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![[Post New]](/s/i/i.gif) 2013/04/24 07:18:46
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Hoary Long Fang with Lascannon
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We are getting way in the weeds here, on the theory hammering, but let me point out some things to keep in mind when devising your strategies. Again, not saying it can't work, just following where this discussion has gone...haha
My Manticore is 2.7 inches tall (at its highest point and 1.8 at its lowest), 3.5 inches wide, and 4.8 inches wide. It is absolutely possible to hide it on even a small terrain map (I have done it at tournaments). My Earthshaker Batteries (which to be fair, are kitbashed) are 2.5 inches tall, 6 inches long, and 3 inches wide (and have a much smaller overall footprint). My Basilisks are a bit bigger than the Manticore, and probably not hidable (the gun is just too much). So when I say Barrage is a threat, I'm not being contrary, a smart IG player can absolutely hide them in places you cannot shoot at after deep strike. (it doesn't require a Bastion or something)
Now if we use a Manticore as an example, it averages two shots. With prescience, assuming you spread out smartly, that's six hits on average. 5 wounds. So just one dead suit. Now an Earthshaker battery is the real issue, lets say two batteries, again with prescience. 5 wounds at AP3, STR 9. Assuming 4++ (right?), that's 3 dead suits/drones, from something you may not be able to shoot back at. Just something to keep in mind.
Don't assume GHs are going to be like regular Marines in assault. The way I run mine are tricky. 7 or 8 GHs with WS and TDA. That's 21 or 24 attacks (3 of which are power weapon), but most importantly, rerolling ALL ones. TDAWG are essentially invulnerable to AP3 and worse while under Standard. Even regular GHs can only fail an armor save on a 2. It's worse if I have points free for MOTW, that's 5-9 rending attacks on the charge (again rerolling ones). I don't know if you have any AP2 melee weapons in the farsight bomb, but if you don't, a squad of GHs is going to beat you in the first round of assault, guaranteed. I mention this because the deadliness of Grey Hunters is hinged on the Standard, at least whittle them down to remove that (and if they have an attached TDAWG, get him too)
Edit: Duh, Farsight has an AP2 sword, doesn't he. Haha. Well take away that guarantee, but still, depending on how many attacks he has, it's still going to be a much nastier fight than a 900 point unit should get against a 200 point Troop unit. So take out the Standard!
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This message was edited 1 time. Last update was at 2013/04/24 07:31:18
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![[Post New]](/s/i/i.gif) 2013/04/24 10:38:36
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Longtime Dakkanaut
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anonymou5 wrote:We are getting way in the weeds here, on the theory hammering, but let me point out some things to keep in mind when devising your strategies. Again, not saying it can't work, just following where this discussion has gone...haha
My Manticore is 2.7 inches tall (at its highest point and 1.8 at its lowest), 3.5 inches wide, and 4.8 inches wide. It is absolutely possible to hide it on even a small terrain map (I have done it at tournaments). My Earthshaker Batteries (which to be fair, are kitbashed) are 2.5 inches tall, 6 inches long, and 3 inches wide (and have a much smaller overall footprint). My Basilisks are a bit bigger than the Manticore, and probably not hidable (the gun is just too much). So when I say Barrage is a threat, I'm not being contrary, a smart IG player can absolutely hide them in places you cannot shoot at after deep strike. (it doesn't require a Bastion or something)
Now if we use a Manticore as an example, it averages two shots. With prescience, assuming you spread out smartly, that's six hits on average. 5 wounds. So just one dead suit. Now an Earthshaker battery is the real issue, lets say two batteries, again with prescience. 5 wounds at AP3, STR 9. Assuming 4++ (right?), that's 3 dead suits/drones, from something you may not be able to shoot back at. Just something to keep in mind.
I dont think you can hide a manticore to be completely invisible to a deepstriking unit that doesn't scatter. If you can then you also wouldn't have line of sight yourself and so you cannot shoot your barrage weapon within 24 inch. A 1700 point list can bring two riptides standing next to a defence line com (reroll reserve thingy). These riptides would most likely also have 'feel no pain'. Try destroying them before the bomb hits!
anonymou5 wrote:Don't assume GHs are going to be like regular Marines in assault. The way I run mine are tricky. 7 or 8 GHs with WS and TDA. That's 21 or 24 attacks (3 of which are power weapon), but most importantly, rerolling ALL ones. TDAWG are essentially invulnerable to AP3 and worse while under Standard. Even regular GHs can only fail an armor save on a 2. It's worse if I have points free for MOTW, that's 5-9 rending attacks on the charge (again rerolling ones). I don't know if you have any AP2 melee weapons in the farsight bomb, but if you don't, a squad of GHs is going to beat you in the first round of assault, guaranteed. I mention this because the deadliness of Grey Hunters is hinged on the Standard, at least whittle them down to remove that (and if they have an attached TDAWG, get him too)
Edit: Duh, Farsight has an AP2 sword, doesn't he. Haha. Well take away that guarantee, but still, depending on how many attacks he has, it's still going to be a much nastier fight than a 900 point unit should get against a 200 point Troop unit. So take out the Standard!
