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Made in us
Executing Exarch





McKenzie, TN

Okay folks I need some help putting together a Tau: Farsight Enclaves army list composed entirely of suites and drones. I am trying to create a list at least competitive enough to give most lists a run for their money. I would appreciate any advice whether list building or tactics, thanks.

1848 Points List
+ HQ +
Commander (152pts): Drone controller, 2x Missile pod, Target lock, 2x Marker Drone
Commander (152pts): Drone controller, 2x Missile pod, Target lock, 2x Marker Drone

+ Elites +
Riptide (210pts): Early warning override, Ion accelerator, Twin-linked fusion blaster, Velocity tracker
Riptide (210pts): Early warning override, Ion accelerator, Twin-linked fusion blaster, Velocity tracker
Riptide (210pts): Early warning override, Ion accelerator, Twin-linked fusion blaster, Velocity tracker

+ Troops +
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife

+ Fast Attack +
Drone Squadron (70pts): 5x Marker Drone
Drone Squadron (70pts): 5x Marker Drone

The commanders go in with markerdrones and mark things. The riptides deal with Sv2+ and vehicles. The crisis suits are my AI. The overall concept of the army is a reactive close support gunline. If need be I will reserve several crisis suite teams and DS them in against overwhelming alpha strike armies, I have 13 units total so it is possible to DS all my crisis suites if I need to.

The main problem I am having with this list is I think I may need a ADL to counter turn 1 shooting and give me reliable 2+++ cover for my markerlight units.

I am also very light on mid strength shooting to handle serpent spam or really any mechanized spam. With markerlight support I could DS a crisis team behind to get AV10 rear armour and reliably kill a waveserpent with just 1 teams shooting (anything else I will average 4 HP with my shooting). There is just 2 problems with this thinking 1) I am however wondering how long non iridium commander led markerlights will survive if I don't get my way on terrain placement and 2) if I get bad reserves rolls or huge DS scatters I could be in trouble.

Honestly I have little to counter other nasty MC other than surround it with riptides, novacharge the fusion blasters, and then charge it. This is not bad as the three riptides could actually kill a wraithknight in one turn of shooting then charging it. However this requires a great deal of me maneuvering an opponent and ties up 630 pts of my army with a unit usually 300 pts or less.

This message was edited 1 time. Last update was at 2013/08/27 06:38:53


 
   
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Philadelphia

I would mix up your weapons systems. I like moods bc the range keeps you alive. However, a plasma team will help with tough targets and a couple solo fusion suits are good at Rambo-ing in and doing funy stuff to vehicles then contesting.


Automatically Appended Next Post:
Also, having an HBC riptide with ECPA is a must if taking enclaves.

This message was edited 2 times. Last update was at 2013/08/27 12:01:05


Rule #1 is Look Cool.  
   
Made in us
Executing Exarch





McKenzie, TN

Are moods missile pods x2?
   
Made in gb
Ultramarine Chaplain with Hate to Spare





You don't have any AA or AT that I can see?

The BC suits are good cheap dakka but I would get some missilepods in there. I would also take 2 units of Fusion suits to deal with AV14 which may see a bit of a comeback with marines on the horizon.

I agree with above I would take the AA Riptide if running triple Riptide. Also drop the VTs off the others they are basically wasted points unless you're trying to do area denial on Helldrakes?

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Made in us
Trustworthy Shas'vre






I agree with a lot of what FlingitNow says.

I'd make sure to drop one IA to an HBC with Earth Caste. Three Riptides with TL FBs are ok against some AV, more than a little and you will suffer. You have to plan your movement carefully to get within 9", Ripplefire Melta, then jump out.

I'd make one unit of suits dual Fusion Blasters. I'd make two units of Suits Dual Missile Pods. You may have to drop a suit or so to make this possible.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Executing Exarch





McKenzie, TN

Is this something like what you guys are advising?

