1,850 ITC GT List, Competitive & Anti-Psyker [UPDATED WITH RESULTS]

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Plainshow
Shas
Posts: 16

1,850 ITC GT List, Competitive & Anti-Psyker [UPDATED WITH RESULTS]

Post#1 » Jan 05 2017 06:48

I have a tournament coming up soon, and it will be my FLGS's first ITC GT level event. We have had our ITC ranked RTTs dominated by the other regional clubs, whose members usually rank fairly high on the ITC boards and have multiple Major event level winners among them. I harbor no illusions about winning my first multi-day competition, but I want to make the second day cut and gain some experience at that level. Here's what I have landed on so far:

Tau Empire Riptide Wing
-Riptide w/Heavy Burst Cannon, EWO, Advanced Targeting, SMS (188)
-Riptide w/Heavy Burst Cannon, EWO, Advanced Targeting, SMS (188)
-Riptide w/Ion Accel., EWO, SMS (190)

Null Maiden Task Force
-5xSisters of Silence w/Greatswords (75)
-5xSisters of Silence w/Greatswords (75)

FSE CAD
-Fireblade (60)
-Crisis Suit: BKR (23)
-Crisis Suit: BKR (23)
-3xTetras (105)
-3xTetras (105)
-Y'vahra w/EWO (235)
-2xBroadsides w/HY Missile pods, SMS, EWO, BKR (142)
-Stormsurge w/Blastcannon, TL-Burstcannon, EWO, Velocity Tracker, Shield Generator (440)

Total Points 1,849 out of 1,850

The Event will have multiple Battle Companies (>3), Daemon Flying Circus, Decurion Necrons (>2), TSons of unknown flavor (>2), SW Thunder Wolf Star, Wolfenstar, Chaos Demon Knight (2++ Rerollable), Eldar (>3), Riptide Wing Tau, Genestealer Cult and a partridge in a pear tree. We will be using a modified mission packet, the big differences between it and the ITC's is:
-More objectives markers per mission (average is 4.5)
-Kill Points are part of 4 missions. Two are traditional KP. The other two score a point toward the mission if you kill a unit each turn, not for each unit killed, so only one point per turn.
-Progressive Objectives are not random, each Marker held are worth one [point, and are scored at the end of the Player's turn.

The Fireblade has been an pleasant surprise. His ability to Splitfire one of the Broadsides (effectively a living Target Lock), without forcing one of the Suits to sacrifice Early Warning Overide, is huge. As he is attached to a the static Broadside unit he also gets to fire his Markerlight at full BS, and one extra Marker goes a long way in a list with such few units. I initially had a Commander leading the Cadre, but was unsatisfied with the inability to Mark multiple units.

The Tetra's Twin-Linked Markerlights should help with FMCs, hopefully allowing the Stormsurge's Blastcannon and D-Missiles cut through some buffed up Invuln Daemons, or help the rest of the list focus down any multi-Flyrant builds if they appear.

I like having one Ion Accelerator in the Riptide Wing to make positioning behind the Sisters a little easier. Especially in Hammer and Anvil squeezing between or behind them and still getting a full Hailfire off with 3xHBCs is rare, for me, with only a 36" range on all three.

The Crisis Suits are obvious ObSec min units. I was using Kroot in the first version of the list, but they were often problematic for "One Eye Open" checks, and often broke and ran with no Ethereal support.

The Sisters have been a great answer to Psychic Deathstars, as their coverage of the battlefield is so much larger than a single Culexus. Removing 10 wounds in Power Armor, hiding in Cover, has been much more difficult for my opponents than focusing down the single Assassin. They should also be more valuable against Battle Company as Counter Assault threat.

The Y'vahra could use Stims, but I would need to come up with the points.

The actual operation of the list is very similar to other Riptide Wing builds, mobile and Shooty. The Y'vahra is the big Glass Cannon, he focuses down any high AV targets first then moving on to Heavy Infantry. The Riptide Wing is looking to Hailfire early, while Markers are still plentiful. They then start clearing Objectives and holding the midfield, while putting themselves into position to get Linebreaker. The Broadsides are the covering fire, they attempt to minimize the amount of Intercepting the larger Suits need to do, and finish units that don't need the full attention of the big guns. Tetras are not just Markers here, they also distract. Aggressively using Scout moves has paid off well in the past for me. Most of my opponents know that the Markerlights must die first, so by deploying them in a clear firing lane, then scouting them out of LoS, often they can force deployment errors by the enemy. Also using their Scout move can push the range of their Markerlights out to most of the board, making the kill zone for the D Missiles very hard to avoid. The Stormsurge is spot removal and Flyer control, hopefully getting StrD hits on any Fliers with good Invulnerable Saves.