You cannot withstand all this shooting with a group of grey hunters. If you got a TDAWG you cannot field them inside a rhino for protection. Even when the do the will still lose about 3 men in the explosion and need to pass a pinning test.
Its not unbeatable but you need to play smart to take down the farsight bomb.
(removed false markerlight rule interpretation)
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This message was edited 1 time. Last update was at 2013/04/24 18:35:38
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![[Post New]](/s/i/i.gif) 2013/04/24 18:15:47
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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I JUST SAW THE NEW TAU FAQ!!!!
You can take single of the same WEAPONS! THIS IS HUGE FOR FARSUN STAR!!
I can take 2xplasma guns instead of plasma/fusion, this makes the effectiveness of their shots all the better!!
Time to change up the lists!
Farsight
Shadowsun
Bodyguard C&C, Multi Spec, Nuero Web Jammer, Puretide engram chip, Drone Controller, Vectored Retro Thrusters ((i love the idea of the commander tau with all his sensors of doom!!!!))
Bodyguard Plasma, Plasma, Target Lock - Iradium Battle Suit
Bodyguard Plasma, Plasma, Target Lock
Bodyguard Plasma, Plasma, Target Lock
Bodyguard Fusion, Fusion, Target Lock
Bodyguard Missile Pod, Missile Pod, Target Lock
Bodyguard Missile Pod, Missile Pod, Target Lock
10 gun drones (including shadowsuns you could take up to 17, which you dont really need, just abalative gun drones!!)
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This message was edited 2 times. Last update was at 2013/04/25 02:29:02
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![[Post New]](/s/i/i.gif) 2013/04/25 06:44:25
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Longtime Dakkanaut
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Yep, makes it even a little better!
This would be my 1700/1750 list:
Farsight
Shadowsun
Bodyguard C&C, Multi Spec, Nuero Web Jammer, Puretide engram chip, Drone Controller, Vectored Retro Thrusters
Bodyguard Plasma, Plasma, Target Lock
Bodyguard Plasma, Plasma, Target Lock
Bodyguard Fusion, Fusion, Target Lock
Bodyguard Fusion, Fusion, Target Lock
Bodyguard Missile Pod, Missile Pod, Target Lock - Iradium Battle Suit
Bodyguard Missile Pod, Missile Pod, Target Lock
2 riptides with ion excelerator, twin linked fusion blaster, skyfire and interceptor
10 kroot + 1 hound
10 kroot + 1 hound
10 kroot + 1 hound
10 kroot + 1 hound
defence line with com
I really like that extra fusion instead of plasma rifle. When a lot of infantry get 'winged' you can still take them on in overwatch but that extra 2 fusion blaster could be the difference between a dead or alive redeemer. With shadowsun you can also divide these shots to possible kill two vehicles. The 18 inch fusion blaster are better taking down helldrakes for that matter.
I was thinking about giving that suit with all the sensors: skyfire, interceptor and a missile pod. Together with the riptides he could take down a plane before it hits. Still a lot of points for two S7 ap4 shots..
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![[Post New]](/s/i/i.gif) 2013/04/25 07:40:30
Subject: Tau Farsight/Shadowsun Deathstar
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Bloodthirsty Bloodletter
The Eye of Terror
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Hmmm... I'm still wondering what I can do to stop that deathstar.
Grimoired Flesh Hounds are nice to prepare a charge from. They can't kill all 20 after all. Maybe just 3 units of 15-20 hounds with one of them being Grimoired? That runs it at around 900 points.
The rest of the list could be filled with Flying Monsters.
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![[Post New]](/s/i/i.gif) 8006/01/06 18:20:46
Subject: Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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Lou_Cypher wrote:Hmmm... I'm still wondering what I can do to stop that deathstar.
Grimoired Flesh Hounds are nice to prepare a charge from. They can't kill all 20 after all. Maybe just 3 units of 15-20 hounds with one of them being Grimoired? That runs it at around 900 points.
The rest of the list could be filled with Flying Monsters.
Well....anyone can make anything to beat the star.