1848 Points List
+ HQ +
Commander (152pts): Drone controller, 2x Missile pod, Target lock, 2x Marker Drone
Commander (152pts): Drone controller, 2x Missile pod, Target lock, 2x Marker Drone

+ Elites +
Riptide (190pts): Early warning override, Ion accelerator, Twin-linked fusion blaster
Riptide (190pts): Early warning override, Ion accelerator, Twin-linked fusion blaster
Riptide (235pts): Early warning override, Heavy Burst Cannon, Twin-linked fusion blaster, Velocity tracker

+ Troops +
Crisis Team (159pts): 3x Crisis Shas'ui - 2x Missile Pods, Bonding Knife
Crisis Team (111pts): 2x Crisis Shas'ui - 2x Fusion Blaster, Bonding Knife; One with Target Lock
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife; One with Advanced Targeting System
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife
Crisis Team (129pts): 3x Crisis Shas'ui - 2x Burst cannon, Bonding Knife

+ Fast Attack +
Drone Squadron (70pts): 5x Marker Drone
Drone Squadron (70pts): 5x Marker Drone


The fusion suits seems like a pretty good idea. I will have to think about it a lot as it seems a very meta dependent choice as against AV10 rear the extra penetration is not necessary. However against AV11+ rear armours I will be sorry if I don't take them.

I am not really understanding the point of the HBC riptide. It is worse against most flyers unless I can get behind them and I feel like the price of the earthcaste system is nearly the same as 2 velocity trackers. I guess I could lower my AI firepower with the HBC picking up some of that slack...do any of you have a particularly compelling case for the HBC over the Ion accelerator?

I am not sure I like the missile pod suits. They are expensive like that and they loose AI killing power. They do add AV killing power, however, I am not sure if it is all that necessary considering that I can DS the BC suits and kill most vehicles. I am not worried about parking lots as castling against riptides and markerlights is not a great idea. If I could take a puretide chip then I could see the point of the unit better (tank hunter is a big deal for S7 weapons), but alas it is only on a special character or allies. Allies would require me to take non suit units which is sad panda.

Thanks for the advice so far.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Against Flyers with ECPA (which is a must) you put on average 7 S6 rending hits on a flyer compare to the 1.5 S7 of the Ion Accelerator. Which even against an AV12 flyer is on average 1.167 pens compared to 0.25 from the Ion. Basically it is the only Riptide build that is a genuine threat to flyers on interceptor.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

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Made in us
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McKenzie, TN

Okay so you are thinking the individual riptide on intercept.

I was thinking that I would either intercept with all three riptides in which case I get 0.75 AP 2 pens (this gives a 25% chance to get explode the flyer or 16% chance after 5++ vs HBC 19%/13%). Or more likely, I would try markerlighting the flyer and then fire with riptides (I would hope I can get one within fusion blaster distance but you never know). Which would give me a much more serious chance to kill a flyer.
   
Made in us
Trustworthy Shas'vre






DSing for AV10/11 rear armor is not the most sound strategy. Some armies won't give you their Rear armor, or DSing into that position will be too dangerous. You need a threat to AV13/14 that doesn't involve risking entire units for a chance. The Fusion Blaster Suits can at least still DS out towards the open reducing Mishaps.

The HBC with the Earth Caste Nova Charges is absolutely nasty vs Flyers and even better against FMCs, especially the T5 variety. The IA isn't very good against flyers.

IA Riptide has a .08 chance of destroying an AV12 Flyer sans Jink or Invuln while dealing an average of .5 HP/Turn.
HBC NC has a .19 chance of destroying an AV12 Flyer sans Jink or Invuln while dealing an average of 1.2 HP/Turn.
HBC normally just deals .78 HP/Turn to an AV12 Flyer.

VS AV 10/11 Flyers the Non Nova(Which Rarely happens) HBC ECPA Riptide is as good as the IA Riptide. The NovaCharged HBC become vastly superior.

The ECPA is just a must have for the HBC. Though without it, a Stim Injector on the HBC Riptide becomes a must have in addition to a VT for a nonintercepting AA solution. Roll Nova every Turn, deals an average of 1.33(2x Earth Caste) Unsaved wounds every 6 Game Turns vs the 2 without. Stim Injector effectively makes the Riptide 7.5 wounds, for a net Increase of 1.2 wounds even with Auto Nova. Makes a less reliable, although still viable, AA platform as required. Though at that Points cost, 225, a Pair of VT HYMP Broadsides is likely to be better.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
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Philadelphia

Yes, Broadsides are good. In my triptide list, I don't run any though; hence the need for the HBC. Riptides are
Also more manouverable, and because they are relentless and have a JSJ, have a much longer range. The HBC may not be as good as a couple Bsides at AA; I'm not good at math ;P, but from experience I can tel you it's leaps better vs MCs.

