1500 pt Combined Arms

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Falsegods
Shas'Saal
Posts: 57

1500 pt Combined Arms

Post#1 » Jul 27 2017 02:59

After playing about a half a dozen games, and coming out slightly ahead (4-2), I am now trying to put together some ideas and try things out. I picked 1500 points because it allows enough space to try concepts without too many things going on at once, and is generally what my community plays for pick up games. The goal of this list isn't necessary to scale up of down but to fine tune tactical options.

For this list I have dropped all troops choices, not because I think they are bad but because they don't help me do what this list does. So two detachment for the Command Points, Vanguard and Outrider, because they fit. All my choices do something, no taxes, pure tactics.

The goal is to move forward and pressure key points of the enemy. Engaging with superiority, and avoiding their strengths. Ideally the Hammerheads will hug a table edge with a screen of pathfinders, while the stealth suits push forward, bringing in the crisis suits for the hammer blow.

I have had success with this blueprint, but am aware of some of its flaws and this list hopes to mitigate them. I have kept my Stealth Teams small to allow for two Shield drones (yay FAQ) to escort each one (and the Ghostkeel). This will hopefully reduce damage from things that auto hit (Smite) and make sure they are around in my first turn.

Flamers are nice on XV8, but they doesn't do it for me, strength four is too low and ATS doesn't do enough, so I am reverting to my default Plasma/Fusion armament, with shield generators for endurance. A ten percent fee for the added protection seems like a good deal, same on the Ghostkeel, but the cost is steeper there.

Two units of pure marker-lights give me at least five hits a turn. The third unit is there for a few extra and three ion rifles for source of firepower. The goal is to focus on one or two units a turn. The hammerheads only need a one or two marker-lights, and for two points the Fusion XV25s can reroll ones so that the the love can be shared.

The Commander with the Missile Pods is there to clean up. The math on three Missiles Pods and ATS compared to four Missile Pods is virtually the same, by my reckoning (against T6/7 Sv3+), and the cost difference between a Missile Pods and ATS is enough for the trade-off in max damage to be worth it.

A few things I am considering: 1. Drop one ion rifle for one more Seeker Missile on Longstrike. 2. Moving the shield drones around. I want to keep them in groups of two to reduce the number of kill points I offer, but I am not sure if putting them with the XV 25 teams is optimal. 3. Possibly dropping the Ghostkeel for another XV8 strike team. 4. Retooling the Commanders as drone tender (maybe with DC, Shield two Missile Pods, with an entourage of four+ marker drones).

Thoughts and commentary appreciated.

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Total 1499pts/71PL
Detachment 1 (Vanguard - 952)
Commander (Three Missile Pods, ATS) - 156

XV25 Team (2 XV 25 with burst cannon and shield generator, Shas'ui with Fusion Blaster and Multitracker, two Shield Drones) - 155

XV25 Team (2 XV 25 with burst cannon and shield generator, Shas'ui with Fusion Blaster and Multitracker, two Shield Drones) - 155

XV 95 Ghostkeel (Fusion Collider, two Fusion blasters, Target Lock Shield Generator, two Stealth Drones) - 240

XV8 Team (Three XV8s with Plasma Rifle, Fusion Blaster, Shield Generator, Shas'ui) -246

Detachment 2 (Outrider - 537)
Longstrike (Railgun, SMS, One Seeker missile) - 220

Five Pathfinders (Marker-lights, Shas'ui) - 40

Five Pathfinders (Marker-lights, Shas'ui) - 40

Five Path Finders (Marker-lights, three ion rifles, Shas'ui) - 52

TX7 Hammerhead (Railgun, SMS) - 195

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Blindeye
Shas'Saal
Posts: 88

Re: 1500 pt Combined Arms

Post#2 » Jul 27 2017 04:23

I like the list allot, actually planning on playing a similar setup tonight (Vanguard, Outrider, 5 CP).

My first thought is you are spending allot of points on shield generators. In general I find the best defense in most cases for my Tau is a good offense. I would cut them from the Crisis and add gun drones, more guns and a drone controller, similar effect of giving your XV8 more survivability but also giving them more firepower.

