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Made in gb
Human Auxiliary to the Empire




cornwall

After witnessing what grav guns on bikes can do last night, it was really nasty! i decided that its the low Ap weapons and anti-tank suff that my Enclaves list was lacking as I ca use Railheads but prefer Ionheads for the MEQ killing.So following all of this here is my list

Commander Farsight

3 Crisis suits
2 with TL plasma rifles, one with VRT
1 with TL fusion blaster and target lock

10 Kroot
sniper rounds
hound

10 Kroot
sniper rounds
hound

Skyray
BS filter
SMS

Hammerhead
Ion cannon
sms
BS filter

Hammerhead
Ion cannon
sms
BS filter

Sunshark
TL Mpod

Sunshark
TL Mpod

SM Captain
Bike
Shield eternal
artificer armour
Melta bombs
Power weapon
Grav pistol

Command squad
Bikes
5 Grav guns
Melta bombs

5 bikes
grav pistol on sergeant
2 grav guns



The plan is to have the Kroot outflank late game to sit on an objective and hopefully keep it. Farsight can accurately deepstrike the crisis squad in where needed later on in the game and cause havoc with FB and plasma rifles, TL cause of lack of ML support and points are tight, then if charged (and still alive after that) he can use the VRT to get out of combat.

The marines detachment could be Raven guard to give them scout so that i'm effectively half way up the board on turn one and the grav guns nail some heavy armoured foes or use the boltguns for low armoured foes. Command squad has bombs for when they get close to any big things. Or i could use them as Iron hands to give them an added bit of survivability. Or of course white scars to increase HoW and get HaR but then lose on the first scout move. The captain sits up the front of the bikes with his T5 EW 2+/3++ to tank wounds.

Of course the rest of the Tau stuff sits back and lends a hand with their long range support, a few odd markerlights from the skyray help every now and again.

Im unsure on the Sunsharks atm but have seen some good stuff with them in battle reports, ideally i'd want to replace them with Barracudas but thats a pretty penny!

Any comments or criticisms that would help are very welcome!

Farsight Enclave / Tau Empire - 2000pts
/ Grey Knight/13th Company Wolves - Various points
Astral Claws - Currently Recruiting chapter members 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Grav Pistols are never good. Use Combi Gravs instead

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in gb
Regular Dakkanaut





How are they not good? Still do same damage (albeit shorter range) and gets the +1 cc attack
   
Made in fi
Longtime Dakkanaut




I would switch the power weapon for a thunder hammer.
   
Made in gb
Human Auxiliary to the Empire




cornwall

Yeah I'd gone for the pistol over the combo for the fact that I can use it every turn and can get the additional attack.

I did originally have it as a hammer but was over on points. May change the sunsharks to not twin linked and have the hammer instead of the per weapon and melta bombs on the cap.

Farsight Enclave / Tau Empire - 2000pts
/ Grey Knight/13th Company Wolves - Various points
Astral Claws - Currently Recruiting chapter members 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

With the Bike Squad, you rarely want to get into close combat considering Bikes don't shine there. You can put out so much firepower that it's not worth it. Also I'd drop a grav gun from the command squad for an Apothecary. And realize that these are what I have found out in my usage of bikes YMMV

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in gb
Human Auxiliary to the Empire




cornwall

Yeah I was equipping the captain and command squad in case of vehicles, hence the melta bombs. Although i'd prefer the manoeuvrability of moving and shooting with the grav guns. I'm still deciding what chapter tactics to use, was thinking of using Raven Guard so the bikes have scout and then stealth in the first turn to enhance the jink save to give some protection from alpha strikes if i go second. As apposed to White Scars which are more geared towards combat it think.

The Raven guard lets me get into a threat range, and i think it couples well with the back support of the Tau gunships.

Farsight Enclave / Tau Empire - 2000pts
/ Grey Knight/13th Company Wolves - Various points
Astral Claws - Currently Recruiting chapter members 
   
 
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