This list was inspired by something I read about tau on another fourm called ninja tau. The idea is to keep as many units in reserve until turn four, then bam!! Full army to cut your opponent to bits with.
HQ: Commander shas'o - hard wired drone controller -- shield drone x2 - hard wired multi tracker - hard wired black sun filter - positioning relay - missile pods - plasma rifle
Elite: stealth suite team x3
stealth suite team x3
crisis suite team -flamer, plasma rifle, multi tracker x 2 - flamer, fusion blaster, multi tracker, target array, team leader
Troops: Fire warriors x12 - proton grenades
Fire warriors x12 - proton grenades
Fast attack: Gun drones x4
Path finders -devilfish -- disruption pod -- flechette discharger - pulse rifles and market lights x 6 - rail rifles x2 - proton grenades
Heavy support: Broadside team x2 - targeting array - targeting array, drone controller, team leader -- market light drone
The commander, stealth suites, pathfinders and gun drones will all start on the board. Turn two and three I will attempt to bring in a broadside team on a 2+. Everything else comes in on turn four. Kroot will be out flanking. Everythin on the board will have a decent save, whether it is a cover or armor save.
I'd keep the broadsides on first turn, give the blacksun to the broadside team leader, and deploy them somewhere they have good lines of vision. This way you can take out some of their heavy stuff and transports, so they don't get too close.
Otherwise, seams like a good list, don't let anyone tell you the grenades are useless, stealth is something people forget from the change over from 5th to 6th
Last Edit: Feb 16, 2013 6:16:30 GMT -5 by Empirespy