So, hehe, it's been a while. I haven't had an excess of time for my wargaming, indeed, I've barely been having enough time recently to squeeze in a game once per 2 Yhwh-condemned months. But a friend's been nagging me, and anyway, I really need a list update with the shiny new things that came out in the second edition of Imperial Armour: The Tauros Campaign. So, as always...
H.Q
Ethereal
Elites
3x XV8 suits - 3x PR, 3x T-L MP @171pts
3x XV8 suits - 3x PR, 3x T-L MP @171pts
3x XV8 suits - 3x Flamer, 3x T-L FB @141pts
Troops
10x FW - Devilfish w/ DP @185pts
10x FW - Devilfish w/ DP @185pts
10x FW - Devilfish w/ DP @185pts
10x Kroot + 1 Kroot Hound @65pts
Fast Attack
2x Tetras @70pts
2x Tetras @70pts
Heavy Support
Hammerhead - TL-SMS, Submunitions, DP @145pts
Hammerhead - TL-SMS, Submunitions, DP @145pts
2x XV88 suits - 2x T-L H-Y MP, 2x Velocity Trackers, @170pts
Total: 1753 points (Those bummered 3 points)
My generic, all comers, just take an army and play list.
I'll start of by saying that my meta isn't a flyer clog. As far as our wargaming community is concerned, you can't win if half you're army fly around in the air, when there's so many better choices to take. Therefore, I find the broadside set up adequate. They're (basically) a flyer-per-turn killers, and since I usually see no more that 1-3 flyers at this points level, I'm perfectly fine with them.
I quite like these tetra things. I didn't take the DP as it makes them expensive, and they're already plenty durable considering they're fast, they're vehicles (don't get killed by small-arms fire), and they generally sit around the back, flying from one location to the next, somewhere, where nasty eyes of my enemy peer at them. Frontline duty goes to the battlesuits, firewarriors and tanks.
I've also been enjoying my alpha-striking/slinking units in form of the kroot and the Sunforge suits (at least, I think that's what they're called nowdays...). Tau need something that can hit backline units with effectiveness (outside of long-ranged weaponry), and these two units supply just that. Most artillery/campers, unless in numbers, can't take the close-ranged punishment the Sunforge suits dish out, and the kroot do a good job of mopping up, and then slinking off onto my opponent's precious home objective. Unfortunately, they're not as deceptively good in CC with their attack/strength loss, however, still good enough for me to invest 65 points on.