Another note; for your crisis. You're not thinking enough about your survivability. You're focusing in on firepower. Sure, BC suits are dakka; but with 18" range, most armies are going to be able to close with and kill them sooner than later; JSJ or not. Missile pods sound underwhelming but the range will keep you alive and they synergize well with Marker drones; same range. THIS is why you should be simply upgrading Mpod teams with 6 marker drones and losing the FA slots. It's 2 points cheaper per drone. Attach your mark'o's here and giver the suits target lock if you're that concerned. I don't even bother. Moods can hurt most things, so just do as the Tau should and plaster 2 targets a turn, rinse and repeat.

Lastly, change the HBC rip's secondary system to SMS; synergy with main and protects him from assault. Fusion is good to have around, but unless you want dead riptides, resolve yourself to only firing it in an emergency. On that note, coinsider making the fusion teams soloists. DS within 9", hope he does something and then sleuth away if you can. Sacrificing a whole team DSing is usually dumb, and 1 can often so the trick. With multiple Rambo fusion suits, DS them both close together if you really need something dead.

This message was edited 2 times. Last update was at 2013/08/28 14:07:49


Rule #1 is Look Cool.  
   
Made in us
Executing Exarch





McKenzie, TN

Okay, this is some really good advise and thinking.

Zagman wrote:DSing for AV10/11 rear armor is not the most sound strategy. Some armies won't give you their Rear armor, or DSing into that position will be too dangerous. You need a threat to AV13/14 that doesn't involve risking entire units for a chance. The Fusion Blaster Suits can at least still DS out towards the open reducing Mishaps.


I see your point. Especially as I lack reserves manipulation to keep the suits in reserves until I need them. I am so used to eldar and IG with all that entails.

The Shrike wrote:
Another note; for your crisis. You're not thinking enough about your survivability. You're focusing in on firepower. Sure, BC suits are dakka; but with 18" range, most armies are going to be able to close with and kill them sooner than later; JSJ or not. Missile pods sound underwhelming but the range will keep you alive and they synergize well with Marker drones; same range. THIS is why you should be simply upgrading Mpod teams with 6 marker drones and losing the FA slots. It's 2 points cheaper per drone. Attach your mark'o's here and giver the suits target lock if you're that concerned. I don't even bother. Moods can hurt most things, so just do as the Tau should and plaster 2 targets a turn, rinse and repeat.

This is a really good point. I could take some markerlight drones and put target locks on the suites. This would both stiffen my markerlights and give me more dakka from the squad.

The Shrike wrote:
Lastly, change the HBC rip's secondary system to SMS; synergy with main and protects him from assault. Fusion is good to have around, but unless you want dead riptides, resolve yourself to only firing it in an emergency. On that note, coinsider making the fusion teams soloists. DS within 9", hope he does something and then sleuth away if you can. Sacrificing a whole team DSing is usually dumb, and 1 can often so the trick. With multiple Rambo fusion suits, DS them both close together if you really need something dead.


How big would you make the other teams then? If I take 2x1 fusion suits and 2x missile suits then that only leaves 2 more troops slots. I'll have to mock up a list when I can get to my dex to see what the points look like.
   
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Philadelphia

x2 Mark-o's with drone controller. locks, double MPs: 304

x2 IA tides with fusion, VT, EWO: 420

x1 HBC tide, SMS, EWO, VT, ECPA, ToM: 260

x2 3-suit teams with TLMP+locks and 6 marker drones each: 432

x1 3-suit double plasma team- 159

x1 3-suit double BC team with 5 gun drones- 189

x2 solo-suit TL fusion rambos-86

Total: 1850

This is what I'd roll with. Your suits are varied but effective at everything they do. You've got a team to deal with every threat. I went with twin-linked fusion on the rambo suits. You don't want to waste markerlight support on just them, and they'll probably miss with one if they had double fusion, so this saves points on what are ultimately throw-away units. I also gave gun drones to the BC team; they add dakka and survivablity, although I admit they're a leadership liability. Welcome to Tau.

I know that HBC riptide got expensive but hear me out. The ECPA is non-negotiable; it's essential. The Talisman of Moloch is negotiable, but if you have a lot of Eldar, Daemons, Nids.....anyone with potent psychic powers, this thing is a boss for only 25 points. The HBC riptide doesn't have to bear it, but I find he's often centrally located; and of course he's resilient. As for the other two tides, they needed velocity tracker or you needed broadsides. Your choice. The IA actually isn't bad AA with skyfire. Three S7 shots at range or use your fusion if they're dumb enough to come in close; and AP3 for MCs.

