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Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

Use your deployment/movement to predict where he will drop the bomb. If you can predict about where it will come in you will stand a much better chance against it.

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Made in us
Longtime Dakkanaut





UnadoptedPuppy wrote:
Use your deployment/movement to predict where he will drop the bomb. If you can predict about where it will come in you will stand a much better chance against it.

Good movement and spacing as well as awareness of ranges will also allow you to control his targets, taking away what is IMO the best thing about that unit.

Bee beep boo baap 
   
Made in us
Shas'ui with Bonding Knife





Be sure to kill the Support Bodyguard the turn you assault or they may escape with hit and run and Farsight's I5.
   
Made in us
Huge Hierodule





Louisiana

Mali wrote:
 tetrisphreak wrote:
Mali wrote:
Considering that a farsight bomb is usually around a 1000 points with drones its 28 models. Said tau player must have at least 28firewarriorson the table. your looking at about 1500 points right there. 2/3 of which is in reserve. just Dakka his little remaining guys to death on turn one and that over costed unit will never see the light of day.


What? No...just, no. Reserves are declared on a unit by unit basis, not by model count. If my 28 model unit is just farsight/shadowsun/bodyguard then as long as I have 3 other units of any type to deploy there's no issue.


your right on the model vs unit count aspect. this is what I get for posting before the coffee hits the brain =P. I just know if I can shoot down 20 rubrics, 2 spawns and 2 oblits in one turn of shooting while my friend keeps his 10 termies and 2 Sorcerer in reserves I can probably do the same thing with tau.

the point is if your going to keep half to two thirds of your armies points in reserve I can probabaly shoot the rest of your army to death in turn one. i tend to play fast armies that can unload almost all my firepower on turn one shooting.

Mathhammer: my 1500 points of what ever stands a really good chance of killing your 500 points of remaining tau


I deploy my farsun bomb for that reason. Shadowsun's warlord trait is far more useful throughout the game compared to farsight.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
One Canoptek Scarab in a Swarm




topeka ks

if you deploy it its not a bomb and i have plenty of time to wittle it down before it gets to me
the reason a farsun bomb is so deadly is because it doesnt have to waddle up the field to be effective
of course if you do deploy it and jet pack move forward its just as good as regular jump armies
and is susceptible to the same thing as jump armies

This message was edited 1 time. Last update was at 2013/05/09 01:42:47


and they call me cj 
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

 LValx wrote:
UnadoptedPuppy wrote:
Use your deployment/movement to predict where he will drop the bomb. If you can predict about where it will come in you will stand a much better chance against it.

Good movement and spacing as well as awareness of ranges will also allow you to control his targets, taking away what is IMO the best thing about that unit.


Exactly. In my experience this is the best and most consistent way to deal with it. You're going to take losses, minimize them. Unfortunately for elite armies this prove MUCH more difficult.

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2000  
   
Made in us
Dakka Veteran




Bay Area

I love these threads with responses by people who never played it or played against it that think they can beat it.

Here are my credentials I use the farsight/shadowsun Death Star at 1500

first off a good player WILL NOT DEEPSTRIKE IT

You want all that shooting from turn 1, shadowsuns 3d6 jump is vastly superior.

All the suits have 2 wounds, one suit woll have 2+ save, and you can space suits out with drones between them. Hellturkies are not even remotely scary....

The ONLY scary thing I have faced and we tooled a list for it was an if list with a unit of str 8 ap 3 large blasts with a space marine librarian letting them reroll scatter...

He did DMg but I killed them all in turn 2 with the help of my 2 riptides.

ANYONE can tool a list to beat it, but most standard lists don't bring enough tools (but they soon will or face an auto loss)

Go read my tactical thread I did my homework.

To the guy saying he can kill the rest of the list it is not easy

1500 Pts

The Death Star
4x Kroot squads of 10 (they infiltrate and/or bubble wrap)
2 riptides with interceptor which you can't kill easily.

