House Rules: Hybrid Tau

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 400 point Sample Army list for Combat Patrol
 1,500 point Sample Army List
 2,000 point Sample Army List



The Mont'Mesme was dispatched before the Cadre would engage for a bit of reconnaissance before the storm. The Devilfish APC Definition: Armoured Personal Carrierglided swiftly through the tree line as the Kroot Mercenaries leaped from branches and scurried through the under brush along side. A lone XV8 Crisis followed the convoy as his sensor spines scanned the areas to root out hiding forces as they all collected the data of their run.
Once a suitable clearing was found, the Ko'Lissera arrived in order to establish a defendable outpost on this jungle moon, away from the blasts that filled the skies to the East. Several more XV8 Crisis landed from their drop ship as well as several more dispatches of the Fire caste. Even a mighty XV-88 Broadside was called to the field for fire support, as a Hammerhead gunship circled the outpost on sensor duty.
However, approaching Gue'la from the East were easily making their presence known by their manner of travel and deployment as they plowed through areas and disturbed even the very ground. The Ko'Lissera would need more support to ensure their holding of the newly established outpost, so a team of XV15 Stealth suits joined the Cadre from a low flying drop ship and set out to scout the areas where other units would have been spotted too easily in order to gauge how the Gue'la would be received. They were followed by the entrenched Kroot Mercenaries who crept in the under brush of the forest and the small Gun Drones were ever present to provide suppression fire should the group uncover an ambush. However, knowing several battle tanks were rummaging forward, another XV-88 Broadside was called to the Cadre to ensure their dominance.
It was apparent the Gue'la were aware that the Cadre had situated itself there, and instead of pulling out to a higher ground, the Ko'Lissera was determined to bolster their numbers further, as multiple detachments from the Gue'la were uncovered in the surrounding areas. More Devilfish APC's began scouting along side the XV15s and Kroot as several more Fire cast squads bolstered the lines in the surrounding coverage and the silence was broken as another Hammerhead gunship nestled down for preliminary fire.
The Gue'la's first feeble attempt at scattering their target failed, as the Tau were deeply entrenched and ready for the rustle of the fast moving armored vehicles and ground infantry, as to not give away their forward positions. Several more groups of Kroot Mercenaries had lined the trees in the clearing and were already setup to attack straggling Gue'la as they entered the open ground. The XV-88 Broadsides locked in and annihilated the small tanks as the single shots pushed them into the ground were they stopped, completely disabled and the Hammerhead gunship laid terrible submunition fire onto the defenseless Gue'la as they scattered from their vehicles. The Kroot and XV15 Steals encircled and quickly cut off any runners while the XV-88's continued to remove the armored protection from the creatures until the XV8 Crisis nestled behind the oncoming Gue'la allies, of immense creatures in heavy armor, and without hesitation, ripped them from the field with their plasma as their missile pods penetrated the rear of several more transports that were taking cover behind the other wrecked battle tanks.
The outpost would not be taken this day.



400 point Sample Army list for Combat Patrol

Army Type: Hybrid Tau Mont'Mesme

Preface

Combat Patrol is not a full battle scenario, and therefore allows us greater use of individual units in smaller point games as well as taking away the need for heavy artillery and extremely elite units. The spirit of the Combat Patrol stems from scouting missions, where the lower ranks are sent to gather information or investigate in-fractures. Scouting missions are not missions to find the highest ranking Tau Commanders taking part in, nor should an extremely high powered heavy tank be present either. So keeping this in mind, we can set forth to create a Combat Patrol army list, that is both close to the spirit of Combat Patrol and effective in a competitive environment. It is an excellent way to play quick games with friends that allow a good range of models and rules, as well as not spending a mountain of resources to buy models. Combat Patrol is a great way to start the game, or revitalize it for older players and is definitely a good way to get an idea for various units in your army before playing a much longer and larger game format.

