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Made in gb
Discriminating Deathmark Assassin






Farsight
Bodyguards:
Dual fusion, target lock
Dual fusion, target lock
Dual fusion, target lock
Dual missile, target lock
Dual missile, target lock
Dual missile, target lock
Buffer: PEN, MSS, CCN, DC, VRT
14 Gun Drones

Shadowsun

Riptide
HBC/SMS
Stims / VT

Riptide
Ion/Fusion
Stims

10 Kroot

10 Kroot

Skyray

3 Broadsides
Missiles

1850

Am I doing it right?
   
Made in us
Regular Dakkanaut




Looks pretty solid, although the skyray is a bit redundant with the Riptide unless you have a flyer heavy meta. You may also consider Shadowsun's command link drone, it could come in handy with the HBC Riptide. Also, if you can scrape up the points, Early Warning Override on the Broadsides and Iontide are well worth it.
   
Made in us
Regular Dakkanaut




Are you planning on farsight being the warlord, or shadowsun? Shadowsun is better for table deployment (get 3d6 assault move) but farsight adds the invaluable pinpoint deepstrike. If you are planning on brining farsight dropping, I consider a comms relay on a piece of terrain to be essential (takes the chance of coming in turn 2 from a 2/3 to an 8/9 chance, very important to get your big unit on the board).

As for the unit itself, the general lay out is good but don't underestimate how powerful rapid fire plasma is with the twin linked, ignore cover buffs.

Something to consider, if you can rearrange to bring an ally, a commander from the Farsight Enclaves can bring a warscape drone, allowing the big unit to pass all of its dangerous terrain tests (and thus take full advantage of Shadowsun's cover runs). The drone also adds some assault protection. The commander can also bring a talisman, providing a modicum of psychic protection. FE also would let you give the HBC riptide and Earthcaste Array.

For the support, is there are reason you aren't taking any missile drones with the broadsides? Are you 100% sold on the points for stims on riptides?
   
Made in gb
Discriminating Deathmark Assassin






I know Skyrays are largely billed as anti air, but they are ace at other stuff too. One can usually dispatch a Wraithknight on turn one, for instance. And after they have dispatched their missiles, they become useful for dealing with unit remnants, scoring/tank-shocking units off objectives, and light marker support (including for dealing with air with the tides).

I should probably play test plasma. I get that with high armour saves on the tanle (GK etc) they could be really useful.

I find Stims useful o. Riptides if you want them to last the game, which would be good with this list.


Automatically Appended Next Post:
And yes. I've never done a tau list before without the EWO as standard!

This message was edited 1 time. Last update was at 2015/01/10 13:07:02


 
   
 
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