Hope I didn't come off snide, I am sick and hopped up on pills.

   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Tau Empire suffers from new codex syndrome asnd people are being carried away by all the toys.

Especially as comments are being made, and agreed with that Tau are best at defeating Tau.

Frankly Tau have a fair number of shortcomings also. They generally lack for template weapons having only the riptide, airburst frag, upgraded Hammerhead and flamers. Template weapon light armies can more easily get ganked by hordes.

Now Tau have plenty of answers to horde armies but frankly Farsgight deathstar isnt one of them. To run Farsight properly you need other battlesuits in support and despite all the nastiness it all eats into the bodycount. And for all the razzamatazz the answer to the nifty suits is lots and lots of basic guns. Sure you can get shields and drones everywhere, but they aren't cheap, lasguns however are. Hose down the battlesuits with enough basic firepower and the drones will fall, then light up whats left.

Tau are generally awesome as a firepower army, but in their own way IG can match them, as can others. Please dont get dazzled by the new Tau toys, yes they are nasty and yes there is good synergy, but the Tau player has to pay up for them, this eats into the fire volume. Farsight lists can very easily cross the point of diminishing return and offer the advantage back to the horde player with more models than can be effectively dealt with.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Dakka Veteran




Bay Area

 Orlanth wrote:
Tau Empire suffers from new codex syndrome asnd people are being carried away by all the toys.

Especially as comments are being made, and agreed with that Tau are best at defeating Tau.

Frankly Tau have a fair number of shortcomings also. They generally lack for template weapons having only the riptide, airburst frag, upgraded Hammerhead and flamers. Template weapon light armies can more easily get ganked by hordes.

Now Tau have plenty of answers to horde armies but frankly Farsgight deathstar isnt one of them. To run Farsight properly you need other battlesuits in support and despite all the nastiness it all eats into the bodycount. And for all the razzamatazz the answer to the nifty suits is lots and lots of basic guns. Sure you can get shields and drones everywhere, but they aren't cheap, lasguns however are. Hose down the battlesuits with enough basic firepower and the drones will fall, then light up whats left.

Tau are generally awesome as a firepower army, but in their own way IG can match them, as can others. Please dont get dazzled by the new Tau toys, yes they are nasty and yes there is good synergy, but the Tau player has to pay up for them, this eats into the fire volume. Farsight lists can very easily cross the point of diminishing return and offer the advantage back to the horde player with more models than can be effectively dealt with.



I fought an ork army with 3 units of 30 shootas and he gave up on turn 3.

10 gun drones are 20 str 5 ap 5 shots that pin add 7 rapid fire plasma for 14 shots, 8 missiles, and 4 fusion....that are all twin linked ignore cover and can shoot at different targets, I neutered 3 shoots mobs in 1 turn (second turn)

Turn 1 neutered his 6 bikers and biker boss down to the pain boy and boss at 24" range.


   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

No one with a soul plays this unit. Lol.

I dont think anyone said it was "easy". I'd never make such a boast against this kind of power. People need to understand that a unit that can literally END four units in two turns of ANY sort can QUICKLY destroy your ability to respond. Its quite a shock to the system.

Battle Psyker squads might be a very strong counter. Take a couple of those, and the unit may not be around long. But how many armies have that? They might start having them soon...

But the point is, You can wilt and lay down and pretend like theres no answer...Or find the answer.

Thats what tactics threads are for and thats what w eare doing: positing good ways to approach this problem,.

Vanguard Veterans might be a good counter here. Charge the unit with a normal space Marine or terminator unit from a landraider (and it WILL get overwatched) and then follow up with the Vanguard. Or vice versa. They only get one Overwatch.

Now I think the Space Marine flyer (the bumblebee) can be a great help to that strategy.

Another fun strategy is to charge the unit with 2 Gun drones off of a Devilfish..and then charge the unit for realsies with allied Vanguard or terminators. Maybe hit em with the Gets Hot thing before you do. THAT would be funny. Go ahead. Fire Overwatch. Lol.