I am looking to deal with tac lists and what I could face usually on the field of battle.
This is why when people bring up their manticores, vindicare assassins, and tzeetch flamers I immediately research if its am item 50% of tac players take.
Helldrakes for instance You WILL face so you need to decide how to COUNTER or how to WEATHER.
Simple as that!
Automatically Appended Next Post:
shogun wrote:Yep, makes it even a little better!
This would be my 1700/1750 list:
Farsight
Shadowsun
Bodyguard C&C, Multi Spec, Nuero Web Jammer, Puretide engram chip, Drone Controller, Vectored Retro Thrusters
Bodyguard Plasma, Plasma, Target Lock
Bodyguard Plasma, Plasma, Target Lock
Bodyguard Fusion, Fusion, Target Lock
Bodyguard Fusion, Fusion, Target Lock
Bodyguard Missile Pod, Missile Pod, Target Lock - Iradium Battle Suit
Bodyguard Missile Pod, Missile Pod, Target Lock
2 riptides with ion excelerator, twin linked fusion blaster, skyfire and interceptor
10 kroot + 1 hound
10 kroot + 1 hound
10 kroot + 1 hound
10 kroot + 1 hound
defence line with com
I really like that extra fusion instead of plasma rifle. When a lot of infantry get 'winged' you can still take them on in overwatch but that extra 2 fusion blaster could be the difference between a dead or alive redeemer. With shadowsun you can also divide these shots to possible kill two vehicles. The 18 inch fusion blaster are better taking down helldrakes for that matter.
I was thinking about giving that suit with all the sensors: skyfire, interceptor and a missile pod. Together with the riptides he could take down a plane before it hits. Still a lot of points for two S7 ap4 shots..
I debated the extra fusion vs plasma and I was looking at shadows two plus two dedicated suits so I went for more plasma. I will try both versions out.
I also agree on putting the iradium on the missile pods since they are what we would like to lose.
Everything else is spot on except my riptides do SMS, I have not tried fusions as I've never had them within 18" of any tanks.
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This message was edited 2 times. Last update was at 2013/04/25 08:45:31
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![[Post New]](/s/i/i.gif) 2013/04/25 09:26:01
Subject: Tau Farsight/Shadowsun Deathstar
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Longtime Dakkanaut
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Theorius wrote: I debated the extra fusion vs plasma and I was looking at shadows two plus two dedicated suits so I went for more plasma. I will try both versions out.
I also agree on putting the iradium on the missile pods since they are what we would like to lose.
Everything else is spot on except my riptides do SMS, I have not tried fusions as I've never had them within 18" of any tanks.
I know, I really like those double rapid fire plasma shots, But i am playing a lot against my friends blood angel army with two deep striking dreads (armour 13) with 3 flamer templates and a landraider! At sum point you rather wanted the plasma or the other way around. It all depends on want you're facing.
The farsight unit can shoot a lot of (missle) shots towards a flyer but its still difficult to take it down without skyfire. 3 vendetta's with plasma veterans or 3 helldrakes will hurt the unit when the fly onto the board. Thats why i rather have a fusion blaster on my (skyfire) riptide so it could take down a zooming flyer midfield. With the nova reactor I could possible double this shot apart from the excelerator.
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![[Post New]](/s/i/i.gif) 2013/04/30 00:42:55
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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I was able to play two games this weekend with the list.
See the batrep here, spoiler alert! i won both! meaning I am now 3-0 with the farsun star!
http://www.dakkadakka.com/dakkaforum/posts/list/523830.page
Furthermore there is a cool post I was pointed to by JY2 where he is doing a arena style death star face off in this thread here
http://www.dakkadakka.com/dakkaforum/posts/list/523082.page
I think farsun can take em all!!!
They won their first match vs a pink horror, 4 heralds and a Lord of change star only losing a few drones.
NEED TO GO FILL OUT BATREP 2 VS NECRONS NOW!
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![[Post New]](/s/i/i.gif) 2013/04/30 13:13:44
Subject: Tau Farsight/Shadowsun Deathstar
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Longtime Dakkanaut
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But it was not played correctly ... they infitrated woith shadowsun and farsight ...
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![[Post New]](/s/i/i.gif) 2013/04/30 17:14:48
Subject: Tau Farsight/Shadowsun Deathstar
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Regular Dakkanaut
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felixcat wrote:But it was not played correctly ... they infitrated woith shadowsun and farsight ...
Correct. Under Infiltrate rules No IC can join a infiltrating unit if the IC doesnt have the rule itself. So it's either drop from the skies or start at your own edge.