Army List: 398 points Mont'Mesme

Elite Selection I: 57 points
  • XV8 Crisis Battlesuit Shas'ui x 1
  • Hardpoint I & II: Twin-linked Missile Pod
  • Hardpoint III: Flamer
  • Special Rules: Deep Strike; Improved Sensors
I have chosen to dedicate this Battle Suit to a roll that is suitable for engaging enemy armor. Missile Pods are both long range and strong with multiple shots. This is the perfect weapon to take in Combat Patrol to take out armor, and in order to best use it, we will Twin-link it to ensure our hits. The Missile Pods are also great at forcing high powered hits with a good armor piercing value on heavy infantry squads as well, such as static firing squads in the distance. The Flamer is our backup system, should anything come to close to us, but mainly it will not be used, but it's good to have fore versatility in a tight situation. The real point of this Suit is to be able to give us solid fire support while remaining alive most of the game. He escorts are Patrol, engages specifically enemy armor as his priority target, and can dodge return fire by using his assault move to hide in cover each turn. The XV8 is also good at detecting hidden enemy ambushes or hidden squads, such as the Tyranid Lictor or Catachans with its Improved Sensors to prevent a hidden attack.
Troop Selection I: 215 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
  • Transport: Devilfish Troop Carrier with Decoy Launchers
The Fire warriors are the backbone of any Tau Army generally, and are essential in our Combat Patrol due to their solid squad sizes and very powerful basic weapons. Fire warriors can wound most units that will be found in Combat Patrol easily and can do it while being mobile. On top of that, their basic weapon can glance most enemy transports and light vehicles, making them also an alternative to busting a piece of light armor on the field while the Crisis takes on the heavier targets. These Fire warriors need their Shas'ui leader to help them hold steady through the Patrol, lending his Leadership ability. The Devilfish is taken to give us an aspect of mobility in our list to quickly intercept, counter or take targets--be they enemy units or objectives.
The Devilfish has an impressive armor rating and is a skimmer to boot, so our Decoy Launchers are taken to help it survive. With a bit of luck and careful placement, this Devilfish may last more than half or even possibly most of the game, if not the entire game. This squad is meant to move hard and fast, to get our squad of Fire Warriors in range of an appropriate enemy target (generally fast units of the enemy's) to unleash Rapid Fire with our Pulse Rifles. The Devilfish also acts as a combat shield if it is in front of our fire warriors, to at least slow down combat, or block a combat path all together (such as if it is parked in an ally way or between terrain with Fire warriors behind it). It does not block line of sight for firing (which means the Fire Warriors and your Crisis can fire through it, as well as the enemy) but it does block a ground based assault.
Troop Selection II: 126 points
  • Kroot Carnivore Squad x 18
  • Special Rules: Infiltration
The Kroot are taken in order to provide an element of ground units that are both in the spirit of Combat Patrol, but also as a very effective small game unit. Their large squad size will allow them to take casualty and still hang around. Best of all is their infiltration, which allows them to either move early in the game or simply appear very close to the enemy in a tactically advantageous position, such as in cover, or near an objective). These Kroot are easily supported by the Fire Warriors as they can move normally and the Fire Warriors can move quickly to work together. It works very well with their massed Rapid Fire weapons coupled with the Fire Warriors. In small games, Kroot really shine because of their squad sizes for shooting and even in combat. A small squad of 6~8 enemies are easily overwhelmed when they are fired upon by Fire warriors and then assaulted by a large mob of Kroot. They can operate on their own in small games, but it is still a good idea to keep them supported and vise verse with the Fire Warriors.

Tactical Applications

The idea of this Army list is to use our Kroot and Fire Warriors as the workhorse for the Patrol. Our Crisis suit provides a solid Anchor unit to attack from a safe distance as well as crush enemy armor. The Kroot can infiltrate and the mounted Fire Warriors can quickly catch up to them, which makes a great spearhead unit. Some may prefer to attack two targets and this is very possible with a massed amount of Kroot such as this as well as a mobilized Fire Warrior squad. In that case, it is important to select the appropriate targets. The Kroot are best suited to attack the smaller enemy squads with heavy weapons, such as enemy anchor units (which will generally contain the anti-armor support). If you stop that squad with Kroot, then the Devilfish is generally safe for the whole game if you eliminate the weapons that are capable of destroying it (such as missile launchers, autocannons, plasma guns, meltaguns, etc).
The Fire Warriors can on the other hand punish larger squads with their much more powerful weapons. Again, it is recommended to split up fire like this only when the squads are small and will easily be overwhelmed. However, for large squads it is more advisable to focus your firepower and have these two squads work together to ensure that they eliminate their collective target. While these two Troop units act as the workhorse, your Crisis is going to be taking very safe distance shots forcing your opponent into cover, or forcing his vehicles to keep from coming out too far. Remember, choosing the appropriate target with the appropriate unit and having your units work close together will be the key to eliminating your enemy and surviving the Patrol.



