
Our first, and possibly biggest, threat is the standard APC. Whether it comes in the form of a Rhino, a Chimera or a xenos skimmer, these vehicles get infantry where they want to go faster. Getting your infantry where you want them is conducive to your plan to win the game. Deductively reasoning, allowing your opponent to get where they want to go is detrimental to your winning the game. So we need to kill these transports as soon as possible.
We've got a few basic options on how to do this: short range fire or long range fire. With short range fire we have meltaguns and plasma guns. Loki recently discussed the advantages and disadvantages of meltaguns and plasma guns, so I won't here. As a Tau player, I've found that stopping your enemy in their deployment zone gives you time to choose how to fight them and that choice is always an advantage. To do this we need to have long range firepower.

Our first candidate for long range vehicle kill is the classic devastator squad. As pictured, it's a horrible unit with no focus on either vehicle or infantry killing and a mix or ranges. Mixing in multimeltas and plasma cannons, while they have the strength to kill, means you won't have the range for all of your guns to come to bear early. Let's keep the squad small and weapon dense, four missile launchers: 160 points. You can upgrade a ML to a lascannon, but it costs more than another missile launcher, so I say strength eight is fine. But there are better for fewer points.

Now to fix the other problem we have, the vehicles that the rifleman dread can't touch: AV 14. While I said melta wasn't the end all vehicle killer, it is the best way to kill AV 14 vehicles, except for the monolith. But how can we bring the best platforms for these melta weapons, and while we're at it let's bring some troops to the table.

First, the disadvantages of the melta box and why we need a better unit from the codex. The only troops choice that can bring a transport is the tactical squad. They can pack a meltagun, a combi-melta and a multimelta. Because of the inability of the multimelta to fire if the unit moves, it cannot fire if the transport moves or if the unit disembarks, so it can generlly be discounted in a mobile fight. That leave the meltagun and the combi-melta. To have a chance at the 2D6, the unit has to start the tun within 12" of the target. Not an unreasonable distance, but one that can be avoided or maneuvered around. For 220 points, the melta box is an expensive unit for what it does.

This squad clocks in at 185 points, a full thirty-five points less than the melta box squad. If you bring one of these squads the difference in points can buy your captain his bike to allow the squad to be troops.
Bringing four bike squads, a captain on bike and three riflemen dreads totals to twelve melta weapons, six twin-linked auto cannons and four scoring units for 1250 points. That leaves you with plenty of room to bring additional units if you want more of anything. I would suggest either some anti-horde units and / or a master of the forge and three more dreadnoughts in your heavy support slots.
Until next time, what do you think?