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Your basic Arachnid warrior isn't too smart, but you can blow off a limb, and it's still 86 percent combat effective. Here's a tip: Aim for the nerve stem, and put it down for good. |
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![[Post New]](/s/i/i.gif) 2013/04/30 20:26:04
Subject: Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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felixcat wrote:But it was not played correctly ... they infitrated woith shadowsun and farsight ...
I dont infiltrate with them, so I am assuming you meant the deathstar fight?
If you read jy2's comment on this later they didnt know about it, but it would not have hurt them and it likely would have helped them in all cases to not infiltrate.
especially the fight vs the draigowing, he should have tried to stay 30" away as much as he could wittling them down before getting into rapidfire range!
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![[Post New]](/s/i/i.gif) 2013/05/18 14:42:47
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Ork Boy Hangin' off a Trukk
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Hey, Theorius, necroing your thread here in order to pitch a proposition for the bomb in a 2k+ environment with some slight double FOC abuse. While I wouldn't say this is optimal at the exact 2000 points limit due to the hardship of squeezing in much else than the star, here's my proposition on boosting the unit further (I'm by far not the first to think of these additions, but I want to discuss them):
Space Marine Terminator Librarian with Null Zone and Gate of Infinity (upgraded to epistolary for 2 casts per turn), let Farsight be warlord and voila - while you have a static element in your star (since the Libby doesn't get to JSJ) which all models have to JSJ around, you get an incredible 24" move per turn with pin-point precision. Actually, since only the central model needs to be within 24", this power can be used to slingshot individual models (fusion carriers preferably) over 30" in one turn in order to reach whatever target you want to reach. With And You Shall Know No Fear you no longer fear breaking in combats as you cannot be swept, and you auto-rally next turn letting you move and shoot as normal. My favourite part is what Null Zone provides. Against the majority of the stars weapons, the only available save type is invulnerable saves. Now, with Null Zone, all enemy invulnerable saves within 24" of the caster must be re-rolled during the player turn. This means that even a grimoired 2++ unit suffer a 30% to not save a wound. Storm Shield Terminator save roughly 45% of the time, and normal Terminators only 11% of the time. You also gain a slight increase in close combat combat power with 2 force weapon attacks. To wrap it all up, you gain a slight increase in psychic defence, with a 5+ (or against mastery lvl 1, 4+) deny the witch roll, which is a neat addition to a unit without psychic defense.
To sum up the librarian:
*Another 2+ save, in case. Although due to the risk of perils, you'd rather not save with him.
* Pin-Point risk-free re-position deep strike within 24" of the unit, able to slingshot Fusion carriers over 30" and to rearrange the whole unit in order to optimize LOS! distribution.
*And They Shall Know No Fear: Auto Regroup, Sweep immunity, Fear immunity.
*Added psychic defense.
*2 Force weapon attacks in CC.
*Force the enemy to re-roll invulnerable saves, the Death Star is now ridiculous in killing power against ANYTHING (grimoired daemons turn into SS termies, but still).
The librarian costs 175 points + 90 points in scout tax, and can be included in any points range. I'm even going to attempt it on 1500, using a list similar to yours with one riptide and 2 kroot units. The 2k+ deal comes with the inclusion of the following guy:
A support commander. Instead of putting all systems on a bodyguard, you add another plasma or fusion guard and move all your upgrades to the commander instead. Clocking in at 135 points with the same gear as your support bodyguard, you now have a support unit with 4 wounds instead of 2 that can make use of LOS! in order to not get sniped out by precision shots, something that otherwise can cripple the star enormously. It could be considered to also let him carry the iridium suit, in order to render him immune against str 8-9 instakills, although with the auto-pass of LOS! it would probably be preferable to keep it on a guard. He also provides 2 more drones, for a maximum amount of 16 gun drones. While it could be argued that one is wasting his BS5, the survivability is what he's taken for. Also, the drone controller ups the precision of the drones from 75% to a whooping 97.2%. This means that with 16 drones, you go from 24 str 5 hits to 31. That's twenty dead orks, or seven dead marines.
The commander:
*Increased drone performance, as well as 2 more available.
*Incredibly increased survivability of the support/signature systems, rendering them immune to precision shots bar the Vindicare Assassin's Dead Eye ability, which already has to pass through cover.
*One more bodyguard available for combat duty
The commander clocks in at 135 points, but also reduces the cost of one bodyguard from 82 to 67, so end up being a 120 point upgrade. Also allows for 2 more drones for another 24 points. This fellow can only be included in double FOCs, and requires you to field another 2 compulsory troops, so another 60 points of kroot in your list.
