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Its quite funny actually.
The unit is about twice as effective as a standard assault squad and has destructive compacity of 2 marine squad and 2 dev squads put together (it packs a lot of pain).
It is also the only squad left that can shoot one way and charge another (use target locks, have one guy shoot target A, most shoot target B or C, and assault target A).
Used correctly it is an incredibly fast and destructive squad. Being a monsterous creature backed up by 7 str 5 guys it is actually good at assaulting tanks and killing them.
On the defensive side it is an extremely tough unit. I have run it and been able to take 2-3 russ's worth of templates for numerous turns before having all the shield drones go down. Spread some plasma wounds around, keep the shield drones behind cover (trailing them behind your guys) and it takes 40+ wounds before you lose a suit.
All is not roses though.
Farsight is basically your army. You will have a squad of broadsides providing a little long range anti-tank support and a couple other things but basically you get to move farsight around and kill things with him.
He has to kill about 1.5 units a turn on average to be effective.
The other problem is you have even less troops than normal. And since firewarriors are less than resilient and easy to dispatch its not to hard for them to be removed from the table. Pulling the ninja tau approach can help some but i still find they are to easy to kill.
Generally I crush everything in front of me with farsite but have serious problems actually taking objectives. One unit can only attack a few things a turn and some enemies will slip past you easily killing the troops. Currently I am at 1-1-10 with farsight. Easy to tie, hard to win.
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