|Beautiful display. Thanks to FLG for snapping some pics of his army!|
This army has won 'best appearance' in other events before, and Israel is often in the top 10-15 players of other tournaments. So we know it is a gorgeous army in the hands of a capable player who knows his Tau. So congrats to Israel on a great showing and, as always, on a gorgeous army.
I think it is also worth mentioning that Israel was the only one in the top 4 that didn't have access to "free points" in the form of summons or formation bonuses. I'm not saying that free points is why those guys are in the top 4. You'll notice that none of the top 4 were using the new Gladius Strike force with the free transports.
Primary Detachment: Farsight Enclaves Combined Arms Detachment
- Commander- XV-84 battlesuit, 2x Plasma Rifle, VRT, EWO
- Warscaper Drone (Marker Drone)
- 2x Crisis Team- 3x Shas'ui w/ 2x Plasma Rifle, EWO
- 1x Crisis Team- 3x Shas'ui w/ 2x Fusion Blaster, EWO
- Riptide- Ion, Plasma, EWO, ECPA
- 3x Tetra Team- 2 Tetras per team
- Aegis Defense Line - Comms Relay
Secondary Detachment: Farsight Enclaves Firebase Support Cadre
- Riptide- Ion, Fusion, EWO, Positional Relay
- Broadsides- 3x Shas'ui w/ HYMP, Plasma, EWO
- Braodsides- 3x Shas'ui w/ HYMP, SMS, EWO
How the List Works
Second, the Firebase Support Cadre. Broadsides are good, Riptides are good, so why not just take them together and grant them all Tank Hunters and Preferred Enemy: Space Marines? Too good to pass up, especially the way things are nowadays. You'll see what I mean later.
But that isn't everything cool about this list. Sure you can counter when the enemy is Deep Striking right next to you, but what about when the enemy is castled up and you need to come to him? The secret ingredient to the list is the deployment/reserve manipulation: Outflanking Tetras w/ homing beacons, Warscaper Drone, Positional Relay, Comms Relay, and Deep Striking Riptides/Crisis teams. The Tetras can Outflank (on the side of their choosing, thanks to the Positional Relay) 12" in and then drop Crisis teams another 6" in with no scatter.
The 3 Tetra teams mesh well with the 3 crisis teams, as they can likely boost these teams to BS5 or maybe BS4 while stripping cover. So on turn 2, you will likely bring on two teams of Tetras and two Crisis teams (probably more with the Comms relay). The Crisis Teams can drop 18" in from the edge you want, threatening targets 30" in with 12 highly accurate plasma shots from each team. It is a very potent flanking maneuvre, and it actually doesn't cost that much in points (each tetra team is only 70 points, and each crisis team is 174)
The Warscaper Drone allows the commander to Outflank with the rest of the group, getting him right in there to either contribute BS5 plasma shooting or a BS5 markerlight (the drone will hit with its markerlight 33% of the time too)
I think that this is what really sets the list apart. The weapon choices don't show much of a counter for horde armies, but by using reserve manipulation you can fight the horde on your terms, split it up, outflank it, etc. This is all based around a very solid anchor (the Broadsides and Riptides behind an Aegis) that your opponent cannot ignore. In a horde-heavy environment I can see this list falling behind a bit, but nowadays Power Armour is the thing to wear and it was an excellent list for dealing with them.
- Few Kill Points. The entire list only has 11 kill points. Compared to the space marine formations with free transports, that isn't very many. and they are all pretty tough units too.
- Markerlight with Intercept. The XV84 allows a single BS5 markerlight to be used during Intercept. This is huge when your intercepting XV8's are only BS3. It is unexpected and small, but there are usually only one or two primary targets when Drop Pods start falling. Once you ID the biggest threats, a single markerlight will go a long way towards killing it.
- Warscaper Drone. Not only does this grant Outflank and Move Through Cover to the Warlord and his unit, but it also makes difficult terrain into Dangerous terrain for enemy units within 12" (when outside their deployment zone). That means that anything trying to charge through the Aegis, or trying to disembark in some trees for the cover save, have to start rolling dangerous terrain tests. It may not kill many, or any, but they do add up over time. Just one more thing to make your opponents' turns harder.
Let me know what you think of the latest in competitive Tau list-building!