Let me know what you think.


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Australia

scratch the marker drones and add pathfinder teams

they are so much better

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 Robbo97 wrote:
scratch the marker drones and add pathfinder teams

they are so much better


I don't see how. For 1 pt/model more they go from BS3 to BS5, go from T3 to T4, go from 5+ armor to 4+ armor, and gain relentless and JSJ. The commander is what makes them so good, and an army like this wants mobility.
   
Made in us
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McKenzie, TN

@The Shrike
Not bad, not bad at all...

I am not a fan of the gun drones. I also think I will drop the plasma as I would rather have some more antihorde. What do you think of this list?

x2 Mark-o's with drone controller. locks, double MPs: 304

x2 IA tides with fusion, VT, EWO: 420

x1 HBC tide, SMS, EWO, VT, ECPA, ToM: 260

x2 3-suit teams with double MPs+locks and 6 marker drones each: 492

x1 3-suit double BC team: 129

x1 3-suit double BC+ATL team: 138

x2 solo-suit double fusion rambos: 106

Total: 1849

Thanks again. Really good input.
   
Made in gb
Longtime Dakkanaut





 Mulletdude wrote:
 Robbo97 wrote:
scratch the marker drones and add pathfinder teams

they are so much better


I don't see how. For 1 pt/model more they go from BS3 to BS5, go from T3 to T4, go from 5+ armor to 4+ armor, and gain relentless and JSJ. The commander is what makes them so good, and an army like this wants mobility.


Agree the marker drones with commander are a good platform, even better when its 2+ t5 commander but you cannot have that with farsight. My query about this list is the amount of marker drones, 7 in each squad seems a little much really, you can only light up two units a turn but what if you are facing MSU or multiple units coming at you?. As it is its better to face tau with multiple units but this just compiles the issue if you opponent is wise.

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Philadelphia

1) drones die. Having 8 per squad can be overkill (though not always, try killing a horde of plaguebearers, Wraithknights, other riptides, plague marines etc.) but by T3-4 he's likely to have half that number if he's lucky.

2) you have to balance having multiple sources of marker lights with their effectiveness and resilience. His are both; to the extreme. Tau work best when they obliterate 2 targets every turn, then move on, methodically. He has enough to do that.

Rule #1 is Look Cool.  
   
Made in gb
Infiltrating Broodlord




UK

 The Shrike wrote:
1) drones die. Having 8 per squad can be overkill (though not always, try killing a horde of plaguebearers, Wraithknights, other riptides, plague marines etc.) but by T3-4 he's likely to have half that number if he's lucky.

2) you have to balance having multiple sources of marker lights with their effectiveness and resilience. His are both; to the extreme. Tau work best when they obliterate 2 targets every turn, then move on, methodically. He has enough to do that.


You're never going to have the perfect balance as you'll get different enemies every time.

8 drones is over kill, I'd suggest dropping atleast 2 from each squad.

With the Mark'O I run, they tend to run with 5. tagged up with a unit of double plasma Target lock team.
That unit runs with an allied detachment with a toolbox commander ignore cover T/L. don't need the markers for them use it on something else.

Then primary detachment is the same as your commander (2MP,T/L DC 2 drones)


I really really love your list, I want to be able to run a full list of just suits but I feel like I need the toolbox commander with everything and two flamers. I can't not do it,
So I pay 90 Fire Warrior tax. which are handy for long range sit on objectives kinda guys .

All the best.


   
Made in us
Executing Exarch





McKenzie, TN

Thanks for all the advice. If I end up dropping some drones perhaps I'll take a toolbox commander and FWs or a warscapper drone. I think these are experimentation things though as I can see the drones getting gunned down rather quickly so having extras may be important.

Have any of you tried the warscapper drone with the other terrain stuff to make everything within 12" of a riptide dangerous terrain? Seems like it could be excellent assuming you can keep the drone alive on a unit that wants to be close to enemies.
   
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Philadelphia

Waste of points. More boys, less toys.

Rule #1 is Look Cool.  
   
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McKenzie, TN

That is too bad. It is kind of a unique piece of wargear.
   
 
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