My Fledging Tau have all grown up and are now a significant (albeit not particularly well balanced) army. I've completed every model except for the last four stealth suits and a multitude of gundrones. That said, here's my favourite setup so far:
Tau Cadre J'Etsu
HQ Options: After trying out the ethereal a couple of times, I've realised he's just a huge (although pretty) waste of space. His 'honour guard' are overpriced and attract far too much heat! As such I've plumped for the standard option of a couple of Shas'Els. This has the advantage of giving me two dependable and effective warriors with powerful firepower and additionally giving me
Apart from the 'special issue' weaponry, I'm not a big fan (yet) of taking many expensive defensive upgrades. With the move-fire-move ability of the Crisis Suits (and Stealth suits), my objective would be to dominate a particular sphere of the board and then move across. There is no excuse for not having access to cover and my objective should be to a LOS deniance (ie: don't give them a target) rather than invulnerable saves. One thing I really like is the addition of Drones to a unit. The Crisis Suit commander doesn't count as a montrous creature, meaning he can happily join a normal fire warrior or Kroot squad and not get 'targetted' - in addition when 'on his own' he's got 2 instantkill deaths floating around with him.
- Shas'El: Missile Pod, Plasma Rifle, Flamer, Hard Wired Multitracker, Hard Wired Drone Controller and 2 gundrones.
- Shas'El: Missile Pod, Air Fragmentation Projector, Flamer, Hard Wired Multitracker Hard Wired Drone Controller and 2 gundrones.
- Crisis Suit Team [2], Team Leader with Twin Linked Plasma Rifle, Fusion Gun and Multitracker. Shas'la with Twin Linked Missile Pod and Fusion Gun. Hard Wired drone controller and 2 gun drones.
- Stealth Team [3], 2 Burst Cannons, team leader with fusion gun and target lock. Hard Wired drone controller and 2 gun drones.
- Stealth Team [3], 3 Burst Cannons. team leader with hard wired drone controller and 2 gun drones.
The fire warriors I inherited came with two squads of 9 armed with Pulse rifles and a squad of 6 armed with pulse carbines. Iive not been very impressed with the carbine so far. Yes it 'can' pin, but without markerlight hits, that's next to useless against anything but charging orks or Guard (who lets face it, shouldn't be charging). I'm keeping them really for variety, and the ability to charge into close combat to challenge my own objectives gotta be worth a laugh.
- Fire Warriors [9] Pulse Rifles, Shas'Ui.
- Fire Warriors [9] Pulse Rifles, Shas'Ui.
- Fire Warriors [6], Pulse Carbines, Shas'Ui.
The only other fast attack option I would consider buying next would be piranha's, but they are very flimsy... the pathfinder devilfish rocks as it inhibits close combat, fletchette dischargers have the best close combat ability in the game and if they move over 6" they can be only hit on a 6?!? What's not to like? The devilfish also allows a reroll on deep striking, and with the newer, more forgiving deepstriking rules - we're good to go! Additionally, most Tau vehicles come with a pair of 'free' gun drones. These small squads are brilliant, giving pester power or mini speed bumps to your army. 'Are you really gonna waste a turn firing on 2 gun drones?' One of the best examples of how a 'low heat' score makes them invulnerable. The two gun drone squadrons in there are just for points usage. These units are very useful for deep striking pester power and additionally can be 'linked' with the Shas'Els giving you a Shas'El with 9 wounds!
- Pathfinders [8] with pulse carbines and markerlights. One pathfinder with Rail Rifle.
- Devilfish with burst cannon, 2 gun drones, fletchette dischargers and multitracker.
- Gun Drone Squadron [4]
- Gun Drone Squadron [4]
The advanced stabilisation system is a must for these boys, meaning they can 'choose' to move and fire, they can also choose to walk AND run, remember that! This is particularly essential if they are 'forced' on from reserve, giving them first turn firepower.
The addition of a couple of shield drones to this unit is essential, giving them 2 extra wounds at T4, Sv2+ and Inv Sv 4+. I'd eventually like to field three of these boys as a heavy support choice. By spacing them: Broadside - Gundrone - Broadside - GunDrone - BroadSide I can minimise casualties. At that point target lock will become the system of choice, allowing me to target 3 tanks a turn!
- Broadside Battlesuit: twin-linked railguns, smart missile system, advanced stabilisation system, team leader, Hard wired drone controller and 2 shield drones.
I've given some hints over what I'd like to get next, but what do you think?