The Death Star, with Libby, support commander and full drones costs 1311 points. It requires 4 tau troop choices and one from C: SM. With 4 kroot units, 2 with hounds for outflank, and scouts, this means 340 points leaving us with 349 points for a 2000 points army. That means only one riptide (or rather a decreased amount of drones, with 13 drones you can once again fit 2 riptides), which is why I'd say this superstar gets truly viable at 2500 points or so, allowing for 4 riptides and another 89 points to spend on say buffing the kroot. Still, I'll trying out the 1500 LibbyFarsunStar as soon as I'm able to order a couple of crisis teams to wrap up the force.
What are your thoughts on this?
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This message was edited 1 time. Last update was at 2013/05/18 14:45:35
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![[Post New]](/s/i/i.gif) 2013/05/18 14:50:15
Subject: Tau Farsight/Shadowsun Deathstar
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Boom! Leman Russ Commander
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Sir_Prometheus wrote: Desubot wrote:Unless you leave Farsight somewhere else, you cant infiltrate with him in the squad.
That's actually debatable, too, I tend to think when they said "can't attach during infiltration" they were only saying you had to attach the IC BEFORE you made the choice to infiltrate the unit. Main point is they really boffed the infiltrate rule and it needs a FAQ.
The rule is not unclear, you have misread it.
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![[Post New]](/s/i/i.gif) 2013/05/19 21:45:50
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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TompiQ wrote:Hey, Theorius, necroing your thread here in order to pitch a proposition for the bomb in a 2k+ environment with some slight double FOC abuse. While I wouldn't say this is optimal at the exact 2000 points limit due to the hardship of squeezing in much else than the star, here's my proposition on boosting the unit further (I'm by far not the first to think of these additions, but I want to discuss them):
Space Marine Terminator Librarian with Null Zone and Gate of Infinity (upgraded to epistolary for 2 casts per turn), let Farsight be warlord and voila - while you have a static element in your star (since the Libby doesn't get to JSJ) which all models have to JSJ around, you get an incredible 24" move per turn with pin-point precision. Actually, since only the central model needs to be within 24", this power can be used to slingshot individual models (fusion carriers preferably) over 30" in one turn in order to reach whatever target you want to reach. With And You Shall Know No Fear you no longer fear breaking in combats as you cannot be swept, and you auto-rally next turn letting you move and shoot as normal. My favourite part is what Null Zone provides. Against the majority of the stars weapons, the only available save type is invulnerable saves. Now, with Null Zone, all enemy invulnerable saves within 24" of the caster must be re-rolled during the player turn. This means that even a grimoired 2++ unit suffer a 30% to not save a wound. Storm Shield Terminator save roughly 45% of the time, and normal Terminators only 11% of the time. You also gain a slight increase in close combat combat power with 2 force weapon attacks. To wrap it all up, you gain a slight increase in psychic defence, with a 5+ (or against mastery lvl 1, 4+) deny the witch roll, which is a neat addition to a unit without psychic defense.
To sum up the librarian:
*Another 2+ save, in case. Although due to the risk of perils, you'd rather not save with him.
* Pin-Point risk-free re-position deep strike within 24" of the unit, able to slingshot Fusion carriers over 30" and to rearrange the whole unit in order to optimize LOS! distribution.
*And They Shall Know No Fear: Auto Regroup, Sweep immunity, Fear immunity.
*Added psychic defense.
*2 Force weapon attacks in CC.
*Force the enemy to re-roll invulnerable saves, the Death Star is now ridiculous in killing power against ANYTHING (grimoired daemons turn into SS termies, but still).
The librarian costs 175 points + 90 points in scout tax, and can be included in any points range. I'm even going to attempt it on 1500, using a list similar to yours with one riptide and 2 kroot units. The 2k+ deal comes with the inclusion of the following guy:
A support commander. Instead of putting all systems on a bodyguard, you add another plasma or fusion guard and move all your upgrades to the commander instead. Clocking in at 135 points with the same gear as your support bodyguard, you now have a support unit with 4 wounds instead of 2 that can make use of LOS! in order to not get sniped out by precision shots, something that otherwise can cripple the star enormously. It could be considered to also let him carry the iridium suit, in order to render him immune against str 8-9 instakills, although with the auto-pass of LOS! it would probably be preferable to keep it on a guard. He also provides 2 more drones, for a maximum amount of 16 gun drones. While it could be argued that one is wasting his BS5, the survivability is what he's taken for. Also, the drone controller ups the precision of the drones from 75% to a whooping 97.2%. This means that with 16 drones, you go from 24 str 5 hits to 31. That's twenty dead orks, or seven dead marines.
