. for this reason i would say that your markerlight network is actually very limited. the pathfinders will be a key target and once they are dropped, your markerlight network will be in tatters.

to help improve this divide your markerlights out among different units. this will ensure that marker hits can come from lots of different locations making your network much harder to crack.

this is more difficult to achieve with mechanised forces because markerlights tend to be poorly placed within fire teams in devilfishes... however, you can alter your suits, specifically your stealth teams so that you take more advantage of markerlights placed there.

the thing that i note is that you have spent lots of points on targeting arrays... a single markerlight costs the same as a single targeting array... but that one markerlight, if it hits, can be used to increase the BS of an entire unit (as opposed to one model). long story short - drop the targeting arrays in favour of making better use of your markerlights. this really leads on to point 2.

2; cohesion.
as mentioned, you have lots of nice individual units. and whilst they may well work fine together the army isnt really going to perform as good as it probably could.

other than the pathfinders already mentioned - consider that the choices you are making mean you are loading heavily on anti-tank capability.

also in line with your aims for a markerlight heavy force, you dont really have many units that can really take full advantage of well placed markerlight hits.



oinks overview: 28%
a nice principle and good individual units but there isn't the greatest cohesion between your units dogged by a fragile and unweildy markerlight network. I would have thought that, whilst the army will be able to perform - it has the potential to be much much deadlier!



 


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