1,500 point Sample Army List

Army Type: Hybrid Tau Ko'Lissera

Preface

The Hybrid Tau army at the 1,500 point level takes advantage of a good armament of anti-tank and keeping a good number of Railguns for this level of game play. At the same time, we maintain a mobilized aspect in our Battlesuits and a mounted Troop of Fire warriors to intercept, counter and take objectives. The idea of a Hybrid list of this type is to take hold of an area and provide ranged support while the mechanized aspect of our List acts as the workhorse. We also add in the Kroot for additional support and their natural Infiltration. The 1,500 point list is generally the second goal from the starting 1,000 point list in preparation for larger games or more competitive game play in tournaments.

Army List: 1,500 points Ko'Lissera

HQ Selection: 88 points
  • Commander Shas'El XV8 Crisis Battlesuit
  • Hardpoint I: Plasma Rifle
  • Hardpoint II: Missile Pod
  • Hardpoint III: Multi-tracker
  • Hard-wired Black Sun Filter
  • Special Rules: Deep Strike; Independent Character; Improved Sensors
I have chosen the Shas'El commander due to his good combination of points cost and efficiency on the battlefield. He is setup "Fireknife" fashion with his Plasma Rifle and Missile Pod, to allow him great versatility in both defensive and offensive measures. As an XV8 Battlesuit, he is able to deep strike, adding more versatility in order to take down deeply buried targets, that cannot normally be countered easily, for example a hidden Whirlwind tank. As an Independent Character, he follows all of the special rules surrounding Independent Characters and as such is very safe from enemy fire, even while in the open, so long as he is carefully situated as not being the closest model to the enemy. From this point on the battlefield, he is free to deliver his attacks at any targets and will easily pass target priority checks with his improved leadership and with a Black Sun Filter he will be able to see his targets in Night Fights where others may not.
The commander is perfect for taking out transports and light armored vehicles, early on that are singled out from the other units in the List. He also makes an excellent lure, to attract enemies since it will be difficult for them to return fire--in which case they may want to attempt to assault him. Overall, he should last the entire game if he is kept well positioned and harass and destroy his targets from long and medium range and has the ability to really punish any target too close for liking within rapid-fire range. It's important to remember the Battlesuit's Improved Sensors when playing against the Tyranid or Catachans to detect ambush or hidden units.
Elite Selection I: 195 points
  • XV8 Crisis Battlesuit Shas'ui x 3
  • Hardpoint I: Plasma Rifle x 3
  • Hardpoint II: Missile Pod x 3
  • Hardpoint III: Multi-tracker x 3
  • Special Rules: Deep Strike; Improved Sensors
The trio of "Fireknife" fashion XV8 Crisis Battlesuits are well complimented to virtually any Tau force, and as such make an appearance here. They are an excellent squad with the ability to handle virtually any target that will be presented at the 1,000 point level. Their long range Missile Pod is great for taking out enemy transports and light armored vehicles and their Plasma Rifles are superb and destroying heavy infantry. This unit is great for early destruction of transports, but equally good at stopping fast moving assault infantry, such as Jump Pack units, with heavy armor.
The squad is quite dangerous at medium range as they may fire both Missile Pod and Plasma Rifle, from a fairly safe distance, but up close, in rapid-fire range, they become outright deadly. Their primary use is destroying transports early on and then countering any fast moving assault units. Afterwards, they're versatile to follow whatever target priority scheme you wish. These Battlesuits are also able to detect hidden units, which use the ambush rules, so become quite good at aiding against enemy Lictors from the Tyranid or ambushes from the Catachans.
Elite Selection II: 180 points
  • XV15 Stealth Team x 6
  • Special Rules: Deep Strike; Infiltration; Stealth Armor; Improved Sensors
The XV15 Stealth Suits add a highly mobile infiltrating well armored squad to the List that may follow the Kroot in a pre-emptive strike against the enemy. Stealth Suits are also great at harassing our enemy infantry, especially those of the non-power armor categories (such as Orks). Our use of the XV15 in our 1,500 point Hybrid list is to have a mobile close range volume fire support squad backed up by 20 Kroot in the shooting phase, which they may then use their assault move to go back away and leave the Kroot out front to absorb an assault should one be near by. The volume fire output combined with the Kroot at rapid-fire range should be sufficient to cause serious damage.
This kind of attack will greatly take the attention away from your more static forces such as your XV-88's and objective taking units who are entrenched. Stealth Suits can also do the same thing that Gun Drones can by showing up to pour volume shots into enemy rear armor or into enemy heavy support squads, where they easily glance and possibly penetrate armor or severely punish light armored squads in the rear of an army. They may also detect hidden squads just the same as the Crisis and Broadsides and may play this roll more often due to their short range in the shooting phase.
Fast Attack Selection I: 96 points
  • Gun Drone Squadron x 8
  • Special Rules: Deep Strike
Gun Drones are a highly mobile unit that is small enough to maneuver easily and make their best efforts as counter units and deep striking anti-armor squads. In our case, when deep strike rules are in effect, we can roll our Gun Drones in later in the game and have them appear behind enemy armor or near an entrenched enemy heavy support team. With our twin-linked strong weapons, it's fairly easy to glance and possibly penetrate most rear armor of tanks as well as harass enemy squads and may even glance them (for example, firing upon a ranged group of Eldar Reapers). Gun Drones make excellent sacrificial squads to intercept fast moving assault squads too in which case you can afford to lose the drones to save the more important Crisis suits or Fire warriors.
Troop Selection I: 215 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
  • Transport: Devilfish Troop Carrier with Decoy Launchers