I personally think its just totally unfluffy to run Shadowsun with Farsight in a unit. But that wont stop anyone whose needs to win at any cost, even his fluffy soul. But Ill say this much: I will tailor the hell outta my list if i see this coming. And I wont even feel bad about it. I just really dislike the whole idea of it. It's kinda like my distaste for Orks and Tau EVER being allies. It's just wrong.






Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in nl
Longtime Dakkanaut





Theorius wrote:
I love these threads with responses by people who never played it or played against it that think they can beat it.

Here are my credentials I use the farsight/shadowsun Death Star at 1500

first off a good player WILL NOT DEEPSTRIKE IT

You want all that shooting from turn 1, shadowsuns 3d6 jump is vastly superior.


I would always pick a defence line with com so you can have the option to deepstrike with a reroll. Sum armies will have a lot a shooting first turn and could take a big chunk of your bomb. Not in a 1500 point list though but I play a lot of 1700+ games.

Theorius wrote:

All the suits have 2 wounds, one suit woll have 2+ save, and you can space suits out with drones between them. Hellturkies are not even remotely scary....


3 of them still are. Without skyfire its still hard to take them down and the could still take out your scoring units(kroot) instead.

Theorius wrote:

The ONLY scary thing I have faced and we tooled a list for it was an if list with a unit of str 8 ap 3 large blasts with a space marine librarian letting them reroll scatter...

He did DMg but I killed them all in turn 2 with the help of my 2 riptides.

ANYONE can tool a list to beat it, but most standard lists don't bring enough tools (but they soon will or face an auto loss)


You right about that because it's a hard setup in a 1500 list. But have you played this bomb in a 2000+ list? If you have, have you played against good TAC list? If you only play against standard ork armies that run towards you I can predict the outcome.



   
Made in us
Hellion Hitting and Running






The farsight bomb is possibly the best deathstar in 40k right now. It has a huge number of wounds, great mobility and amazing firepower. From what I have seen of the farsight bomb, if you are not prepared for it you are going to be crushed.

I think the problem i have with this thread is people say they can easily counter it with x unit but they are not playing x unit. It will be some time before we see if the bomb will be prevalent enough for you to delicate space in your army to combat it, But the armies that aren't ready for it get rolled over by it. And this the main advantage of the bomb right now. You can build a list to fight the bomb but it will hurt your match-ups against other armies or you can ignore the bomb and hope not to face it. Right now I would say it is best to ignore the bomb unless someone at your store is playing it regularly.
   
Made in us
One Canoptek Scarab in a Swarm




topeka ks

The bomb still suffers from the same problem all jump armies do dangerous terrain checks , template weapons and mass fire it is an elite army and as such can be countered the same way any elite army is it is not a cheese factor to me i refuse to actually bring cheese in my lists and am still fairly sucessful no model in 40k intimadates me no unit comp is undefeatable its simply a matter of finding its weakness and exploiting it and that has always been my motto wargaming the mere fact that this is being posted online means this tactic no longer has the same shock value and will quickly fade into history the same as any other
adapt or die

and they call me cj 
   
Made in us
Dakka Veteran




Bay Area

 Jancoran wrote:
No one with a soul plays this unit. Lol.

I dont think anyone said it was "easy". I'd never make such a boast against this kind of power. People need to understand that a unit that can literally END four units in two turns of ANY sort can QUICKLY destroy your ability to respond. Its quite a shock to the system.

Battle Psyker squads might be a very strong counter. Take a couple of those, and the unit may not be around long. But how many armies have that? They might start having them soon...

But the point is, You can wilt and lay down and pretend like theres no answer...Or find the answer.

Thats what tactics threads are for and thats what w eare doing: positing good ways to approach this problem,.

Vanguard Veterans might be a good counter here. Charge the unit with a normal space Marine or terminator unit from a landraider (and it WILL get overwatched) and then follow up with the Vanguard. Or vice versa. They only get one Overwatch.

