Got back from Canberra last night after a couple of days of good gaming. There were 9-10 players (first day we only had 9 plus the bye army played by the Tourney organiser - Floppy1) and 5 games were played over the two days so it was a decent playtest under tourney conditions. Army lists were 3000 points.
Armies were:
2 Codex Marine Air lists
2 IG Steel Legion
3 Biel Tan Eldar
1 Tau
1 Ork
1 Black Templars Air list (bye army)
The list I took was:
Mech Fire Warrior Cadre + MEch Fire Warriors + Pathfinders + Ethereal BTS 575
Mech Fire Warrior Cadre + Skyray 325
Crisis Cadre + 1 Crisis + Shas'O 400
Recon 3/3 split 150
Recon 3/3 split 150
Broadside group 300
Stealth group 275
Hammerhead group + Hammerheads + Skyray 475
Hammerhead group + Skyray 350
What I found interesting when trying to construct a fairly balanced tourney list was that the Tau generally don't get beyond 9 activations very often without sacrificing what little strength they have - you have to weaken formations to add new ones or reduce activations to strengthen the formations. I tried several combinations of forces and every time I came up with only 8-9 activations that I was happy with. At 10 the formations were far too weak. Even with 9 activations the smaller formations don't last in a game. Adding 150 recon formations to pad out numbers
is an option, but as I had confirmed in the tournament, the recon formations die like flies so they really aren't a solid formation in terms of fighting formations and aren't around late game to provide much punch.
I also elected to ignore aircraft as I've stopped using them due to their very weak disposition and points cost. 3 Skyrays provide better air deterrent and AA than any interceptors now if you use them correctly. Sadly, AX-1-0s are over-costed and too fragile to even warrant a slot nowadays for me at least.
The tourney itself was structured similarly to Heavy Bolter that I ran in November 09. Battlepoints (win, tie-win, tie-loss, Loss)were first, then count back was Objectives captured, followed by VPs - which were recorded at game's end regardless of whether they were required. VPS were full points for destroyed formations and half for broken at game's end.
On to the games in brief.
#1- Tau 4-0 winMy first game saw me pitted against Jayden's
Red Scorpions Marine air list. Having Marines to start with didn't help him as Marines tend to fair badly against Tau in my experience - but then again Marine lists in general tend to fair badly against almost all lists. Jayden unfortunately did a couple of things that cost him the game however. On the occasions where he air assaulted he was assaulting into formations with close-supporting overwatch formations so when his troops landed they had the guts shot out of them before they got to assault, then faired badly in the actual assault. In the end with so few formations, there was little else he could do. VP's were Tau 1600+ versus Marine 173?
#2- Tau Loss 0-2Versus Adrian's
Biel Tan. There's not much I can say about the Eldar that isn't generally known. They do it all and do it well. It's not surprising the Tau faired badly. Adrian is an excellent player and I made a single mistake in turn one (moving my Fusion-heads up to fire on his Phantom and straying too close to his Stormserpent which dropped out his Shining Spears with Autarch etc for an engagement. That saw me on the back foot for the rest of the game as my largest armour support was wiped out after 2 rounds of assault - unfortunately both of us forgot that skimmers can always elect to FF even vs other skimmers so my 5+ FF rolls became 6+ CC rolls. It may have gone differently but thems the breaks when you forget rules. VPs Showed the result well. Eldar 1200+ vs Tau 250??
#3- Tau Tie breaker win 1-0 Versus Walter's
Steel Legion. To be completely fair, if time had not run out,
new-to-epic player Walter would have decimated my forces in turn 4. I was pretty much on the back foot after turn 1 and I had to pretty much scrape together the capture of one objective while trying to avoid Walter's forces as best I could for most of the game. Even then his 2 armoured companies were a thorn in my side most of the game as their firepower is pretty ridiculous ÂÂ

 13 Tanks puts out roughly 33 AT shots (and about half that AP)at 30cm! Tau cannot hope to deal with that much shooty. It was a tough game versus a new player. Nice one Walter! (who came a tied 3rd BTW)
#4- Tau Tie breaker Loss 1-0Versus Troy's
Steel Legion. This was my favourite game of the tourney as both sides hammered each other the whole game. This was
EPIC! Infantry fought infantry and tanks fought tanks across the width of the whole board! The Tau infantry manouvered agressively up the left flank to bring the guard HQ Mechanised and Infantry companies under heavy fire while taking quite a bit of fire themselves. Cross-firing Recon and Crisis formations eventually broke the already damaged Regimental HQ then the two Fire Warrior cadres got stuck into the Infantry company and pushed it back as well. The Guard armoured rumbled down the centre bringing the agile Tau armoured under fire and doing quite a bit of damage. Throw in deathstrikes and rough rider assault on the broadsides, and manticores on anything else and the Tau started taking too many casualties however and quickly lost the impetus to effect a win. It was a great game though and a titanic fight too, as we went right up to the end of turn 4 with both of us having to make careful decisions about how to clinch the victory. In the end Troy's numerical superiority won him the game - my crisis cadre had actually captured his blitz with several broken formations around it but his doubling Stormtrooper/valks formation managed to contest it at the end of turn 3 - and his armoured company captured the TNH objective. Sadly, while the Tau did break large companies of infantry and a lot of the smaller guard formations, they didn't actually destroy more than a single Rough Rider formation the entire game - even the 3 unit manticores and 2 unit deathstrikes didn't completely die - so comparitive VPs were overwhelmingly in Troy's favour - IG 1200+ to Tau 750?. Awesome game Troy!
