Army tweaks for the TT event
As the two-day tournament at Tabletop Tactics approaches, I’ve been refining my T’au Empire list after some test games didn’t go as expected. A few key adjustments were necessary to improve adaptability, firepower, and capitalize on recent rule updates. Here’s how I’ve refined the list to ensure better performance. If you're interested in the even,t sadly it's now sold out, but you can check out the event and upcoming events on the tabletop tactics website.
What’s New?
Breacher Team Swapped for Strike Team
In my test games, the Breacher Team didn’t perform as well as I’d hoped, so I replaced them with a Strike Team. The longer-range Pulse Rifles will give me better board control, and they’ve proven more versatile in holding objectives during practice games.
Stealth Team Out, Vespid In
One of my Stealth Teams wasn’t delivering the results I wanted, especially with the new up/down rule in play. I decided to switch them out for Vespid Stingwings, who can better exploit the new rule’s verticality and provide fast, agile harassment. However, I kept one Stealth Team in the list, as their spotting abilities are still top-notch and crucial for marking targets.
Sunforge Crisis Team Swapped for Fireknife Team
I noticed my army struggled against elite units, so I swapped out a Sunforge Crisis Team for a Fireknife Team with all plasma rifles. These plasma-heavy units are excellent for dealing with high-toughness and heavily-armored foes, which should make a big difference in tougher match ups by allwoing me to do full rerolls against undamaged units should also prove invaluable for setting up devastating firepower.
To make space for this, I had to drop the Kroot Lone Spear, who wasn’t as effective in my single Kroot squad setup.
New Additions: Piranha and Farsight Marksmen
In response to the need for more reactive units, I’ve added a Piranha and Farsight Marksmen. The Piranha’s speed makes it great for capturing objectives or launching quick hit-and-run attacks. The Farsight Marksmen help spot priority targets for my heavier hitters.
Why the Changes?
These refinements were made after some test games didn’t go the way I wanted. I found that a bit more versatility and precision was needed, so the changes were designed to address these weaknesses. The adjustments have left me with a more balanced and fine-tuned army that’s ready for the competition ahead.
Tournament Outlook
With these updates, I feel my T’au Empire list is in a much better place. The Strike Team offers reliable firepower, the Vespid Stingwings bring mobility, and the Fireknife Team will be crucial for taking down elite threats thanks to the rerolls against undamaged units should also prove invaluable for setting up devastating firepower.
I’ve kept a Stealth Team for their excellent spotting, and the Piranha and Farsight Marksmen ensure I have fast, reactive units that can secure objectives or provide precision strikes. The Farsight Marksmen's
Looking forward to seeing how these changes perform at the Tabletop Tactics tournament!
T’au Empire (1990 points) - Strike Force (2000 points) - Kauyon
CHARACTERS
Cadre Fireblade (50 points)
Commander Farsight (105 points)
Commander in Enforcer Battlesuit (100 points)
Enhancement: Exemplar of the Kauyon
Firesight Team (70 points)
BATTLELINE
Breacher Team (100 points)
Strike Team (75 points)
OTHER DATASHEETS
Broadside Battlesuits (180 points)
Crisis Fireknife Battlesuits (130 points)
Crisis Sunforge Battlesuits (150 points)
Ghostkeel Battlesuit (160 points)
Krootox Rampagers (110 points)
Piranhas (55 points)
Riptide Battlesuit (180 points)
Stealth Battlesuits (60 points)
Stormsurge (400 points)
Vespid Stingwings (65 points)