The commander:
*Increased drone performance, as well as 2 more available.
*Incredibly increased survivability of the support/signature systems, rendering them immune to precision shots bar the Vindicare Assassin's Dead Eye ability, which already has to pass through cover.
*One more bodyguard available for combat duty
The commander clocks in at 135 points, but also reduces the cost of one bodyguard from 82 to 67, so end up being a 120 point upgrade. Also allows for 2 more drones for another 24 points. This fellow can only be included in double FOCs, and requires you to field another 2 compulsory troops, so another 60 points of kroot in your list.
The Death Star, with Libby, support commander and full drones costs 1311 points. It requires 4 tau troop choices and one from C: SM. With 4 kroot units, 2 with hounds for outflank, and scouts, this means 340 points leaving us with 349 points for a 2000 points army. That means only one riptide (or rather a decreased amount of drones, with 13 drones you can once again fit 2 riptides), which is why I'd say this superstar gets truly viable at 2500 points or so, allowing for 4 riptides and another 89 points to spend on say buffing the kroot. Still, I'll trying out the 1500 LibbyFarsunStar as soon as I'm able to order a couple of crisis teams to wrap up the force.
What are your thoughts on this?
I like it, also the support commander gets drone controller for bs 5 drones (awesome)
I personally do not play double foc, so I am not as familiar but the principle is still sound with the librarian. Someone brought this up a long time ago to me but I have been playing 40k for so long that the idea of allies seems....I dont know i just cant do it!!! unless i have a super good fluff army reason to do it. I could MAYBE convert a "suit" that is an ethereal (counts as librarian) to make it still thematic and his "psychic powers" are just super tech modified by the elemental powers they have....
I can see that actually....
The final problem though is past 1500 the bomb is harder to keep alive, so adding more to it I find is less effective than adding things that help keep it alive; such as...another intercepting riptide (this one with skyfire) more troops, and some missilesides.
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![[Post New]](/s/i/i.gif) 2013/05/19 23:10:12
Subject: Tau Farsight/Shadowsun Deathstar
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Wicked Canoptek Wraith
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Theorius, i was wondering why you are putting missile pods on 2 of the suits. Missiles on crisis suits seem like kind of a waste when you could bring more plasma/fusion.
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The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.
War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti |
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![[Post New]](/s/i/i.gif) 2013/05/20 07:10:06
Subject: Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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NinjaStars wrote:Theorius, i was wondering why you are putting missile pods on 2 of the suits. Missiles on crisis suits seem like kind of a waste when you could bring more plasma/fusion.
has to do with threat range and over killing.
I find it tactically dangerous to my enemy that I have in the unit 8 missiles with 36" range that ignore cover and are twin linked. The death star is an army not a unit since it can pick and choose multiple targets so basically it like I have 4 squads in the star which are
drones + farsight + 1 fusion from shadowsun effetive range - 12-18" this unit is for horde kills mostly, but can obviously do some meq/ teq/vehcile popping if needed - ((kills 15 hordies a turn))
3 double plasma suits - they pop meq, teq, small vehicles ((kills 8 meq/ teq a turn which is overklll on 5 man teams, and devestating on 10 man teams)
1 double fusion suit + shadowsuns other gun - for vehciel popping, more meq- teq killing as well (can kill 2 vehicles av 12 or less at non melta range a turn, or pop another 2 meq/ teq threatening insta gib))
2 double missile suits - they are for popping squishies in the back such as lootas, small vehicles, fliers, sniper teams, anything squishy with long range that tries to stay back it ginerally is a back field troop that tries to hide on an objective killer. They also do well thinning hordes. ((8 missiles on average will wipe out 5 man squads of anything other than meq level))
Just to reinterate the farsight shadowsun deathstar is not one big unit that eats units one enemy unit at a time. It is basically just 3 crisis suit teams all in the same unit for the force multipliers but they still shoot independently and I treat them as such.
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![[Post New]](/s/i/i.gif) 2013/05/20 16:23:13
Subject: Tau Farsight/Shadowsun Deathstar
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Wicked Canoptek Wraith
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@ Theorius Oh yeah I totally see them as 3 crisis squads combined together too! Even when I run my squads separate I didn't run missile pods on my suits because I feel like my broadsides fill the niche. I couldn't find a copy of the rest of your list, but if you run riptides instead of broadsides I could totally see needing some missiles in the Death Star.
Follow up question. Do you think it's better to run your support kroot in squads of 10, or 20?
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The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.
