ok, im not the best at making lists, but i get by. heres my tau list for 1500
shas'O-cyclic ion blaster, missile pod, shield, stimulant injector,multi-tracker,bonding-142
guard #1-fusion,plasma,shield,multi-tracker,target-lock-97
guard #2-burst,flamer,shield,failsafe-82
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3 XV8,2x burst cannons,2x flamers, fusion,plasma,target-lock-136
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12 fire warriors,'ui, photon grenades, devilfish, disruption pod- 227
12 fire warriors,'ui, photon grenades,6 pulse carbines,devilfish,disruption pod- 227
12 fire warriors,'ui, photon grenades, 142
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hammerhead,rail gun, disruption pod-145
sniper drones, one squad-80
2 broad sides,TL rail guns, smart missiles-140
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Now this list is more on the aggressive side, which i dont see many tau players doing, and i feel that just castling-up is boring and not how the game is meant to be played.
the shas'o squad is geared to deal with all threats, while the XV8 squad is mostly anti-infantry with the one anti-tank lurking in there with them. the XV8 squad will deep strike onto the board most of the time. the lead squad is dependent on the opponent/objective/deployment.
the 2 squads in devilfish are for the capture and control/seize ground missions, because they can get pretty much anywhere and protect the fire warriors. the carbines are there to be able to pop out of the devilfish, shoot then assault them before they can, or hopefully pin them. they also are there for that reason to stop people attacking, this is why they only have half carbines, so that once they get objective they can hit far away plus rapid fire. the other foot fire warriors holds my objective.
the hammerhead is used to take out enemy tanks or take down large groups with the sub-munitions.
the snipers are, in my opinion, the best version of the snipers out, S6,AP3 pinning. these are good for taking out light-vehicles or HQs.
the broad sides are there to take out the tanks or to get big targets/important units.