For your consideration:
HQ
Shas'El
-Missile Pod, Positional Relay, Targetting Array, HWDC,
-2x Marker Drones
Troops
6x Firewarriors
-Devilfish w/ Smart Missile System, Disruption Pod, Flechette Discharger, Multi-Tracker, Targeting Array
6x Firewarriors
-Devilfish w/ Smart Missile System, Disruption Pod, Flechette Discharger, Multi-Tracker, Targeting Array
6x Firewarriors
-Devilfish w/ Smart Missile System, Disruption Pod, Flechette Discharger, Multi-Tracker, Targeting Array
Fast Attack
3x Piranha w/ Fusion Blaster, Disruption Pod, Flechette Discharger, Targeting Array
Heavy Support
Hammerhead w/ Railgun, 2x Burst Cannon, Disruption Pod, Flechette Discharger, Multi-Tracker
Hammerhead w/ Railgun, 2x Burst Cannon, Disruption Pod, Flechette Discharger, Multi-Tracker
Sky Ray w/ Smart Missile System, Disruption Pod, Flechette Discharger, Multi-Tracker, Targeting Array
Total Cost: 1497
Tactics
If I get first turn or am facing high model-count armies, I deploy my army. Otherwise I put eveything in reserve but the commander. He sits in some dark corner of the table. Anything that wanders to close gets markerlights to reduce the cover save and a missile pod salvo to eat. Nothing major, but still something. Turn 2, the positional relay brings in the Piranhas, pulling the enemy away from my board edge by turbo-boosting far onto the board. Turn 3 I leave the positional relay off to bring in the majority of the army. I concentrate my firepower on the biggest anti-tank threats. All my vehicles move 12" a turn. With flechette dischargers and 12" movement, Tau vehicles are more powerful in CC than most Tau infantry. On turn 5, I move my vehicles towards the objectives. I know that only troops can control objectives, but anything can contest. And if I run my vehicles onto every objective my opponent controls, I can still win, or at least tie.