Now I think the Space Marine flyer (the bumblebee) can be a great help to that strategy.

Another fun strategy is to charge the unit with 2 Gun drones off of a Devilfish..and then charge the unit for realsies with allied Vanguard or terminators. Maybe hit em with the Gets Hot thing before you do. THAT would be funny. Go ahead. Fire Overwatch. Lol.

I personally think its just totally unfluffy to run Shadowsun with Farsight in a unit. But that wont stop anyone whose needs to win at any cost, even his fluffy soul. But Ill say this much: I will tailor the hell outta my list if i see this coming. And I wont even feel bad about it. I just really dislike the whole idea of it. It's kinda like my distaste for Orks and Tau EVER being allies. It's just wrong.








Most of these will not help you, but I don't know what battle psykers do.

You are right about the meta may change as some units are scary to it that people don't use much such as tzeetch flamers who are jump infantry with invulnerable saves and a ap3 flamer....

Some of the ig artillery but they don't get but 1 MAYBE 2 turns to do g before they die...it's not easy to hide a basilisk out sight...((even if you can I will move my riptides within 36" and nova charge to shoot 8 twin linked SMS PER SUIT(no Los needed, ignore cover, str 7)

Hell drakes in multiples but my riptides have interceptor (4x2 suits SMS at one turkey I can hurt em)






Automatically Appended Next Post:
shogun wrote:
Theorius wrote:
I love these threads with responses by people who never played it or played against it that think they can beat it.

Here are my credentials I use the farsight/shadowsun Death Star at 1500

first off a good player WILL NOT DEEPSTRIKE IT

You want all that shooting from turn 1, shadowsuns 3d6 jump is vastly superior.


I would always pick a defence line with com so you can have the option to deepstrike with a reroll. Sum armies will have a lot a shooting first turn and could take a big chunk of your bomb. Not in a 1500 point list though but I play a lot of 1700+ games.

Theorius wrote:

All the suits have 2 wounds, one suit woll have 2+ save, and you can space suits out with drones between them. Hellturkies are not even remotely scary....


3 of them still are. Without skyfire its still hard to take them down and the could still take out your scoring units(kroot) instead.

Theorius wrote:

The ONLY scary thing I have faced and we tooled a list for it was an if list with a unit of str 8 ap 3 large blasts with a space marine librarian letting them reroll scatter...

He did DMg but I killed them all in turn 2 with the help of my 2 riptides.

ANYONE can tool a list to beat it, but most standard lists don't bring enough tools (but they soon will or face an auto loss)


You right about that because it's a hard setup in a 1500 list. But have you played this bomb in a 2000+ list? If you have, have you played against good TAC list? If you only play against standard ork armies that run towards you I can predict the outcome.





What choice does the ork guy have other than trying to close with me? He can't hide and cover is ignored, his only chance is to pen me in which he tried. It was a good tac list.

I don't play 2000+ takes to long and is inbalanced (haha)

But 1999 I don't see any change I would have 3 riptides a broadside missile spam unit and more Kroot bubble wrap.

I may ally in a far seer on a bike for his psychic powers dunno...we play 1500 right now as the next tourney (kublakan) is going to be 1500.


Automatically Appended Next Post:
 lambsandlions wrote:
The farsight bomb is possibly the best deathstar in 40k right now. It has a huge number of wounds, great mobility and amazing firepower. From what I have seen of the farsight bomb, if you are not prepared for it you are going to be crushed.

I think the problem i have with this thread is people say they can easily counter it with x unit but they are not playing x unit. It will be some time before we see if the bomb will be prevalent enough for you to delicate space in your army to combat it, But the armies that aren't ready for it get rolled over by it. And this the main advantage of the bomb right now. You can build a list to fight the bomb but it will hurt your match-ups against other armies or you can ignore the bomb and hope not to face it. Right now I would say it is best to ignore the bomb unless someone at your store is playing it regularly.


