Right, I finally got a game in with my Tau and we were able to try out a few things.
Moray Railcannons - 45cm range
Support Craft rule as is (ie.
no Always Popped Up here)
Markerlight Turrets are Scouts, Fearless and can deploy by Garrison.
Tau Delectors - 5+ Inv Save (as per TRC's suggestion)
ForcesAdeptus MechanicusSkitarii Demi-Century + Hydra
Ordinatus Majoris with Nova Cannon + Hydra
BTSBasilisk artillery
Sentinels
Sentinels
Ad Mech Cruiser
Shadowsword
Warhound + 2 Turbolaser Destructors (he has a love affair with these guns)
Warhound + 2 Turbolaser Destructors
Warhound + 2 Turbolaser Destructors
Thunderbolts
Thunderbolts
I have realised, whilst writing this list that my opponent had too many support formations and my mate will be reminded of this when I next see him!
TauFireWarrior Cadre + Broadsides
FireWarrior Cadre + Broadsides
AMHC (Rail) + Stingray + Swordfish + Networked Drones
Pathfinders (with Devilfish)
Scorpionfish + Supreme Commander
Tetras
Stingrays
Hero
2x Morays (with Rail Cannons)
BTSML Sentry Turrets
We placed the terrain together and then the forces were set up as per the photo.
Both FireWarrior formations were garrisoned on Overwatch. The Turrets were also garrisoned near the half way line along a possible route of advance along a road.
I admit that mistakes were made (tactically and with the Ad Mech army composition). What we really wanted to trial was the effect that shorter range guns had on the Moray and not having ML Turrets all over the board (forcing ML units to be used much more).
The Morays were loaded onto the Hero (didn't really fancy facing the Ordinatus Nova Cannon) which was to be activated on the 1st turn. I made the 2 Morays a single formation as I was worried that one would be destroyed without firing a shot once they were deployed. The plan was to kill the Ordinatus as quickly as possible (since there was no way the Morays could hide from it) and then go for the Warhounds with what was left. Of course, nothing ever quite goes according to plan.
The Ad Mech won the Strategy roll and the Basilisks killed 1 Pathfinder unit and a Devilfish, whilst putting a Blast marker on the Hammerheads. The Pathfinders Marshalled and moved a bit nearer.
The Imperials spent the next few activations moving the Sentinels into cover nearer the enemy.
The Tau Marshalled the Hammerheads and moved behind cover aswell. The Stingrays and Scorpionfish also got into position for the next turn.
The Skitarri moved into some ruined buildings. With his next activation, my mate advanced one of the Warhounds and fired at the Turrets for 4 hits. All were saved (one Turret was in rubble getting 4+ saves and the other one made both it's 5+ saves). We both think that Turrets should only have a 6+ save and this only reinforced that opinion.
The Tetras moved next followed by another Warhound moving to the left and trying to get find a way across the board without getting Railguns up the tailpipe.
This is where the fun began. The Hero activated and fired it's shots at the Ordinatus. One shot missed (flaming 1's

) but the other did 3 points damage. The Morays descended and retained to try and finish off the ancient weapon. After scattering out of Sustain Fire range (

) they moved into position fired 4 TK shots. With the Ordinatus broken (there were too many missed shots again) the last Warhound turned into position and attacked the high Flying Morays leaving both with only 1DC each and close to being broken.
The Shadowsword fired at the Morays but the damage was deflected away.
I probably should have used this time to move the FireWarriors up but chose to leave them on Overwatch near 3 Objectives.
The Thunderbolts flew in next and managed to finally kill one of the Morays, braking the other which headed back to safer aircover. The 2nd Thunderbolt flight headed in to try and finish off the last Moray. One was shot down and the other's attack was defelected away harmlessly.
End phase.
All units Rallied (we'd both saved our re-rolls for this reason).
The Thunderbolts were able to leave without further incident.