The mounted Fire Warriors are a true workhorse for the Tau army, in that they are both the backbone and the specialist unit in the Hybrid list. Not only do they provide the normal Troop support, but they also become important for countering and capturing objectives. This unit is primarily used to quickly flank and take hold of new ground or stop an enemy flanking unit. They can operate as a spearhead, but that is not advisable in the Hybrid without a lot of support from the other units. This mounted squad will typically operate away from the main army and will be supported by the Crisis suits generally as well as taking priority away from other squads.
The Devilfish is mainly here to move the Fire Warriors quickly to a location to hold ground, however, they can easily be used to stop an advancing infantry squad should they need to, or counter a fast moving assault squad that is chasing your Battlesuits. The Commander also can make great use of the Devilfish, with Decoy Launchers for increased survivability, as the priority target so that he remains untouchable. Overall, this is a very versatile unit with speed and the ability to deliver quick strikes when needed as well as take hold of objectives for missions.
Troop Selection II: 130 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
Troop Selection II: 130 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
Troop Selection II: 130 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
Ground Troops of Fire Warriors provide anchors to the rest of the mobile aspect of the List. They can support the XV88 in the rear of the army, or form a line to fight back advancing enemy ground units. They're best used in hugging cover for best protection and sticking together. These two units should operate as one unit essentially to cover each other. Any enemy unit that is too close and in line of sight will have quite a slew of fire power to absorb should they come within 30 inches of these Fire Warriors (such as entangled units from an exploded transport). Any enemy that is too close to them is met with severe punishment when within rapid-fire range.
One could think of them as the resistance of which forms a great barrier to be breached, however, do not be fooled by their numbers as they are not meant to be resilient, unless entrenched in cover. These Fire Warriors should only be standing out in the open when it is absolutely safe, or absolutely necessary. Otherwise, they are meant to take pot shots in unison from cover, around terrain, or through skimmers (such as taking cover behind the Devilfish or Hammerhead).
Troop Selection IV: 140 points
  • Kroot Carnivore Squad x 20
  • Special Rules: Infiltration; Fieldcraft
The Kroot are a valuable light squad to help increase our volume fire power, but more importantly, to infiltrate into advantageous positions on the battlefield. In our case, we want our Kroot to infiltrate and take objectives for us, using their large numbers taking cover for resilience while the rest of our army focuses on the enemy without losing any valuable shooting phases by holding an objective. Kroot can also be used as a fantastic counter to fast assault squads or deep strike squads that we are more likely to see in the 1,500 point level (such as Terminators). They are perfect in terrain and make the best use of jungle terrain with the Fieldcraft ability, but this is not so common-but use terrain to the fullest with this squad, unless already in combat.
Heavy Support Selection I: 75 points
  • XV-88 Broadside Battlesuit Shas'ui x 1
  • Support System: Multi-tracker
  • Special Rules: Improved Sensors
Heavy Support Selection I: 75 points
  • XV-88 Broadside Battlesuit Shas'ui x 1
  • Support System: Multi-tracker
  • Special Rules: Improved Sensors
The Broadside is our main anchor of the Hybrid List in a sense that he should be deployed well (near cover, but with open firing paths) and probably never move again as he should be firing at enemy armor ever single opportunity, starting with the heaviest armor first where possible. His railguns are very powerful and are over-kill on a lightly armored transport, but are perfect for taking out the enemy battle tanks or tough multi-wounded creatures (such as Monstrous Creatures). The broadside has a tough armor save, but is not completely resilient. It is best to park him in cover where possible to gain cover saves against any powerful enemy attacks that pierce his armor save.
 The broadside also has a smart missile system which can fire through terrain should any enemy unit try and sneak too close hiding behind terrain to escape his powerful Railgun. It is generally a good idea to support this broadside with Fire warriors should they have no other important tasks on hand, in terms of preventing enemy units from swarming the Broadside--but do not castle your units around him, as he is an anchor, but not the heart of the army. Once he destroys a single tank he will have earned his points back twice over, so remember that should you lose him to the enemy, but do not sacrifice him either. He's a target for ambushes from Tyranid and Catachans, so again, his Improved Sensors can aid in detecting these hidden units before they get a chance to strike.
Heavy Support Selection III: 175 points
  • Hammerhead Gunship
  • Weapons: Railgun and Burst Cannons
  • Options: Multi-tracker, Decoy Launchers, Target Lock, Black Sun Filter
The Hammerhead is the premier tank of the Tau, and as such as the most powerful weapon in the Tau arsenal. Beyond that, it is mounted on a highly mobile and tough skimmer. The Hammerhead is perfect for quickly responding to an armored vehicle threat, while moving fast and remaining resilient via the medium armor rating and Decoy Launchers. Should all the armored targets be eliminated, the Railgun may be fired as a Submunition blast, which is perfect for destroying enemy infantry squads with a massive strong template attack.
The Burst Cannons in combination with the Target Lock will allow the Hammerhead to fire many smaller shots at close range at any approaching enemy targets, or even support any units near by with some added firepower while the primary weapon, the Railgun, fires else ware. It is important to remember to always keep this skimmer moving its full movement capability for maximum response and resilience and should mainly be used to target the heaviest armor first before switching to infantry support, unless there are no other available targets. Like the Commander, the Black Sun Filter will allow our Railgun to take down vehicles in Night Fight still from a safe distance.