The only post in this thread I agree 100% with!!!

If your following the Death Star grudges match thread the only deathstar that can compete is a Deldar star which has two problems.
1. Eldar are getting a new codec so this star might not exist anymore soon.
2. In a real army on army the Deldar can be stopped by bubble wrap easily so they can't assault

This message was edited 3 times. Last update was at 2013/05/09 09:34:47


   
Made in us
Quick-fingered Warlord Moderatus




Land Raiders are good lures because if the Farsight bomb comes in to kill it plus another unit, and if you deploy well, a unit can safely hide behind it. No matter what you will likly lose the LR and a unit, but afterwards, the unit inside can charge with the unit that was held back. A fleet Deathcompany Furioso is a great choice but there are others of course.



Thumbs up for the Land Raider ploy. The Farsight Bomb finally gave me a chance to break my CSM LR out of mothballs AND actually use the Khornate terminators with twin lightning claws I modeled up ages ago. Draw them in with the LR, trap them in with a cultist blob that soaks up the overwatch and smack them around with 5 lightning clawed whirlwinds of doom. I also did something similar with a gunline of Baal predator and a huge squad of DC.

The nice thing is, that while that trick is only likely to work once or twice, it makes the FS bomb a lot more timid in future games because a lot of players will assume you have that trick up your sleeve every game. It's tough to sacrifice the points of a unit like a LR, but sometimes you have to trade pain for victory. lol

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in gb
Warp-Screaming Noise Marine




England

i would think nob bikers would be quite effective they are faster and brutal in.CC especially with PK send in a unit of warbikers to soak up the overwatch then charge your nobs in krump the guy who gives them hit and run and then just crush them roll up a unit of boyz and just swamp em


Automatically Appended Next Post:
The longer you keep em in combat the more they become a giant points sink

This message was edited 1 time. Last update was at 2013/05/09 14:20:16


 
   
Made in nl
Longtime Dakkanaut





Crimson-King2120 wrote:
i would think nob bikers would be quite effective they are faster and brutal in.CC especially with PK send in a unit of warbikers to soak up the overwatch then charge your nobs in krump the guy who gives them hit and run and then just crush them roll up a unit of boyz and just swamp em


No the wont...

Tau shooting ignores coversaves and the cannot get within charge range without getting at least 1 round of shooting in their face.

You want a TAC List with orks that could possibly handle the Bomb?

warboss with mega armor (and stuff)
mek with KFF

10 loota's
10 loota's
10 loota's

20 shootaboyz
20 shootaboyz
17 shootaboyz with powerclaw nob

3 battlewagons with extra armor and deathrolla's

defence line

about 1500 points

2 options:

1: rush with the battlewagons towards the bomb with all the shootaboyz and warboss and mek in the middle to keep 5+ coversave. Mek could take those first overwatch shots (let him die!!) and then the warboss with 2+/5+ save could take the next. Loota's go behind defence line.

2: you could also shoot! Loota's shoot from the battlewagons and shootaboyz are used for bubblewrap (with defence line protection).



   
Made in us
Dakka Veteran




Bay Area

shogun wrote:
Crimson-King2120 wrote:
i would think nob bikers would be quite effective they are faster and brutal in.CC especially with PK send in a unit of warbikers to soak up the overwatch then charge your nobs in krump the guy who gives them hit and run and then just crush them roll up a unit of boyz and just swamp em


No the wont...

Tau shooting ignores coversaves and the cannot get within charge range without getting at least 1 round of shooting in their face.

You want a TAC List with orks that could possibly handle the Bomb?

warboss with mega armor (and stuff)
mek with KFF

10 loota's
10 loota's
10 loota's

20 shootaboyz
20 shootaboyz
17 shootaboyz with powerclaw nob

3 battlewagons with extra armor and deathrolla's

defence line

about 1500 points

2 options:

1: rush with the battlewagons towards the bomb with all the shootaboyz and warboss and mek in the middle to keep 5+ coversave. Mek could take those first overwatch shots (let him die!!) and then the warboss with 2+/5+ save could take the next. Loota's go behind defence line.