Same goes with the XV25 teams. I would cut the shield generators and the shield drones (these 2 model squads are begging to be first blood). I would probably just make it one squad of six so its allot more durable.

I would also cut the shield generator on the Ghostkeel, as it stands right now it is heavily anti tank. Throw a drone controller on it and a squad of gun drones to screen for it and you have a potent all purpose flanking force.

++ Outrider Detachment +1CP (T'au Empire) [37 PL, 619pts] ++

+ HQ +

Longstrike [11 PL, 220pts]: 2x Smart missile system, Railgun, Seeker missile

+ Fast Attack +

Pathfinder Team [3 PL, 40pts]
. 4x Pathfinder: 4x Markerlight
. Pathfinder Shas'ui: Markerlight

Pathfinder Team [3 PL, 40pts]
. 4x Pathfinder: 4x Markerlight
. Pathfinder Shas'ui: Markerlight

Pathfinder Team [6 PL, 76pts]
. 4x Pathfinder: 4x Markerlight
. Pathfinder Shas'ui: Markerlight
. 3x Pathfinder w/ Ion Rifle: 3x Ion rifle

Tactical Drones [4 PL, 48pts]: 6x MV1 Gun Drone

+ Heavy Support +

TX7 Hammerhead Gunship [10 PL, 195pts]: 2x Smart missile system, Railgun

++ Vanguard Detachment +1CP (T'au Empire) [42 PL, 880pts] ++

+ HQ +

Commander [6 PL, 156pts]: Advanced targeting system, 3x Missile pod

+ Elites +

XV25 Stealth Battlesuits [12 PL, 222pts]: Homing beacon
. Stealth Shas'ui w/ Fusion blaster: Fusion blaster
. 4x Stealth Shas'ui w/o support system: 4x Burst cannon
. Stealth Shas'vre: Fusion blaster

XV8 Crisis Battlesuits [14 PL, 297pts]: 6x MV1 Gun Drone
. Crisis Shas'ui: Fusion blaster, 2x Plasma rifle
. Crisis Shas'ui: Drone controller, Fusion blaster, Plasma rifle
. Crisis Shas'vre: Fusion blaster, 2x Plasma rifle

XV95 Ghostkeel Battlesuit [10 PL, 205pts]: 2x Fusion blaster, Drone controller, Fusion collider, 2x MV5 Stealth Drone, Target lock

++ Total: [79 PL, 1499pts] ++

This is my take. Trading all those points spent on defense for allot more guns, really though, you have allot of points to work with once you remove all the shield generators, you will have to make it work with your models and preferences but this is an idea of what you could do. Another thought would be to remove the fusions scattered throughout the units and take a single quad fusion commander instead as a more specialized potent anti tank unit.

Good luck in your battles to come!
Through Unity Devastation.
Blindeye Cadre Log

User avatar
Arka0415
Shas'Ui
Shas'Ui
Posts: 2201

Re: 1500 pt Combined Arms

Post#3 » Jul 28 2017 12:44

Blindeye's suggestion is excellent. The only changes I'd consider would be taking Gun Drones with the Ghostkeel, since you probably want to infiltrate/move with it and the Drones might not be able to get there/keep up. Also, consider combining the Pathfinders into two units since you don't need to fill any more than 3 Fast Attack slots!

User avatar
Falsegods
Shas'Saal
Posts: 57

Re: 1500 pt Combined Arms

Post#4 » Jul 28 2017 06:51

Thank you for the feedback. I think I did go d little over board with with the shield generators. Consolidating the stealth suits into a single unit makes sense and I think I will attach a mixed units of drone to them. I am not disregarding your advice about gun drones but previously the most damage I suffered with them was from auto hitting wounds and I want to see how the shield drone play out countering that. I will probably take gun drones with the XV8 team, to get them close. I will post a revised list later today. I will not get the chance to try this for a two or three weeks because of my schedule, but gives me time to get my second TX7 put together and make sure I have all the drones I need.

Jburli
Shas'La
Shas'La
Posts: 120

Re: 1500 pt Combined Arms

Post#5 » Jul 30 2017 07:38

Yes, a shield generator = 8pts
A shield drone = 8pts and is more fun :D

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