Statistics of the Army List

Total Points: 1,500; 100%
  • HQ Selections - 5.9%
  • Elite Selections - 25%
  • Fast Attack Selections - 6.4%
  • Troop Selections - 41%
  • Heavy Support Selections - 21.7%

Tactical Application

At the 1,500 point level, we can expect heavy armor to make an appearance for some armies, so we included another Railgun and the rest of our force divided into its normal bit of Static units and Mobile units for the Hybrid. Our Elites are making a bigger impact with the inclusion of Stealth Suits and our ground forces are beefed by the Kroot. These two units can work great together at the front lines or the enemy, or hold objectives and allow the Fire Warriors to be the workhorse supported by the static elements of the Broadsides and the Hammerhead. The Crisis do their normal routine of busting transports early on and eventually killing any heavy infantry that is near by. So in effect we have a caste of front line, including the Kroot and Stealths, with backup being the Commander, Stealth suits, Crisis and Gun drones, and then static heavy artillery in the form of our Broadsides and Hammerhead. Follow target priority, take the objective right away where possible and stick to cover and keep your units working together. Even when units are separated they can support one another.



2,000 point Sample Army List

Army Type: Hybrid Tau Ko'Lissera

Preface

The Hybrid 2,000 point level game,is where we would most probably stop our process of building up a force. At this point, any further points could be spent on a new Force Organizational Chart, which is far more favorable than adding to existing Slots left over in our current List. At this point, we should have a little bit of everything to allow us to do virtually anything with our game and perform well with a good balance. This is typically the "end game" of most lists when building an army.