2: you could also shoot! Loota's shoot from the battlewagons and shootaboyz are used for bubblewrap (with defence line protection).





I agree on nob bikers, I killed 6 of them (painboy+cybork) + warboss easily with shooting/overwatch and one assault (farsight can hang bro!!) If it was a nob death star with 12 of them might be a bit challenging but i would stall them with bubble wrap as best i could.

Here is math hammer on one round of rapid fire shooting - 14 plasma ( 2 at bs 5) 4-5 wounds, 4 fusion (2 at bs 5) 1.5wounds - 8 missiles (1 wound) 20 pulse carbines (3 wounds) (the unit was at 10" awaybut killing 4-5 bikers gets them..2-3 inches? then jumps 3d6 average 10" back (usually behind a bubble wrap kroot but lets say the lootas killed them all) the nobs move 12" and need an 10-11" charge to reach them and i get to overwatch even if they fail. Overwatch kills another 1-2....

it is not good for the nobs!

THAT LIST I THINK HAS A CHANCE! I am scared of getting within melta range to pop trucks as if i fail im getting deffrolled which sucks, which also puts me way to close to the orks that fall out.

this list might work actually!!

The lootas are raped turn 1 from 30 str 7 ignore cover missiles (if my nova charge goes off for double sms shots from both riptides). I would shoot 16 into one unit 8 into another killing/breaking them. 10-15 lootas are not scary to the bomb which is behind cover or bubble wrap for 2+ saves. The riptides are even less scary (even though the only thing to kill a riptide in 5 games was a loota team...well nova did 2 wounds, deffkopta got 1, lootas finished off with max shots)

I am going to do some mathhammer on what 2 riptides and the deathstar can do to 3 battlewagons....the riptides will have to use the str 8 blast or nova charge to str 9 large blast.....the battlewagons i assume are in tight formation to limit side armor shots? if I go MAX 18" range with the suits for 4 fusion shots i can do...1 glance? a turn at best....plus the riptides....it doesnt look good unless i can get juicy side/rear armor

thankfully wagons dont inhibit my ability to manuaver to bad. My basic strategy would be to kill one at range at least, then move into melta range, farsight charges one, melta the other (if im super desperate) but i am hoping i can kill one at safe range...get into melta range 9" kill 2 with melta, then jump back 3d6(10" on average) so the boys cant assault me.

maybe it would not be as hard as I thought. gonna do some math hammer.

LAND RAIDER COMMENT - My first fight ever was against a DA player with a landraider with the powerfield, nightshroud bikes, termies in the land raider. I killed him handily. (PRE-POWERFIELD NERF)

he planned to try the 2 landraider with powerfiled option but that recently got nerfed...

This message was edited 1 time. Last update was at 2013/05/09 17:12:16


   
Made in us
Hoary Long Fang with Lascannon






I completely agree the Farsight bomb is brutal, and one of the rare deathstars that is going to do well in a Tac environment.

However, I think an IG + MEQ Arty platform list will roll it. Sabres own any deep strike list, and if starts on the board, Earthshaker platforms with prescience are going to be a bad day. You agree the Basilisk is a bad matchup, Earthshaker platforms are worse. It's the same gun, with a much smaller profile, for half the price, and significantly more durable. The moral of the story? Forgeworld is stupid, haha

I do not run a "pure" arty platform list. But I'll see if I can get my SW with 2 Earthshaker Platforms/5 Sabre list up against a Farsight bomb in the next few weeks (I have essentially been out of town since the Tau Codex came out, so I am 100% theory hammering right now). My list has two Rune Priests, so I could theoretically couple AP3 barrage weapons with both prescience and perfect timing...