War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti |
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![[Post New]](/s/i/i.gif) 2013/05/20 17:34:07
Subject: Tau Farsight/Shadowsun Deathstar
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Dakka Veteran
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NinjaStars wrote:@ Theorius Oh yeah I totally see them as 3 crisis squads combined together too! Even when I run my squads separate I didn't run missile pods on my suits because I feel like my broadsides fill the niche. I couldn't find a copy of the rest of your list, but if you run riptides instead of broadsides I could totally see needing some missiles in the Death Star.
Follow up question. Do you think it's better to run your support kroot in squads of 10, or 20?
I play 1500 currently so i run like so
farsight shadowsun deathstar
2 riptides with ion cannon sms and early warning
3x 10 kroot squads
For this list i always run minimum kroot as they are only used for bubble wrap on assault units or objective grabbing.
If i was to make a 1999+1 list I would add....
riptide
missile sides
more kroot
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![[Post New]](/s/i/i.gif) 2013/06/04 09:38:41
Subject: Tau Farsight/Shadowsun Deathstar
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Fresh-Faced New User
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This made for a very interesting read. Based on this thread and others I have been running a similar list but at a lower points level and without Shadowsun due to not having the model. So far it has performed very well.
Has anyone used this list against a tank heavy IG army?
The ordnance a friend brings to the table is quite scary! I have Shadowsun on the way so I at least have the cover save for future games and the 3D6 jump. : )
I also know that the spacing is very important but he has seen this list perform so will take out my unique suits...
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This message was edited 1 time. Last update was at 2013/06/04 09:40:25
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![[Post New]](/s/i/i.gif) 2013/06/06 04:52:38
Subject: Tau Farsight/Shadowsun Deathstar
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Wicked Canoptek Wraith
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@ Theorius: I've been having trouble with horde lists, specifically demons. I run pretty much the same list you do. I've been thinking of modifying the Death Star with bust cannons and missiles instead of plasma and fusion. What do you think?
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This message was edited 1 time. Last update was at 2013/06/06 06:16:54
The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.
War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti |
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![[Post New]](/s/i/i.gif) 2013/06/06 09:50:52
Subject: Tau Farsight/Shadowsun Deathstar
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Veteran Inquisitorial Tyranid Xenokiller
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NinjaStars wrote:Theorius, i was wondering why you are putting missile pods on 2 of the suits. Missiles on crisis suits seem like kind of a waste when you could bring more plasma/fusion.
There is one other good reason to bring missilepods as well. The bomb will often have to have ways of dealing with light vehicles at range, as well as flyers. 8 TL S7 shots with tankhunter will scare even a helldrake. If your fighting necrons, these guys could feasibly take down one with just 4 shots. And as a last resort if they can be shot at the same target as gundrones, thereby increasing the kill range of those 24 shots, which can often be the make or break for maximizing distance away from your target while still getting maximum firepower.
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This message was edited 2 times. Last update was at 2013/08/06 07:00:35
Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2013/08/05 22:21:22
Subject: Tau Farsight/Shadowsun Deathstar
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Acolyth
Fairborn, Ohio
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List looks hard to play.
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Successful swap shop trades: 3 |
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![[Post New]](/s/i/i.gif) 2013/08/05 22:58:19
Subject: Tau Farsight/Shadowsun Deathstar
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Big Mek in Kustom Dragster with Soopa-Gun
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i'll never run the farsight bomb, even in a tourny. Im one of those guys when i depend on 1 dice it always fails (they must deepstrike, so they must roll a 3+ to come from reserves). Not to mention i find it a little cheesy and as stale as castle tau since the only thing that changes is who you shoot at.
Theres a point where high risk high reward goes a little far lol. If theres anything able to deal with this list (say a Riptide heavy tau army with ion accelerators and intercepter) it has one hell of a chance to flop and there goes 2/3 your army. No thanks lol.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/06 02:42:28
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Regular Dakkanaut
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Its a tough army to deal with that's for sure. Lots of people would not know how to counter this. I think the best army to do so is Daemons, specifically a Daemon army with Slaanesh psychic powers.
Check out their power called Acquiescence. It has a good range and will cripple your bomb to the point where they can be wiped in melee. It negates all the overwatch and your unit takes a -5 Init which means you likely will not be able to hit and run. Slaanesh has some super fast units which can keep up with your 3d6 move as well to get into assault after its cast and they can bring a ton of casters to try multiple times. It is a spell you need to roll for but any ML3 caster will auto get it (and daemons can have lots of ML3 casters).
Obviously every army has a counter, for the farsight bomb my money is on Daemons of Slaanesh.
