1750 CAD Tournament with old school restrictions

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Shas O Ores
Shas
Posts: 3

1750 CAD Tournament with old school restrictions

Post#1 » Mar 02 2017 01:12

Hello everyone!

I'm going to participate in an old school tournament with a lot of restrictions. It's going to be my second tournament at all so I'm not very experienced and hope that you can help me with my list.

The setting is on a space hulk, that's why some of the rules are as they are.

Rules:
- To select an army one has to use the traditional CAD and can use an Allied Detachment, but only Battle Brothers and Allies of Convenience are allowed
- One bonus selection is allowed to extend the CAD, e.g. it's allowed to take one more Elite choices (to deploy 4)
- If one doesn't use 2 slots of the cad in one area, e.g. takes only one Elite choice and sacrifices the other two Elite slots, one is allowed to get one bonus slot in another area like Fast Attack.
- No codex entry can be taken more than twice (except for Troop choices)
- No formations are allowed
- No super heavies/ gargantuan creatures/ lords of war
- No unic special characters
- Every codex is allowed (the updates versions like Wulfen Edition)
- No supplements or campaign books are anything else outside a codex is allowed
- Only execption are Planetary Ounslought and Imperial Agents, these two are allowed
- All Imperial Armour books are allowed but only their vehicles and monstrous creatures and each of them up to a maximum of two entries of the same kind, meaining it's allowed to take 2 groups of tetras and e.g. XV109
- Each Psychic-Phase only one unit can be summoned
- Each player can use up to 12 dice per psychic-phase, not more
- Each round the rules of night fighting will be applied on a 4+
- Every vehicle that moves has to make one test for dangeroues terrain per player turn
- Flyers and flying montrous can only hover/glide (s they can be hit normally not just on a 6)
- If a save (of any kind) is rerolled the second result is maximal successful on a 4+
- Army size is 1750
- The missions will be a mix of Mealstrom of War and Eternal War (per mission one of each, points will be summed up plus stuff like First Blood to determine the winner).


Due to the rules I expect a rather infantry heavy setting that is why I first thought of a crisis bomb with plasma guns. But by now I think it is very risky and binds a lot of points. On the other hand a lot of armies can take upgrades to use vehicles regardles of dangerous terian tests, so some railguns with armour bane might be a nice idea...
What do you think of the lists? Which one is better and why? What would you improve?
Concerning my models, I have enough of everything from GW, from forgeworld I own 4 tetras, and I don't want to order more at this point.


The two lists:
Spoiler!
Gunfort Version
Combined Arms Detachment (Tau Empire: Codex (2015) v2010) (1750pts)
HQ (50pts)

Ethereal (50pts)

Elites (532pts)

XV104 Riptide Battlesuits (190pts)
Riptide Shas'vre (190pts)
Early Warning Override (5pts), Ion Accelerator (5pts), Twin-linked Smart Missile System

XV8 Crisis Battlesuits (171pts)
Crisis Shas'ui (57pts)
Plasma Rifle (15pts), Twin-linked Plasma Rifle (20pts)
Crisis Shas'ui (57pts)
Plasma Rifle (15pts), Twin-linked Plasma Rifle (20pts)
Crisis Shas'ui (57pts)
Plasma Rifle (15pts), Twin-linked Plasma Rifle (20pts)

XV8 Crisis Battlesuits (171pts)
Crisis Shas'ui (57pts)
Plasma Rifle (15pts), Twin-linked Plasma Rifle (20pts)
Crisis Shas'ui (57pts)
Plasma Rifle (15pts), Twin-linked Plasma Rifle (20pts)
Crisis Shas'ui (57pts)
Plasma Rifle (15pts), Twin-linked Plasma Rifle (20pts)

Troops (225pts)
Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Fast Attack (302pts)
Pathfinder Team (88pts)
8x Pathfinder (88pts)

Tetra Scout Speeder Team [FW] (92pts)
Tetra (41pts)
Blacksun Filter (1pts), Sensor Spines (5pts)
Tetra (51pts)
Blacksun Filter (1pts), Disruption Pod (15pts)

TX4 Piranhas (122pts)
TX4 Piranha (56pts)
Blacksun Filter (1pts), Fusion Blaster (10pts), Sensor Spines (5pts)
TX4 Piranha (66pts)
Blacksun Filter (1pts), Disruption Pod (15pts), Fusion Blaster (10pts)

Heavy Support (386pts)