Army List: 2,000 points Ko'Lissera

HQ Selection: 88 points
  • Commander Shas'El XV8 Crisis Battlesuit
  • Hardpoint I: Plasma Rifle
  • Hardpoint II: Missile Pod
  • Hardpoint III: Multi-tracker
  • Hard-wired Black Sun Filter
  • Special Rules: Deep Strike; Independent Character; Improved Sensors
I have chosen the Shas'El commander due to his good combination of points cost and efficiency on the battlefield. He is setup "Fireknife" fashion with his Plasma Rifle and Missile Pod, to allow him great versatility in both defensive and offensive measures. As an XV8 Battlesuit, he is able to deep strike, adding more versatility in order to take down deeply buried targets, that cannot normally be countered easily, for example a hidden Whirlwind tank. As an Independent Character, he follows all of the special rules surrounding Independent Characters and as such is very safe from enemy fire, even while in the open, so long as he is carefully situated as not being the closest model to the enemy. From this point on the battlefield, he is free to deliver his attacks at any targets and will easily pass target priority checks with his improved leadership.
The commander is perfect for taking out transports and light armored vehicles, early on, that are singled out from the other units in the List, and his Black Sun Filter will help him see further in Night Fight Rules to aid in slowing down enemy transports by destroying them. He also makes an excellent lure, to attract enemies since it will be difficult for them to return fire--in which case they may want to attempt to assault him. Overall, he should last the entire game if he is kept well positioned and harass and destroy his targets from long and medium range and has the ability to really punish any target too close for liking within rapid-fire range. It's important to remember the Battlesuit's Improved Sensors when playing against the Tyranid or Catachans to detect ambush or hidden units.
Elite Selection I: 195 points
  • XV8 Crisis Battlesuit Shas'ui x 3
  • Hardpoint I: Plasma Rifle x 3
  • Hardpoint II: Missile Pod x 3
  • Hardpoint III: Multi-tracker x 3
  • Special Rules: Deep Strike; Improved Sensors
The trio of "Fireknife" fashion XV8 Crisis Battlesuits are well complimented to virtually any Tau force, and as such make an appearance here. They are an excellent squad with the ability to handle virtually any target that will be presented at the 1,000 point level. Their long range Missile Pod is great for taking out enemy transports and light armored vehicles and their Plasma Rifles are superb and destroying heavy infantry. This unit is great for early destruction of transports, but equally good at stopping fast moving assault infantry, such as Jump Pack units, with heavy armor. The squad is quite dangerous at medium range as they may fire both Missile Pod and Plasma Rifle, from a fairly safe distance, but up close, in rapid-fire range, they become outright deadly.
Their primary use is destroying transports early on and then countering any fast moving assault units. Afterwards, they're versatile to follow whatever target priority scheme you wish. These Battlesuits are also able to detect hidden units, which use the ambush rules, so become quite good at aiding against enemy Lictors from the Tyranid or ambushes from the Catachans.
Elite Selection II: 180 points
  • XV15 Stealth Team x 6
  • Character: Team Leader
  • Special Rules: Deep Strike; Infiltration; Stealth Armor; Improved Sensors
The XV15 Stealth Suits add a highly mobile infiltrating well armored squad to the List that may follow the Kroot in a pre-emptive strike against the enemy. Stealth Suits are also great at harassing our enemy infantry, especially those of the non-power armor categories (such as Orks). Our use of the XV15 in our 2,000 point Hybrid list is to have a mobile close range volume fire support squad backed up by 20 Kroot in the shooting phase, which they may then use their assault move to go back away and leave the Kroot out front to absorb an assault should one be near by. The volume fire output combined with the Kroot at rapid-fire range should be sufficient to cause serious damage.