Edit: my list is 1999. But an IG + SW/DA list could easily be at 1500. And platform lists are extremely common in FW environments (second place at BAO for example, only losing to flamer screamers)

This message was edited 1 time. Last update was at 2013/05/09 18:45:49


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Made in gb
Hardened Veteran Guardsman




Warrington

I have never played against a farsight bomb, but as an IG player my instinct would be to use conscripts.

Big squad, say 30-40. Send in the next wave. Lord commissar near (but not in the unit) allows them to have Ld 10 if i want it and Ld 5 when i want them to break (so i can shoot them). Standard so I can re roll.

I wouldn't be trying to kill them, just tie them up for the game. If he shoots them than that is also fine, they will come back.
Not really list tailoring (for me personally) as many of those units are quite common in an IG list

I can completely and freely admit I could be wrong though!

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Shas'ui with Bonding Knife





A lot of the ideas are around getting them stuck in close combat so they can't shoot. However, with Vector Thrusters they will have hit and run and will try and leave on their movment at I5, allowing them more shooting and an assault thrust.

If you want to tie them up, you will probably need some really good assault units with high initiative.
   
Made in gb
Hardened Veteran Guardsman




Warrington

Did not realise that they could hit and run. Guess Conscripts would not be good for tying them up. Still 40-120 lasgun shots could do something. Damage the paint work?

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 The_Savior wrote:
All those suits/bodyguards min maxed are insane!

What stops them?
Lascannons.

Last time I faced one my opponent had the decency to set them down right in the middle of my gunline. He did manage to kill two squads of infantry but neglected to engage the heavy weapons, on his turn the 5 drones got plinked away by lasguns and autocannons, then the two Lascannon heavy weapon squads along with the Rapier Laser Destroyer battery he failed to engaged in front of him and the Vendetta that rolled on wiped every last one of them

Admittedly, most Tau commanders probably won't be as obliging. But the principle works the same, strip the drones with all of your "weeny" (i.e. non Ap4+ and S7 or lower) fire, hit the now unguarded suits with S8+ AP3- weaponry and they go bye-bye.

IRON WITHIN, IRON WITHOUT.

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Dakka Veteran




Bay Area

anonymou5 wrote:
I completely agree the Farsight bomb is brutal, and one of the rare deathstars that is going to do well in a Tac environment.

However, I think an IG + MEQ Arty platform list will roll it. Sabres own any deep strike list, and if starts on the board, Earthshaker platforms with prescience are going to be a bad day. You agree the Basilisk is a bad matchup, Earthshaker platforms are worse. It's the same gun, with a much smaller profile, for half the price, and significantly more durable. The moral of the story? Forgeworld is stupid, haha

I do not run a "pure" arty platform list. But I'll see if I can get my SW with 2 Earthshaker Platforms/5 Sabre list up against a Farsight bomb in the next few weeks (I have essentially been out of town since the Tau Codex came out, so I am 100% theory hammering right now). My list has two Rune Priests, so I could theoretically couple AP3 barrage weapons with both prescience and perfect timing...

Edit: my list is 1999. But an IG + SW/DA list could easily be at 1500. And platform lists are extremely common in FW environments (second place at BAO for example, only losing to flamer screamers)


someone mentioned these to me before. If you post your lists at 1500 and 1999 i will even play against them locally as well to see how they do.

are the earthshakers str 8 for insta kill? one barrage? they ignore cover right? are they in squads so they all get prescience? its still 2d6 scatter though? and under 36" you need to line of site (which means I see you too!!) yes no?

This message was edited 1 time. Last update was at 2013/05/09 20:55:34


   
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Shas'o Commanding the Hunter Kadre




Olympia, WA

 Nilok wrote:
A lot of the ideas are around getting them stuck in close combat so they can't shoot. However, with Vector Thrusters they will have hit and run and will try and leave on their movment at I5, allowing them more shooting and an assault thrust.

If you want to tie them up, you will probably need some really good assault units with high initiative.