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![[Post New]](/s/i/i.gif) 2013/08/07 18:03:03
Subject: Tau Farsight/Shadowsun Deathstar
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Malicious Mutant Scum
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I think this conversation is good and all, but I believe many are over looking one key detail that came up in the farsighted enclave expansion.
“Divergent Destiny
A Farsight Enclaves army cannot include Aun’Va or Commander Shadowsun”
Excerpt From: Workshop, Games. “Farsight Enclaves – A Codex: Tau Empire Supplement.” v1.3. Games Workshop, 2013. iBooks.
This material may be protected by copyright.
Check out this book on the iBookstore: https://itunes.apple.com/us/book/farsight-enclaves-codex-tau/id673249523?mt=11
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Quod Sum Eris.
Sic Transit Gloria |
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![[Post New]](/s/i/i.gif) 2013/08/07 18:12:30
Subject: Tau Farsight/Shadowsun Deathstar
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Water-Caste Negotiator
Phoenix, AZ
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Spaz431 wrote:I think this conversation is good and all, but I believe many are over looking one key detail that came up in the farsighted enclave expansion.
“Divergent Destiny
A Farsight Enclaves army cannot include Aun’Va or Commander Shadowsun”
Excerpt From: Workshop, Games. “Farsight Enclaves – A Codex: Tau Empire Supplement.” v1.3. Games Workshop, 2013. iBooks.
This material may be protected by copyright.
Check out this book on the iBookstore: https://itunes.apple.com/us/book/farsight-enclaves-codex-tau/id673249523?mt=11
You can still play Farsite and Shadowsun both using Codex: Tau Empire.
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![[Post New]](/s/i/i.gif) 2013/08/07 18:21:41
Subject: Tau Farsight/Shadowsun Deathstar
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Malicious Mutant Scum
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Yes, if one follows the "It's not stated in my codex, so I can" rule.
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This message was edited 1 time. Last update was at 2013/08/07 18:21:52
Quod Sum Eris.
Sic Transit Gloria |
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![[Post New]](/s/i/i.gif) 2013/08/07 18:22:33
Subject: Re:Tau Farsight/Shadowsun Deathstar
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Hoary Long Fang with Lascannon
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Slagmar wrote:Its a tough army to deal with that's for sure. Lots of people would not know how to counter this. I think the best army to do so is Daemons, specifically a Daemon army with Slaanesh psychic powers.
Check out their power called Acquiescence. It has a good range and will cripple your bomb to the point where they can be wiped in melee. It negates all the overwatch and your unit takes a -5 Init which means you likely will not be able to hit and run. Slaanesh has some super fast units which can keep up with your 3d6 move as well to get into assault after its cast and they can bring a ton of casters to try multiple times. It is a spell you need to roll for but any ML3 caster will auto get it (and daemons can have lots of ML3 casters).
Obviously every army has a counter, for the farsight bomb my money is on Daemons of Slaanesh.
That, or the Warlock Primaris power. Or the new most common transport in the game.
None of those are game over for a Farsun bomb, but they've definitely neutered it.
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![[Post New]](/s/i/i.gif) 2013/08/07 18:27:59
Subject: Tau Farsight/Shadowsun Deathstar
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Water-Caste Negotiator
Phoenix, AZ
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Spaz431 wrote:Yes, if one follows the "It's not stated in my codex, so I can" rule.
How does this even work? Just because there is an Enclave side codex now does not mean that Farsite is automatically taken out of the original Tau codex.
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![[Post New]](/s/i/i.gif) 2013/08/07 19:05:36
Subject: Tau Farsight/Shadowsun Deathstar
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Fireknife Shas'el
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Vineheart01 wrote:i'll never run the farsight bomb, even in a tourny. Im one of those guys when i depend on 1 dice it always fails (they must deepstrike, so they must roll a 3+ to come from reserves). Not to mention i find it a little cheesy and as stale as castle tau since the only thing that changes is who you shoot at.
Theres a point where high risk high reward goes a little far lol. If theres anything able to deal with this list (say a Riptide heavy tau army with ion accelerators and intercepter) it has one hell of a chance to flop and there goes 2/3 your army. No thanks lol.
It doesn't HAVE to DS, it can use Shadwosun as the Warlord to get that 3d6 assault phase move. Automatically Appended Next Post: Spaz431 wrote:Yes, if one follows the "It's not stated in my codex, so I can" rule.
What? If you play with the Farsight Supplement, you can't have shadowsun, if you play with Codex: Tau Empire you can use both.
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This message was edited 1 time. Last update was at 2013/08/07 19:06:40
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