I'll continue testing this list in the coming weeks, and maybe get a battle report up. That's about it, thanks for reading. Any comments are greatly appreciated!
Last edited by Plainshow on Jan 24 2017 10:47, edited 2 times in total.

Stranger In T'aun
Shas'Saal
Posts: 26

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#2 » Jan 07 2017 10:35

I love using lists like this for my own learning, so I don't have a critique for you; just a question. How are the Broadsides armed? Thanks!

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Plainshow
Shas
Posts: 16

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#3 » Jan 07 2017 12:16

Thanks, I missed that! Edited. I'll have another prep match this Monday, and update after that.

eRa
Shas
Posts: 7

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#4 » Jan 07 2017 12:41

I think the SoS are gonna start getting a lot more popular than the culexus in the standard riptide wing/stormsurge list.

Overall pretty solid, what are your thoughts on the broadside survivability?

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Plainshow
Shas
Posts: 16

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#5 » Jan 07 2017 06:59

eRa wrote:Overall pretty solid, what are your thoughts on the broadside survivability?
It's not too much of a departure from the more common Stormsurge/Wing combos that are floating around, but as I know this community is aware of, in a Tau list the Devil is in the details! The Broadsides have been pretty durable with most of my opponents AP2 weapons being drawn to the Riptides. They see a Riptide with no Stimulant Injector and try to go for it's throat. One of the main things I have found Broadsides good for is giving the Fireblade some security. A nice tactical advantage I have enjoyed since moving from a Commander+Drones setup, is that now the enemy must make a tougher choice in target priority. They always know that Markerlights need to die, but now they can't simultaneously target my Warlord. It would be even more ideal if I could sneak a Drone on the Fireblade to give Grav a 4+ To Wound due to ties Armor Save mixture.

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Chris in the socal
Shas'Ui
Posts: 271

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#6 » Jan 08 2017 09:14

Let me know how your game goes Working on an ITC list have not been happy with the last 2. Tried several formations and see some huge advantages but having som difficulties with just having one Assassin in my army. Don't have any SOS so could be hard to get them ready before the 3rd of February.
TAU Record 9-2-4

Is That A Sunfish? (Coming Soon)

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Plainshow
Shas
Posts: 16

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#7 » Jan 10 2017 04:35

Chris in the socal wrote:Let me know how your game goes Working on an ITC list have not been happy with the last 2. Tried several formations and see some huge advantages but having som difficulties with just having one Assassin in my army. Don't have any SOS so could be hard to get them ready before the 3rd of February.
Ok, so I had a game against a game against one of our better local players, but he was using a slightly less competitive list than usual. He played a Elder Warhost with a Pale Court core w/
-Autarch Wings, Fusion Gun, Shard
-5xSpiders w/Exarch
-5xSpiders w/Exarch
-5xSpiders w/Exarch
Aspect Shrine (+1 WS)
-5xScorpions w/Exarch
-5xScorpions w/Exarch
-10xBanshees w/Exarch
Aspect Shrine (+1 BS)
-3xReapers w/Exarch
-4xReapers w/Exarch
-5xSwooping Hawks w/Exarch
Dire Avenger Shrine
-5xDire Avengers w/Exarch
-5xDire Avengers
-5xDire Avengers
Wraith Constructs
-Wraithknight w/Sword and Board

I managed to get first turn and gambled hard on the Tetra's ability to guide in all 4 D Missiles from the Surge. The Knight was down by half after some good 5++ saves, only letting one D hit through. I heavily abused the Homing function of the SMS on all my Battlesuits to clear Scorpions and Scouts out of the LoS blocking terrain with the Relic. The Wraithknight managed a nice 9" Assault into the Y'vahra, ending him, and the Dire Avengers moved up to do a couple of Wounds to a Riptide with Bladestorm. Secound turn was mopping up close Infantry (Avengers, Scorpions, and Banshees), and D-shotgunning the Wraithknight down. His turn his reserves arrived, all three Spider squads and the Hawks. They were Intercepted and all but one squad of Spiders were gone. He conceded at that point, and we packed up.

