Technomagier wrote:Right now, this list seems to be good. At least this concept won its training games. But there are some things I'm not sure about.
Right now I'm thinking of two burst cannons instead the cyclic ion blasters on the anti infantry suicide crisis and a heavy burst cannon on one of the riptide wing members. the free 15p could be used for a second shield drone on the tankmander and I would have the points for my beloved neuroweb system jammer.
Without going too much into detail...switching to burst cannons over ion weapons will nerf your list a lot while a shield drone and NSJ wouldn't give you much if at all.
S7 AP 4 > 1 more shot (or two if doubled). That's not even a point to discuss.
Also a Shield Drone will help you only so much. A 2+, 4++, FnP on T5 Commander doesn't become significantly more tanky with an additional Shield Drone.
It seems your Commander is a Mark'O so I can give you the usual Mark'O loadout if you want: 2xMP, Target Lock, Drone Controller.
Maybe Iridium Suit, however on tournaments your Mark'O will be target priority number one and if the enemy can draw too much LoS to him he will die no matter what you do. That being said I'd take the Iridium Suit still.
If you are really worried about AP2 shots then either take more Markerlight Drones so you can use Look Out Sir! more often or gamble with the Shield Drone (but keep in mind that on average 2 wounds are enough to get past the 4++ and kill that Drone which should be fairly easily pulled off by tournament lists if they get the chance to shoot at that unit)
Technomagier wrote:The basic strategy is easy, the commander joins the crisis blob, as tank and special rule delivery system. The whole retaliation cadre uses the low altitude deployment, so they can avoid an traditional alpha stike. The riptide wing should deal with the important targets, like grav or other low AP stuff in the first round. Their volly should deliver a good alpha on its own. Thanks to the Drone Net even my missle drone rock a BS4 after deep strike, which is pretty awesome. The Marker drones in the blob uses their BS5 to support the riptide wing against the main target, while the net drones deliver the needed markerlight support for the cadre. Thanks to the fact that most missions here are a combination of eternal war and mealstorm, I can make good use of the mobility of this army. And four riptides are tough as nails.
Oh yeah, before I forgot, the weapon setup of the crisis blob and the commander are made by choice. I think that the trade of I made here (sweet spot target choices vs. stability of firepower), is worth it. So I can avoid those nasty precision shots I faced in the past.
Any big mistakes or gaps I have to fix here?
Okay I wrote my comment above before reading that part. Here I see a huge flaw. You really really really don't want your Markerlight source and a unit that would love to use said Markerlights being the same unit. Split the Markerlight Drones and the Crisis. Either you have a Mark'O or a Tankmander. You can't have him do both efficiently.
That unit even with a Tankmander isn't exactly durable in the tournament szene and would get wiped out quickly. That would be 500p + your main Markerlight Source with a single well aimed blow. a VERY juicy target and more often than not a hit you most likely won't be able to recover from.
However since you have the Drone-Net as well I would simply kick all the Markerlight Drones from your CAD completely. They are a good enough Markerlight Source on their own if you jump around LoS blocking terrain.
That'd free up together with the Drone Controller about 80p or so which I would invest in more Crisis. You already have plenty anti-infantry and the double CIB Crisis can pull double duty against light vehicles so that's fine but in my experience you want some redundancy with your double FB monats. Get a second or even a third one if possible.
This would also enable you to take a full Plasma Loadout for your Crisis blob since you wouldn't have to fear losing your precious weapons to some lucky hits.
The problem with Crisis blobs without Shadowsun or Farsight though is that your Tankmander can't stand everywhere and Space Marines would simply rip it apart with some Drop Pods.
Bursttides are pretty meh as well. To reach the damage output of Iontides they need to nova charge which also means they can't buff their invul save. Means they either lack the damage or the durability compared to Iontides.
I'd also scratch the Drones from the Broadside since he usually stays very far behind and the Drones can make him run off the edge very easily with very little efford from your opponent.
Not sure how well you'll do without some D in your list. Storm Surges are pretty much an auto-take in the more successfull tournament lists.
All in all you could just go with the generic Tau tournament list since the restrictions don't really affect it.
Which would be a Riptide Wing (1:1:1 or 1:3:1), a CAD with a Stormsurge and minimum Troop choices (flamer or FB monats or Kroot) and either a Drone-Net or a Mark'O with normal Markerlight Drones in said CAD.
Some also take a Culexus to counter invisibible deathstars but I've noticed fewer take him these days. Maybe because many tournaments started to houserule invis to BS1 shooting which could easily get buffed by the Drone-Net.