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Tau 2k list - playing the mission and stopping others play

Hey everyone, just thought I'd share a Tau list and the thought behind it. This will be quite a long post but the intention is to share some ideas and tactics I've not seen put together like this before.
I'm sure it will have some counters I won't have played against but let's face it, Tau are in a poor position right now so we should share the knowledge.
Heavy caveat - I am UK based so this hasn't been tested with any rigour in tournaments etc, just matches with friends and not against all factions so don't take this as a list I am hugely confident in...yet haha!
I'd be interested to hear what everyone thinks!

  • Score 40 pts reliably on the primary through a resilient base that can hold 2/3 objectives without being pushed off easily.
  • Don't give up any easy secondaries whilst having the range and strength of firepower to score a good variety of your own secondaries
  • Use invulns, shield drones and FNPs to make sure that the bulk of your firepower will be around to fire turns 1-3 by which point you should have removed most of their ranged threats.
  • Make sure that charging the units holding objectives is painful.

So what's the list?
  • (Full BS versions below)
  • Tau sept patrol
    • Shadowsun / riptide with relic ion + SMS / riptide with HBC + SMS / 2 x broadsides with HYMP + SMS
      • Both the riptides have counterfire defence systems giving them reroll failed overwatch on 5+
      • Both the broadsides have shield gens for a 4++
    • 8 shield drones with an ethereal to buff the drones leadership and also give a 6+ FNP bubble
    • 5 man strike team
  • FSE vanguard
    • Single commander with 4 x fusion blasters (warlord with the advance and charge trait)
    • Veteran cadre with 5x missile and ATS suits and 1x tanker suit with the iridium suit, shield gen and relic airbursting frag projector to give him ignore -1+-2 AP
    • Supported by 2 units of 4 drones
    • 5 man strike team

  • Choosing secondaries
    • You have the weight of fire and strength of fire (especially with the relic ion) to pick things like thin their ranks and bring it down.
    • You actually don't have many units so grind them down can often be quite easy too
    • Assassinate is good against armies with characters who want to charge the tau blob
    • While we stand we fight is good against someone you know will struggle to kill the riptides and you can keep the commander safe
    • Raise the banners is good because you have FW who won't be doing anything and also shadowsun (who can often be out of range early game) and the ethereal who can raise banners
  • Conversely, your opponent is thinking:
    • They can score max 6 from bring it down
    • They can score 9 from assassinate and it's easy to protect the characters
    • There aren't that many soft units to target.
    • There aren't enough models for thin them down.

Tactics/game plan
  • The tau sept blob's goal is to push forward early game and spread over 2 objectives such that charging causes a world of pain in overwatch.
    • Use one of the two riptides at the tip of the spear (use the one you are least worried about getting locked in combat - this will vary depending on the oppo). Place this riptide so that they have to charge to take the objective.
    • String your other Tau units behind to maximise overwatch whilst minimising the chance of them getting tagged if a charge is successful.
    • Overwatch: rerolling failed overwatch on the riptides is brutal. Combine that with up to 4 lots of SMS means you can even pick stuff off that is charging from out of LOS.
    • Even if the riptides do get locked in combat, they can still benefit from Kauyon to clear what they are caught with. This is important because it means you can still be on the objective to then overwatch anything else that charges.
    • Utilise Shadowsun's Kauyon's to put down a hell of a lot of reliable firepower in turn 1/2/3 as needed. If needed, use Montka turn 1 to get far enough forward.
    • The invulns on everything plus shield drones plus 6+ FNP can actually makes this blob pretty resilient early in the game. You use this resiliency to pick out their firepower that can hurt you later on.
  • The FSE suit blob sits in safer territory and lays down efficient, long-range firepower to remove key threats. Later in the game it can hold rearfield objectives.
    • 20 x 36" S7 -2AP D3 damage is a lot of output
    • The 5-markerlight strat puts these guys onto 2s rerolling 1s (or still on 3s if you have been debuffed)
    • The commander will likely not be firing his fusions early game so you can use command and control node to reroll wounds which for 1 cp is great. You can even split your targets with this.
    • These two options make the unit extremely efficient even against T8.
    • The unit is pretty resilient with 2 x 4 shield drones and 1 crisis suit who is set up as damage sponge. He as a 2+/4++ save and ignores AP1+2. And you also have the FSE strat to give them a 5+ FNP if they are being really targetted.
  • The commander is great for taking objectives late game or picking off a key target turns 2-4.
Where are the markerlights??!?
  • This list doesn't need them!
    • The Tau blob will get one or two turns of full rerolls from Shadowsun.
    • Also, Shadowsun's drone can give reroll 1's to a unit and so can the ethereal. Use these later in the game.
    • The veteran cadre can have their efficiency boosted by strats and of course are FSE so anything within 12" gets a ML anyway