#5- Tau loss 0-2Versus Andreas'
Biel Tan. As it was a Swiss seeding tourney, no one plays each other twice. So as the highest placed "loser" I, unfortunately for me, had to play Andreas' Eldar in the final round. With no losses under his belt so far, I was well aware of my chances from the start. And the hits kept on rolling!

With no real answer to his firepower and ability to get out of return fire, the Tau faired very badly. His revenants are far too quick and hit too hard for the Tau to recover from the effects. I did manage to suppress one with 2-3 formations shooting at them with Seeker missiles in turn 2 but the end result was a wiped out recon formation and eventually a regrouped revenant formation. My armour groups were broken turn 2 and did little more than break one of Andreas' falcon formations the entire game. The only lights of hope in this game were in turn 3 when, with great luck on the strategy roll, the teleporting stealths' ZOC managed to force the Avatar into a more distant placement range and the Crisis and Stealths then managed to avoid the Avatar engagement with a co-ordinated fire attack on the Guardian host - doubling away out of his enagagement range. Retaining, the Broadsides immediately went onto overwatch as they were the Avatar's next closest target. When he charged they put 2 BMs on him and managed to fight the assault into the second round and finally kill the avatar off with the loss of one broadside. In the end, though it was all academic. The VPs showed exactly how well the Tau had faired.
1400+ Eldar, Tau 0. Yes that's correct. No kills not even a broken formation for half points as the only broken falcon formation rallied....
So then, a fairly average result all up for the Tau. IIRC I placed about 7th and tied for best presented army with Phil's Biel Tan.
Placings were:1st - Biel Tan
2nd - Biel Tan
Three-way tie for 3rd - Biel Tan, Steel Legion and one other who I am unsure of. Although I'm not sure how a tie was possible
Feedback on the Tau for playtest purposes
If I learned one thing in this tournament it's that this Tau list lacks the firepower and the staying power to be what they're supposed to be - Death incarnate through shooting. Base To-hit rolls are certainly very average under this system as you generally have to double your forces to shooting range to try and effect damage on the enemy before you get caught in the open and smashed. This of course means you're shooting attacks are back to base level even with Markerlights and while pulse rifles and carbines are enough to kill unarmoured infantry the rest of your forces' shooting attacks leave a lot to be desired. Also a problem, is that to effect your full firepower at range your Markerlight formations have to get within 30cm of the enemy target. Tau armour group firepower drops off considerably in early-late game because your recon formations are usually dead after their first target has been fire at once. Players who haven't even played Tau before know to kill them off first. So after turn 1-2 you have no recon formations to speak of and are already down 2+ formations. In a 9 activation army, that is terrible. I've even struggled versus Ork forces before as well - Tau just don't have the shooting capacity to effect damage on large formations that they require and are supposed to have. With an artifical assault capability the Tau seem to have two underpowered systems.
The Tau armoured forces are too weak to be fully effective. Speed and skimmer only get you so far - usually not very far at that. Even 6 Hammerheads is not enough to hurt big IG tank formations and only just enough to hurt Eldar tank formations (due to their ability to hit and run etc.) For example, Tau cannot hope to manage IG Armoured companies with 10-13 RA tanks each. The Tau do not have the firepower to do so and the Tau armour support groups lack the armour to withstand incoming fire. Paraphrasing Admiral Ackbar - "We can't repel firepower of that magnitude!"
Versus Eldar also, they die like flies to the fast and hard hitting pulse weapons. During the tourney my tanks often killed a couple of enemy tanks to then immediately be broken by other enemy tanks because the tank formations are too small and have no command and control aspects to help them continue fighting. I'm not advocating making them bigger but perhaps a better armour save could be a more useful option? Someone at the tourney mentioned that Hammerheads actually had the same armour as a Leman Russ in 40K. Not sure if this is correct but could someone please do a check?Hammerheads really do lack in stand up ability.
Unit recommendations
Stealth Suits - are slightly overpriced now with a essentially 4+ shooter and 2+ initiative. At 3+ AP they were a bit more effective and could be relied upon to hurt enemy infantry more. They also usually come down with a BM so activate on 3s often. Other than this they work well. I'd recommend a 250 price tag.
Fusion Hammerheads
Increase the to-hit on the fusion head to 4+ as it's twin-linked. In the tourney they were of little use with a 30cm range and 5+ to-hit on the double with a skyray for ML support. They don't usually have much of an effect in a game unless the enemy is all-assault as they're often broken after their first turn of shooting. You generally have to wait for the enemy armour/WE to stray close to them to use them effectively on an advance. They can double 60cm and shoot 30cm on 5+ with a ML support right now. As RA killers they are underpowered because of they're short range which forces them to have to double to get in range.
Hammerheads in general
Look into their comparison with Leman Russ tanks. They cost the same points each but they are considerably less effective with less FF, less armour, less shooting (yes they do on average have less because half the game you have no MLs on target). They don't survive like Leman Russ tanks either so get less time to actually put their maximum firepower on targets. Skimmer is now of less value than it used to be as your target generally has the upperhand in the pop-up situation if they're smart about hugging cover now. If they're supposed to have the same armour as a LR it should perhaps be the same. The only thing they have going for them is their speed right now and I'm pretty sure I'd rather lower their speed and up-armour or up-gun them. Would Lance work for Railguns at least? When you factor-in their small formation size as well they truly are not worth the same as a LR as a LR has far superior damage soaking ability with better output of fire on average. Otherwise, drop their points to 50 a piece??
Tau Command and Control
Can something be done about their poor C&C? With such fragile and small formations (other than the Firewarriors) the support groups go to water mid-game.