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Made in us
Regular Dakkanaut




NE TN

So, the new Tau codex contains several pieces of wargear and special rules that apply powerful force multipliers to the squad they're in (some even further). Three pieces of Signature Systems wargear, in particular, are devastating when used together- the Command and Control Node, the Nerochip, and the Multi-Spectrum Sensor Suite. These are only accessible to the suits, however. Furthermore, Shadowsun does one hell of a job of buffing a squad's survivability, providing both stealth and shrouded. The question then becomes how do we best make use of these powerful multipliers? You could use all these elements attached to a squad of broadsides (heavily lacks mobility), a riptide (uses both HQ choices), or a squad of Crisis Suits (buffs only 3 dudes and their drones). However, I assert that the best way to use these multipliers is in the questionably over-the-top Farsight bodyguard. Providing a grand total of NINE suits, a random bodyguard carries all the buffing signature gear, while the other 8 are free to light up whatever the hell they want.

The unity makes use of the high mobility of the Crisis Suits, able to JSJ. This unit can make use of either Shadowsun's or Farsight's warlord trait (each is an enormous buff to the squad, with the Shadowsun one probably being a little more powerful overall). Both of the ICs should probably be kept in front to absorb shooting, as they will always pass their LOS rolls, making it easy to assign wounds where you actually want them (presumably the shield drones).

I'd say the best overall setup for the bodyguards would be Plasma Rifle/Fusion Gun, being the two most powerful guns at close-mid range and also matching the weapons the ICs are locked with. With Target Locks (along with Shadowsun's free ability to shoot something else, the unit is able to target 2-3 units at a time, wiping tanks off the board without a care. The size of the squad also best makes use of Markerlight tokens, getting a lot more bang for your buck.

Common reasons for not taking a Farsight bomb include:

"It's just gonna tarpitted in CC" -A 5 pt piece of wargear (Vectored Retro Thrusters) deals with this on a roll of basically 2+ (using Farsight's init 5).
"It's expensive!" -True, but it is a nigh-unstoppable unit, assuming you are able to avoid truly lethal melee combatants (DCA, etc)
"It can't possibly make back its points!" -Being able to maneuver around the board, targeting multiple enemy units a turn, it is more than capable of making its points back.
"It's gonna get wrecked by psychic powers!" -Attach an allied Jetseer... (Potential psychic buffs too!)

Has anyone else came to the same conclusion? Anyone think this is an insanely idiotic idea? I'd love to hear your opinions!

This message was edited 1 time. Last update was at 2013/04/11 19:10:27


 
   
Made in us
Fireknife Shas'el






Personally I'd argue that Farsights warlord trait would be better for that idea because it offers the best option for putting the squad where it needs to be vice getting the squad away. Especially considering that when you drop the unit in, your weapon load out and equipment is now exactly in the perfecto position to get the most benefit and you can establish a foothold in your opponent's side of the table.

Personally I think the chip would be a bit useless in a squad like this, since you could just give the squad fusion blasters and plasma rifles and it wouldn't need tank hunters and the volume of fire would make monster hunter a bit excessive. I think the Neuroweb would be better and is considerably cheaper. Shadowsun would probably be just dead weight in this squad since the sheer volume of 3+ saves and wounds should be sufficient to keep the unit alive.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Legendary Master of the Chapter






I think it would be fine to leave the Chip as even though you drop in exactly where you want, you are a bit limited in exactly how you are placed (since your in a circle) so at least with the chip it gives you a bit of insurance to take things out incase you whether completely in range with a few suits.

Also concerning Shadow sun, having 3 up in the open can be greatly beneficial as generally the enemies whole army will be right there in range with most of there plasmas and things. backing up into area terrain or going to ground can save you with 2+ saves depending on the situation. at the same time it IS bloody expensive so it is something to consider


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Regular Dakkanaut




NE TN

I feel like the Neurochip lets you be quite greedy with the multi-trackers. Between AP 1, twin-linked, and melta you could actually take out like 4 tanks at a time, making mech lists very easy wins.

I agree that the Farsight warlord power is good too. It really comes down to how dangerous of an option it is too deep strike the unit. If you're going that route for the game, obviously go with his.

 
   
 
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