Full list
++ Patrol Detachment 0CP (T'au Empire) [32 PL, -3CP, 733pts] ++
+ Configuration +
Detachment CP
Sept Choice: Farsight Enclaves, Show Sept Tenets rule
+ Stratagems [-3CP] +
Emergency Dispensation (1 Relic) [-1CP]
Veteran Cadre (4+ models) [-2CP]
+ HQ [8 PL, 170pts] +
Commander in XV86 Coldstar Battlesuit [8 PL, 170pts]: 6. Exemplar of the Mont'ka, 4x Fusion blaster [60pts], Warlord
+ Troops [2 PL, 45pts] +
Strike Team [2 PL, 45pts] . Fire Warrior Shas'ui [9pts]: Photon grenades, Pulse rifle . 4x Fire Warrior w/ Pulse Rifle [36pts]: 4x Photon grenades, 4x Pulse rifle
+ Elites [20 PL, 458pts] +
XV8 Crisis Battlesuits [20 PL, 458pts]: Reactive countermeasures, Veteran Cadre . Crisis Shas'ui [65pts]: Advanced targeting system [5pts], 2x Missile pod [30pts] . Crisis Shas'ui [65pts]: Advanced targeting system [5pts], 2x Missile pod [30pts] . Crisis Shas'ui [65pts]: Advanced targeting system [5pts], 2x Missile pod [30pts] . Crisis Shas'ui [65pts]: Advanced targeting system [5pts], 2x Missile pod [30pts] . Crisis Shas'ui [73pts]: Airbursting fragmentation projector [8pts], Missile pod [15pts], Shield generator [10pts], XV8-02 Crisis Iridium battlesuit [10pts] . Crisis Shas'vre [65pts]: Advanced targeting system [5pts], 2x Missile pod [30pts] . 4x MV4 Shield Drone [60pts]: 4x Shield generator
+ Fast Attack [2 PL, 60pts] +
Tactical Drones [2 PL, 60pts] . 4x MV4 Shield Drone [60pts]: 4x Shield generator
++ Patrol Detachment -2CP (T'au Empire) [59 PL, 10CP, 1,265pts] ++
+ Configuration [10CP] +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment CP [-2CP]
+ HQ [11 PL, 210pts] +
Commander Shadowsun [8 PL, 155pts]: Fletchette launcher, 2x High-energy fusion blaster, Light missile pod, MV37 Advanced Guardian Drone [10pts], MV62 Command-link Drone [10pts], Pulse pistol
Ethereal [3 PL, 55pts]: Honour blade
+ Troops [2 PL, 50pts] +
Strike Team [2 PL, 50pts] . Fire Warrior Shas'ui [14pts]: Markerlight [5pts], Photon grenades, Pulse pistol, Pulse rifle . 4x Fire Warrior w/ Pulse Rifle [36pts]: 4x Photon grenades, 4x Pulse rifle
+ Elites [30 PL, 615pts] +
XV104 Riptide Battlesuit [15 PL, 310pts]: 2x Smart missile system [30pts], Amplified ion accelerator, Counterfire defence system [10pts], Ion accelerator [15pts], Velocity tracker [10pts]
XV104 Riptide Battlesuit [15 PL, 305pts]: 2x Smart missile system [30pts], Advanced targeting system [20pts], Counterfire defence system [10pts], Heavy burst cannon
+ Fast Attack [4 PL, 120pts] +
Tactical Drones [4 PL, 120pts] . 8x MV4 Shield Drone [120pts]: 8x Shield generator
+ Heavy Support [12 PL, 270pts] +
XV88 Broadside Battlesuits [6 PL, 135pts] . Broadside Shas'vre [6 PL, 135pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Shield generator [10pts]
XV88 Broadside Battlesuits [6 PL, 135pts] . Broadside Shas'vre [6 PL, 135pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Shield generator [10pts]
++ Total: [91 PL, 7CP, 1,998pts] ++
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