This kind of attack will greatly take the attention away from your more static forces such as your XV-88's and objective taking units who are entrenched. Stealth Suits can also do the same thing that Gun Drones can by showing up to pour volume shots into enemy rear armor or into enemy heavy support squads, where they easily glance and possibly penetrate armor or severely punish light armored squads in the rear of an army. They may also detect hidden squads just the same as the Crisis and Broadsides and may play this roll more often due to their short range in the shooting phase.
Troop Selection I: 230 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
  • Transport: Devilfish Troop Carrier with Decoy Launchers, Targeting Array and Multi-tracker
Troop Selection II: 230 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
  • Transport: Devilfish Troop Carrier with Decoy Launchers, Targeting Array and Multi-tracker
The mounted Fire Warriors are a true workhorse for the Tau army, in that they are both the backbone and the specialist unit in the Hybrid list. Not only do they provide the normal Troop support, but they also become important for countering and capturing objectives. This unit is primarily used to quickly flank and take hold of new ground or stop an enemy flanking unit. They can operate as a spearhead, but that is not advisable in the Hybrid without a lot of support from the other units. This mounted squad will typically operate away from the main army and will be supported by the Crisis suits generally as well as taking priority away from other squads.
The Devilfish is mainly here to move the Fire Warriors quickly to a location to hold ground, however, they can easily be used to stop an advancing infantry squad should they need to, or counter a fast moving assault squad that is chasing your Battlesuits. The Commander also can make great use of the Devilfish, with Decoy Launchers for increased survivability, as the priority target so that he remains untouchable. Overall, this is a very versatile unit with speed and the ability to deliver quick strikes when needed as well as take hold of objectives for missions.
Troop Selection III: 130 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
Troop Selection III: 130 points
  • Fire Warrior Team x 12
  • Character: Shas'ui
Ground Troops of Fire Warriors provide anchors to the rest of the mobile aspect of the List. They can support the XV88 in the rear of the army, or form a line to fight back advancing enemy ground units. They're best used in hugging cover for best protection and sticking together. These two units should operate as one unit essentially to cover each other. Any enemy unit that is too close and in line of sight will have quite a slew of fire power to absorb should they come within 30 inches of these Fire Warriors (such as entangled units from an exploded transport). Any enemy that is too close to them is met with severe punishment when within rapid-fire range.
One could think of them as the resistance of which forms a great barrier to be breached, however, do not be fooled by their numbers as they are not meant to be resilient, unless entrenched in cover. These Fire Warriors should only be standing out in the open when it is absolutely safe, or absolutely necessary. Otherwise, they are meant to take pot shots in unison from cover, around terrain, or through skimmers (such as taking cover behind the Devilfish or Hammerhead).
Troop Selection V: 140 points
  • Kroot Carnivore Squad x 20
  • Special Rules: Infiltration; Fieldcraft
Troop Selection V: 140 points
  • Kroot Carnivore Squad x 20
  • Special Rules: Infiltration; Fieldcraft
The Kroot are a valuable light squad to help increase our volume fire power, but more importantly, to infiltrate into advantageous positions on the battlefield. In our case, we want our Kroot to infiltrate and take objectives for us, using their large numbers taking cover for resilience while the rest of our army focuses on the enemy without losing any valuable shooting phases by holding an objective. Kroot can also be used as a fantastic counter to fast assault squads or deep strike squads that we are more likely to see in the 2,000 point level (such as Terminators).
They are perfect in terrain and make the best use of jungle terrain with the Fieldcraft ability, but this is not so common-but use terrain to the fullest with this squad, unless already in combat. At the 2,000 point level, our Kroot become the real objective holders.
Heavy Support Selection I: 187 points
  • XV-88 Broadside Battlesuit Shas'ui x 2
