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Made in us
Water-Caste Negotiator




Louisiana

I've been looking at all the rules and gear options available with the Enclave supplement and i think i found an interesting army list to play around with and try. The Farsight Enclave seems like it makes Tau a more aggressive army than the parent codex. This doesn't mean that you have to get into close combat though, and i don't think doing so would be wise for any Tau Commander, even if that's what the leader of the Enclave wants.

Instead, i think it offers you a more mobile and harder hitting gun line. Your troops are now crisis suits, and that means you can handle pretty much anything that gets thrown at you, on your own terms. That's pretty powerful to have access to. The draw back is that a lot of the Signature Systems that you really want, are not available or they are available but come at a price (The Seven).

So i have created a list that gives me mobile options (deepstrike) to handle almost any threat and on my own terms. (turn 2 hopefully lol) Here's what i have in mind.

1750 Army List

HQ

Cadre Fireblade 84pts
- 2x Gun drones

Commander 252pts
- Adv targeting System
- TL Fusion Blasters + Fusion Blade
- The Mirrorcodex
- Vectored retro-thrusters
- 2x Gun drones
- Warscaper Drone

Elites

XV104 Riptide 233pts
- Adv Targeting System
- Earth Caste Pilot Array
- HBC
- TL Plasma Rifle
- Velocity Tracker

Troops

Fire Warrior Team 144pts
12x Fire Warriors P.Carbines
- EMP Grenades

XV8 Crisis Team 171pts
- Shas'ui - TL FB
- Shas'ui - Plasma Rifle, TL FB
- Shas'ui - Plasma Rifle, TL FB
- Gun Drone

XV8 Crisis Team 118pts
- Shas'ui - BC, TL PR
- Shas'ui - BC, TL PR
- Gun Drone

XV8 Crisis Team 118pts
- Shas'ui - Cyclic Ion Blaster, TL BC
- Shas'ui - Airbursting Fragmentation Projector, TL BC
- Gun Drone

XV8 Crisis Team 174pts
- Shas'ui - TL MP, MP
- Shas'ui - TL MP, MP
- Shas'ui - TL MP, MP

Heavy Support

HH Gunship 190pts
- Longstrike
-Railgun + Submunitions
- TL SMS
- Disruption Pod.

XV88 Broadside Team 266pts
- Shas'ui - Drone Controller, TL HYMP, TL SMS
- Shas'ui - TL HYMP, TL SMS
- Shas'ui - TL HYMP, TL SMS
5x Missile Drones

I have yet to play test this list, and have yet to play with the Farsight Supplement, so i have no real idea how any of this will work out. This is my basic tactical approach with this list.

HQ Tactics
The Commander and Fireblade will both join the firewarrior unit who will then outflank using the warscaper drone. My goal is to provide a mobile in your face surprise firing line on the enemy flanks. Hopefully, this will make this unit a tank buster and troop killing platform. The EMP grenades have haywire, so they are extremely effective against tanks of any AV level. So i am able to show up on a board age, and if i am in at least 8in of a tank i can throw one grenade, at a tank. If they do not move the tank, i can easily assault the tank next turn, and shove grenades up it's ass. The BRB doesn't say that you are limited to grenades being used in CC, so i assume all of my FW can use theirs.

I chose to use P.Carbines as they are two shots at any range, cause pinning tests, and are assault weapons. This means i can shoot and assault in the same turn. The Cadre Fireblade allows me to fire an extra shot at 18ins if i decide to stay still as well. Outflanking means i can not assault the turn i come in on, so i'll have to find a good way to ensure my group will be alive next turn.

To answer that problem, I added 4 gun drones to help soak up wounds and do LOS rolls, but i do not know how effective that would be. I would have made them shield drones, but Fireblade's SR says all pulse carbines, and those gun drones have P.Carbines and i'd rather have more firepower. My unit also has photon grenades and move through cover thanks to the warscaper drone, so i might be able to get into some cover before i'm blown to pieces.

The group can also be used to outflank infantry or other non-vehicle targets as well. The Mirrorcodex is thrown in just to see how it feels in on the battlefield. +1 to seize would be nice, and a preferred enemy on a 1/6, while not amazing, can be pretty powerful for a turn of shooting.

If i get into CC, and should i survive, my commander has the retro thrusters, so i should be able to get out of combat at the end of my opponents turn. Giving him the Fusion blades also helps with his CC attacks, as well as popping tanks.

Elite Tactics
My riptide is there for support fire. He will be nova charging every chance he gets thanks to the ECPA. The ATS will allow me to allocate those rending shots, which is also nice. This is also my reliable anti-air unit with the velocity tracker.

Crisis Suit Tactics
I've kitted the crisis troops to be able to handle a multiple of unit types. I have one for tank popping, just in case my FW group fails (which it probably will lol). The two groups with burst cannons are going to be my all around kill MEQ (sorta) and everything inbetween groups. These three will be in reserve to deepstrike down. I added a gun drone for extra shooting and wound allocating options, but i do not feel satisfied with that selection. Maybe a shield drone would be better?

The MP crisis troops will deploy as normal and be used to contest at least one of my own objectives. I wanted to leave someone at home and this was the group of choice. I gave them MP so they could help support. Notice too that all of my crisis suit units are TL here. This is because i have no markerlights. The TL profile increases their shooting attacks. The MP group also brings my units deployed to a total of 4 to match the units held in reserve (also 4), if i read the rules correctly.

Heavy Support Tactics
For heavy support, i chose Longstrike as there really is no reason not to auto-include him in most lists. He is just a really solid upgrade. This is the third AV14 option. He also has the submunitions upgrade for hoard armies or for shooting at enemies in general.

Finally, my broadside team. It has a lot of missiles. A lot. I am not completely satisfied with this set up as i feel i have too many S7 AP4 profiles on the board. The large amount of missiles, most of them TL, does mean that i can most likely glance to death fliers and knock out light armor rather easily. Hoards will also have some issue as well. I do feel that the points might be better spent elsewhere though. The main reason why i added the missile drones was i wanted a defensive option for the broadsides since they were sure to get some fire, and hope to use the drones as a type of shield.

Besides the redundancy in weapon profiles, its 36in range might not be long enough to properly support my troops deepstriking. Overall this list focuses on bringing the fight to the enemy, while also getting long range support. It also happens to use almost all the models i currently own too. Let me know what you think.
   
 
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