TX7 Hammerhead Gunships (126pts)
TX7 Hammerhead Gunship (126pts)
2x MV1 Gun Drone, Blacksun Filter (1pts), Ion Cannon

XV88 Broadside Battlesuits (130pts)
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System

XV88 Broadside Battlesuits (130pts)
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System

Fortification (255pts)
Tidewall Gunfort (255pts)
3x Tidewall Gunrig (255pts)







Buff-Commander Version (due to the bonus slot it is legal to take two fortifications)

Combined Arms Detachment (Tau Empire: Codex (2015) v2010) (1750pts)

HQ (237pts)
Commander (187pts)
XV8 Commander Crisis Suit (102pts)
Command and Control Node (15pts), Multi-spectrum Sensor Suite (20pts), Neuroweb System Jammer (2pts), Puretide Engram Neurochip (15pts), Shield Generator (25pts), XV8-02 Crisis 'Iridium' Battlesuit (25pts)

Ethereal (50pts)

Elites (450pts)

XV104 Riptide Battlesuits (190pts)
Riptide Shas'vre (190pts)
Early Warning Override (5pts), Ion Accelerator (5pts), Twin-linked Smart Missile System

XV8 Crisis Battlesuits (260pts)
Crisis Shas'ui (52pts)
2x Plasma Rifle (30pts)
Crisis Shas'ui (52pts)
2x Plasma Rifle (30pts)
Crisis Shas'ui (52pts)
2x Plasma Rifle (30pts)
Crisis Shas'ui (52pts)
2x Plasma Rifle (30pts)
Crisis Shas'ui (52pts)
2x Plasma Rifle (30pts)

Troops (225pts)
Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Strike Team (45pts)
5x Fire Warrior with Pulse Rifle (45pts)

Fast Attack (302pts)

Pathfinder Team (88pts)
8x Pathfinder (88pts)

Tetra Scout Speeder Team [FW] (92pts)
Tetra (41pts)
Blacksun Filter (1pts), Sensor Spines (5pts)
Tetra (51pts)
Blacksun Filter (1pts), Disruption Pod (15pts)

TX4 Piranhas (122pts)
TX4 Piranha (56pts)
Blacksun Filter (1pts), Fusion Blaster (10pts), Sensor Spines (5pts)
TX4 Piranha (66pts)
Blacksun Filter (1pts), Disruption Pod (15pts), Fusion Blaster (10pts)

Heavy Support (391pts)

TX7 Hammerhead Gunships (131pts)
TX7 Hammerhead Gunship (131pts)
2x MV1 Gun Drone, Blacksun Filter (1pts), Ion Cannon, Sensor Spines (5pts)

XV88 Broadside Battlesuits (130pts)
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System

XV88 Broadside Battlesuits (130pts)
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside (65pts)
Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Fortification (145pts)

Tidewall Gunrig (85pts)

Tidewall Shieldline (60pts)

Shas O Ores
Shas
Posts: 3

Re: 1750 CAD Tournament with old school restrictions

Post#2 » Mar 08 2017 04:02

Nothing? Not even something like list A is better than B?

User avatar
Panzer
Shas'Saal
Posts: 3146

Re: 1750 CAD Tournament with old school restrictions

Post#3 » Mar 08 2017 04:35

Well...both look pretty solid. No real flaws there given your restrictions and general logic.

I'd probably go with the first one with some adjustments.
I'd kick one Piranha, go for a Fireblade instead of an Ethereal and give the Plasma Crisis EWO.

Two Piranha in a single unit aren't much stronger than a single one and this way you wouldn't give away a free VP and your Crisis would be a serious threat against Drop Pods. Without those a BA player could drop two Meltacide units in the middle of your guys turn one and make your Hammerheads/Piranha jink or even destroy them....at least make them useless for the first turn.
Of course other Marine player could do the same with Sternguards. Plus depending on how restricted they feel without formations and max 2 units of each they might go with 10 guy units and combat squad them so you'd have to deal with 2 units per Drop Pod.

...that reminds me...are dedicated transports included in the max 2 codex entry restriction?

Shas O Ores
Shas
Posts: 3

Re: 1750 CAD Tournament with old school restrictions

Post#4 » Mar 09 2017 01:05

Thank you for your tipps! Giving the crisis EWO sounds really good to counter drop pods. By the way, dedicated transports are not restricted to two.

Regarding the ethereal, you have a valid point, he is very vulnerable, I have to think about switching him out for a fireblade. Also reducing the piranha might be good... I have to think about that.

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