  • Support System: Multi-tracker x 2
  • Character: Team Leader
  • War Gear: Hard-wired Drone Controller with 2 x Gun Drones
  • Special Rules: Improved Sensors; Bonded
The Broadside is our main anchor of the Hybrid List in a sense that he should be deployed well (near cover, but with open firing paths) and probably never move again as he should be firing at enemy armor ever single opportunity, starting with the heaviest armor first where possible. His railguns are very powerful and are over-kill on a lightly armored transport, but are perfect for taking out the enemy battle tanks or tough multi-wounded creatures (such as Monstrous Creatures). The broadside has a tough armor save, but is not completely resilient. It is best to park him in cover where possible to gain cover saves against any powerful enemy attacks that pierce his armor save and use the gun drones to absorb as many of the highest powered hits that they receive as possible. The broadside also has a smart missile system which can fire through terrain should any enemy unit try and sneak too close hiding behind terrain to escape his powerful Railgun
It is generally a good idea to support this broadside with Fire Warriors should they have no other important tasks on hand, in terms of preventing enemy units from swarming the Broadside--but do not castle your units around him, as he is an anchor, but not the heart of the army. Once he destroys a single tank he will have earned his points back twice over, so remember that should you lose him to the enemy, but do not sacrifice him either. He's a target for ambushes from Tyranid and Catachans, so again, his Improved Sensors can aid in detecting these hidden units before they get a chance to strike.
Heavy Support Selection II: 175 points
  • Hammerhead Gunship
  • Weapons: Railgun and Burst Cannons
  • Options: Multi-tracker, Decoy Launchers, Target Lock, Black Sun Filter
Heavy Support Selection II: 175 points
  • Hammerhead Gunship
  • Weapons: Railgun and Burst Cannons
  • Options: Multi-tracker, Decoy Launchers, Target Lock, Black Sun Filter
The Hammerhead is the premier tank of the Tau, and as such as the most powerful weapon in the Tau arsenal. Beyond that, it is mounted on a highly mobile and tough skimmer. The Hammerhead is perfect for quickly responding to an armored vehicle threat, while moving fast and remaining resilient via the medium armor rating and Decoy Launchers. Should all the armored targets be eliminated, the Railgun may be fired as a Submunition blast, which is perfect for destroying enemy infantry squads with a massive strong template attack. The Burst Cannons in combination with the Target Lock will allow the Hammerhead to fire many smaller shots at close range at any approaching enemy targets, or even support any units near by with some added firepower while the primary weapon, the Railgun, fires else ware.
Our Black Sun Filters will allow us to see those long targets during the Night Fight games. It is important to remember to always keep this skimmer moving its full movement capability for maximum response and resilience and should mainly be used to target the heaviest armor first before switching to infantry support, unless there is no other available targets.

Statistics of the Army List

Total Points: 2,000; 100%
  • HQ Selections - 4.4%
  • Elite Selections - 18.7%
  • Troop Selections - 50%
  • Heavy Support Selections - 26.9%

Tactical Application

Our list is full of mobile units, infiltrators and static elements for anchors at this 2,000 point final list level. We have a full slew of units to best cover the widest area of terrain while taking objectives and holding ground and maintaining a strong fire base to hault the enemy from contesting us. At this point, every unit should have a real purpose and should stick to it. Our Kroot and Stealth Suits should be the real objective takers, while the Devilfish mounted Fire Warriors should be a workhorse for helping intercept fast moving enemies or destroying entangled infantry. Or heavies should be hard at work taking down the armor elements that are fielded against us and the Crisis Suits should always be breaking transports and weakening heavy infantry with plasma fire.
Overall, it's the same as ever, but with a little bit more of everything.




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