While he was playing a less scary list than usual (all the units he's currently finishing up painting), I had some other heavily beneficial things in my favor: I had first Turn, Hammer and Anvil against Infantry, the Mission was the Relic (the Tournamant version has 2 other Objectives too), and Kill Points. Had he Seized, the Deployment been different, there been more Objectives for the Progressive Mission, or no Kill Points, this would have been a tougher match. As it was , he felt he needed to be very aggressive, which only helped me. The Tetra's ability to Scout kept them from being out of range of the Wraithknight T1, something I would have never been so aggressive with, had I still been running the Commander+Drones. This was the first match where the Sisters were pretty useless. They were ready to Assault in to the Wraithknight and stall it, had he lived, but they were too slow to contribute after that. I'm feeling more confident running without the Commander, and the Broadsides are a lifesaver on Interceptor. The Splitfire on the Fireblade came in handy twice, allowing the Broadsides to finish off two smaller Squads and leaving the Riptides to focus on fresh targets.

I think I could get in another match before the GT, any other suggestions?

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Heldericht
Shas'Saal
Posts: 59

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#8 » Jan 19 2017 12:16

Looks pretty solid to me. I like the addition of the broadsides, taking some of the burden off the riptides. Especially during intercept duty.

Would love to hear a detailed report of how it performed at the GT. Keep us posted!

I'd suggest getting rid of one of the sisters squads and using a Wall of Martyrs Imperial Bunker with an escape hatch.

This way your sisters can stay safe inside and then quickly move out 12" from the bunker (using hatch) + 6" (movement) to cover a huge amount of distance to turn off powers from deathstars at key moments. It costs 80 points, so about the same cost as a sisters squad. Very much worth it.

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Unicornsilovethem
Shas'Saal
Posts: 278

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#9 » Jan 20 2017 03:20

Do you really need that much EWO? Your opponent would have to drop some insane amounts of reserves on your head before EWO on Stormsurge and 2 broadsides isn't enough. Removing it from the riptides immediately frees up 20 points towards your Stim injector. Unless splitfire is really important, trading the Fireblade for an ethereal (6+ FNP bubble, good for Broadsides and especially on the Riptides when they do their Nova Rolls and doubleshooting thing with Gets Hot) frees up another 10 points. Come to think of it, if Splitfire is so important, just take the Broadsides in two units of 1.

I don't see a single reason to take the Burstcannon over the AFP on the Stormsurge.

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Plainshow
Shas
Posts: 16

Re: 1,850 ITC GT List, Competitive & Anti-Psyker

Post#10 » Jan 23 2017 02:47

Alright, follow-up time! First, thank you to everyone who helped me out here, I was grateful for the brainpower, and was very happy to run a competitive list that was not a perfect clone of every other Tau netlist. The changes gave my army some good character and unexpected potential that was unlike the standard Tau that my opponents had been prepping for.

With that aside, I did well. The event was the Goldensprue GT and the results are here.

Short version, I placed 9th after day one and missed the cut by one (top 8). The competition was stiff, as you can see from the rankings of the attendees, and the event and venue were amazing. The sight had plenty of room (rarely a perk) and a full bar with food. The TO was awesome, and on top of everything, from printed terrain sheets and descriptions (that alone avoided the most common arguments I have seen an many events) to fully stocked tables with multiple LoS blocking pieces, and local support form the FLGS with a 25% off GW merch.

First round was up against a great Eldar list with a Lynx, 2 Warp Hunters, Double D Wraithknight, 4 Scatpacks, and 2 units each with 2 Hornets. Everything was hidden under a VSG. Dawn of War Deployment. His list was Kryptonite to mine with so much StrD. He 6ed out my Surge and a Riptide turn 1, and it was all downhill from there. I took out the Hornets, most of the Bikes and the Knight, but he scored max points and denied me a single one. Rough start.

Round two I was up against a Demon list with 6 Nurglings, a D-Thirster, and a Tetrad. Vanguard Strike deployment. He had first turn. The Stormsurge and Tetras were allstars. Combined with the Twin-linked Markerlights, the Skyfire Surge was almost unfair. After they swooped in Turn 1, the massacre was fast. The highlight was definitely when the 1 wound Khorne Daemon Prince dying while assaulting and exploding a Tetra. I had him tabled by turn 3.

