So I'm fuckin' around with my Tau now that the codex dropped, and I think the dude expected me to play them like guard, but bad. I'm trying to make them more like their 4th/5th iteration with a more mobile applied firepower style, the old half guard half eldar feel they had. List inbound.
Bork'an Battalion
+Enforcer Commander, Plasma Accelerator, Missile Podx2, Shield Gen -143
--Warlord, Seeker of Perfection
+Cadre Fireblade -42
-Firewarriors (5) -35
-Firewarriors (5) -35
-Firewarriors (10) -70
All with Rifles
--Devilfish, SMS -118
--Devilfish, SMS -118
=Pathfinders (5) -40
=Pathfinders (5) -40
Bork'an Vanguard
+Crisis Commander, Plasma Riflex2, Missile Pod, Shield Gen -126
*Stealth Team (5), Markerlight/TL -149
*Riptide, HBC, SMS, TL, VT -272
*Ghostkeel, CIR, BCx2, TL, Shield Gen -177
Sa'cea Spearhead
+Coldstar Commander, HVBC, Missile Podx2, Shield Gen -166
^Hammerhead, Railgun, SMS -168
^Hammerhead, Railgun, SMS -168
^Broadside, HRR, SMS, TL -131
1998 total.
I feel like I'm having to shave off points all over the place. Basically, static gunlines are a snoozefest and guard do it better anyway. The plan is to keep mobile and keep the devilfish luchboxes going until the Warrirors dump out and volley out 60 shots at 18". Pathfinders are kinda out in the wind so they get a big sniperish suit that can plod up the table. Sa'cea helps out rail units a lot and the coldstar operates like an attack chopper that can light up targets for 2CP. The Ghostkeel and Riptide are new, haven't used them in any edition. I'd use my crisis instead, but it seems GW would rather I not. Bork'an Commanders deepstrike, I could maybe get cute with the command and control node if I drop the jr. next to the riptide.
Look here shas'la, I started Tau in 3rd, I've been listening to this shit for 15 years. It's tiresome, I get it, but everyone thinks my faction>your faction. L5R has it, MTG has it, Warmahordes had it, it's gamer culture.
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