First, a thanks to the mods for starting the Cadre Building section. I think having high level discussions on specific army lists will greatly benefit ATT.
This army list if my first serious attempt at a 6th edition army list. It is also an attempt to incorporate fortifications and allies in a Tau list without comprimising having fire warriors, battlesuits, tanks, and in general, what I like having in my Tau list. The chosen allies are Eldar Corsairs. A discussion on them can be found here.
The general concept behind this list is mech/mobile infantry. In 6th, I think this concept, pioneered by
T0nkaTruckDriver, has taken on a new lease on life, especially considering that we can move and fire rapid fire weapons at 30" (one shot). Pulse rifles are even more desirable now than ever before, so I wanted some on the board at all times.
The list is also designed to compensate for the lack of AA firepower in the Tau list.HQ - Shas'o Commander: 142 pts
1x Shas'o; Plasma Rifle; Fusion Blaster; Multi-tracker; Hard-wired Drone Controller; 2 Shield DronesHQ [Allied] - Void Dreamer: 70 pts
1x Void DreamerElites - Crisis Team: 182 pts
1x Shas'ui; TL Fusion Blaster; Drone Controller; 1 Shield Drone
2x Shas'ui; Plasma Rifle; Fusion Blaster; Multi-trackerTroops - Fire Warrior Team: 120 pts
12x Shas'laTroops - Fire Warrior Team: 120 pts
12x Shas'laTroops - Fire Warrior Team: 205 pts
1x Devilfish; Disruption podTroops [Allied] - Corsair Jetbike Squadron: 170 pts
2x Jetbiker; Shuriken Cannon
4x JetbikerFast Attack - Tetra Squadron: 120 pts
1x Tetra; Targeting Array; Blacksun Filter
1x Tetra; Targeting Array; Target LockHeavy Support - Broadside Team: 260 pts
1x Shas'ui; Drone Controller; 2 Shield Drones
2x Shas'ui; Targeting ArrayHeavy Support - Hammerhead Gunship: 180 pts
1x Hammerhead; Railgun; Smart Missile System; Multi-tracker; Disruption Pod; Target LockHeavy Support [Allied] - Corsair Firestorm: 180 pts
1x FirestormFortifications - Aegis Defense Lines: 100
1x Aegis Defense Lines; Quad-gunTotal:
As stated before, this list is an attempt to use allies, fortifications and protect against flyers. It is also intended as a take-all-comers list.
Note on my allies: My gaming group is fine (in fact loves) using Forge World material. The Corsairs are from Imperial Armour 11: The Doom of Mymeara. Corsair Jetbikes are BS 4 Eldar jetbikes with Scouts. Corsair Firestorms are BS 4 Firestorms. The Void Dreamer is primarily taken because of its 12", D6 shot (auto hits) shooting attack that is AP 2 and Str 6 vs T 4 targets. It also has minor useability against tanks.
The general idea is to use the Broadsides and the Aegis lines as the rock of the army. The Broadsides can fire their railguns in my shooting phase and are then allowed to use the quad-gun when enemy reserves appear. The quad-gun also acts as extra anti-light vehicle firepower if its needed. However, the quad-gun is the complement to the Firestorm, which is the primary AA platform.
The Commander and Crisis Suits will act as a single unit, who's purpose is to hunt down the tougher targets of the enemy. I've chosen to give one Shas'ui a TL fusion blaster because I've found that having a more reliable melta is actually very useful, especially given certain units such as Nobz, Paladins. It also is an added tool to deal with vehicles if my other anti-tank is overtaxed.
The Hammerhead and Fire Warriors are primarily anti-infantry, though the Hammerhead is AT in a pinch. The Void Dreamer goes with a Fire Warrior Team on foot (can't put allied ICs in a transport), essentially acting as a rather powerful special weapon (he doesn't need to roll to hit). I'm using it to also try and use (and abuse) how wounds are now allocated.
Also, I don't take Shas'uis in 6th edition because I don't see the need anymore. We can always fire once at 30", and we can regroup until only 2 models are left. And regrouping restrictions are gone. Granted, we can only Snap Shot while Falling Back or after regrouping, but I've always been more concerned about keeping Fire Warriors in the fight as scoring units, rather than as the main way of killing things. Is this a mistake in 6th?
The Devilfish will be using the Sea Turtle
tactic to cover the advance of the foot bound infantry. The embarked Fire Warriors only get out if they absolutely must (generally when their tank dies).
Tetras are Markerlight support. Even though a significant portion of the army is non-Tau, the army still has Broadsides and Crisis suits, which will always benefit from Markerlights. I also recommend the given configuration to all those who use Tetras. It maximizes not only their use (can split fire with the heavy markerlights) but both have the Night Vision rule for the occurances where the mission has Night Fighting, allowing your army to work well during the night.
FInally, the Jetbikes either accompany the Crisis suits as extra anti-infantry support or they outflank to capture a hidden objective. What they do is dependent the circumstances of each game.
That's more or less my outline. Are there threats I haven't accounted for enough? Could it deal with fast, assault orientated force? Are the allies worth it or should I take more Tau? Do Fire Warriors need Shas'ui (and bonding knives) in 6th? Should I take an Icarus lascannon vs the Quad-gun? Should I give the Void Dreamer a jetpack to go with the Crisis suits?