Round 3 was a fast moving Dark Eldar vehicle spam list. The board had 4 large LoS blocking pieces, and he had a great chance to advance on the top of turn 1. Hammer and Anvil Deployment. SMS played a huge role in taking out all the AP2 and Poison shots. By the bottom of Turn 4 I had removed almost everything and he scooped.

I ended day one with 66/99 possible Battle Points, but just shy of the cutoff. I was pretty happy with this for my first 2-day event, but would have liked to have made the cut. Day two I had the option to continue in the competitive bracket, or join the rest of the people who did not make the top tier in the Friendly Bracket. I opted for Beerhammer on day two, and the bonus points from a second hobby score. The Friendly was a second 1,500pt list that would get judged again for appearance, but no BPs were scored. I brought a Tau infantry list (where every non-Battlesuit was a Kroot kitbash) that had 40 Kroot, 20 Hounds, 10 Fire Warriors, 15 Pathfinders, 3 Broadsides, 3 Ghostkeels and 4 Tetras. It was fun and with all my infantry conversions I was still able to take Best Overall!

If you want to see the great armies everyone brought, here's link to a short video by Ego Queen Alexis hitting the highlights (local Cosplay/Blogger girl that got drunk and shot footage).

Thanks again to everybody that helped, I needed the great results on day 1 to place so well, and you guys helped me make the changes I needed to do that. Here are some pictures, Mostly model-porn, enjoy!
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Heldericht wrote:I'd suggest getting rid of one of the sisters squads and using a Wall of Martyrs Imperial Bunker with an escape hatch.

This way your sisters can stay safe inside and then quickly move out 12" from the bunker (using hatch) + 6" (movement) to cover a huge amount of distance to turn off powers from deathstars at key moments. It costs 80 points, so about the same cost as a sisters squad. Very much worth it.
That would give some added mobility to the otherwise slow Sisters. The thing I like about two squads, is that they are nice in Assault. With all that AP2 at I5, they can really do work in a pinch. The bunker would also offer nice deploy-able cover.

Unicornsilovethem wrote:Do you really need that much EWO? Your opponent would have to drop some insane amounts of reserves on your head before EWO on Stormsurge and 2 broadsides isn't enough. Removing it from the riptides immediately frees up 20 points towards your Stim injector.
I think I do. The Null Deployment lists here are usually all or nothing anti-deployment. 7-10 Drop Pods, double Skyhammer, and Genestealer Cult MSU are all pretty common. With most Marines still getting Armor saves against most Tau weapons, you really need to drown a simple Dev squad to take out the Grav. When it takes 15 wounds to kill 5 marines, at BS3 even if everything was wounding on 2s, that's 36 shots. Usually I can get buy with thinning 1 or 2 units out, but even under the best conditions, assuming AP2 weapons, with cover and intervening models, Interceptor is still just a backup plan. If I was running the Drone Net, and could Intercept with Markerlights, that would be a different story.

Unicornsilovethem wrote:Unless splitfire is really important, trading the Fireblade for an ethereal (6+ FNP bubble, good for Broadsides and especially on the Riptides when they do their Nova Rolls and doubleshooting thing with Gets Hot) frees up another 10 points. Come to think of it, if Splitfire is so important, just take the Broadsides in two units of 1.
I tried it both ways. The impact of a Fireblade vs Ethereal was minor in the games I playtested them. The Ethereal cost me a Primary mission on one game because of the extra VP giveaway, but that was really situational. Mostly the Splitfire lets the Broadsides be effective while staying in one unit to bodyguard the HQ.


Unicornsilovethem wrote:I don't see a single reason to take the Burstcannon over the AFP on the Stormsurge.
It's cheaper and can shoot at Fliers. When presented with multiple FMCs (Daemons, Flyrants), I like to Blastcannon one (fishing for 6s on D), unload the SMS and Rockets on another, then use the Blastcannon on a third (that the Broadsides/Riptides will also work on). If any one of those Fliers fails a Grounding Test (not unlikely), the Stormsurge can charge it, and attempt to Stomp. Neither does any real quantity of damage, so I prefer to have more options.

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