Hit and run is a non factor if you get SWEPT.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Quick-fingered Warlord Moderatus




Hit and run is a non factor if you get SWEPT.


Exactly. Hit them with a beast unit that hits on a higher initiative and there's not a lot they can do.

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

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Dakka Veteran




Bay Area

Tycho wrote:
Hit and run is a non factor if you get SWEPT.


Exactly. Hit them with a beast unit that hits on a higher initiative and there's not a lot they can do.


you have to catch them (GOOD LUCK!)
They will be stubborn
the gun drones will be in front soaking initial hits
One suit will be 2+ save toughness 5
The suits have 2 wounds each
They get overwatch
they can hit and run
Farsight can fight dude!!!!
your super assault unit will NEVER make it to the deathstar without being thinned out
oh and they will have kroot bubble wrap until you kill it ( i use two units of wrap personally, since i like to be safe)

Are their other units besides the storm boy ork character than can let you assault after deepstrike? (that people actually use...that are also very killy)

This message was edited 1 time. Last update was at 2013/05/09 21:58:07


   
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Hoary Long Fang with Lascannon






Theorius wrote:


someone mentioned these to me before. If you post your lists at 1500 and 1999 i will even play against them locally as well to see how they do.

are the earthshakers str 8 for insta kill? one barrage? they ignore cover right? are they in squads so they all get prescience? its still 2d6 scatter though? and under 36" you need to line of site (which means I see you too!!) yes no?



STR 9, AP 3, Barrage. So they don't ignore cover, they just calculate cover from the center of the blast. If you're in area terrain, you will still get it, if you are behind something, you likely will not. Full 2d6 scatter if out of LOS, but prescience kind of solves that. They can be taken in squads of up to 3. When in a squad, they fire under barrage rules. That means the first pie plate is the "center" of the shooting, the next two shots are based of that (either flipping on a scatter, or placed anywhere on top of the original plate with a "hit") Each individual barrage shot can be rerolled with prescience. Perfect timing, of course, would make the weapons actually ignore cover (if the psycher got it. not something you can 100% plan for with MEQ, although two psychers ups the odds)

Each platform gets 4 crewmen, and can take four more. All are at t7. That means each gun has 10 wounds at t7. It's stupid. For extra stupidity, put them on a skyshield. Sigh. Their weakness is LD7, hence the Rune Priest (and/or Lord Commissar)

I'm going to PM you my current 1999 list, which is not a true "arty platform cheese" list, but it does have two. I think it would be a good match up for the Farsight bomb (but haven't played against a Farsight bomb yet, so I'd love to hear your opinion). Later tonight I'll find you a more brutal Arty list, which I believe is far worse for Farsight (but maybe not as good TAC as what I run)

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Regular Dakkanaut




In my experience the massive numbers of the IG are the best against the farsight bomb. Although if you can manage to get something like grimoired seekers into CC, it can hurt alot too. The same points worth of noise marines will do a song and dance on your bomb's grave.
   
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Theorius wrote:
shogun wrote:
Crimson-King2120 wrote:
i would think nob bikers would be quite effective they are faster and brutal in.CC especially with PK send in a unit of warbikers to soak up the overwatch then charge your nobs in krump the guy who gives them hit and run and then just crush them roll up a unit of boyz and just swamp em


No the wont...

Tau shooting ignores coversaves and the cannot get within charge range without getting at least 1 round of shooting in their face.

You want a TAC List with orks that could possibly handle the Bomb?

warboss with mega armor (and stuff)
mek with KFF

10 loota's
10 loota's
10 loota's

20 shootaboyz
20 shootaboyz
17 shootaboyz with powerclaw nob

3 battlewagons with extra armor and deathrolla's

defence line

about 1500 points

2 options:

1: rush with the battlewagons towards the bomb with all the shootaboyz and warboss and mek in the middle to keep 5+ coversave. Mek could take those first overwatch shots (let him die!!) and then the warboss with 2+/5+ save could take the next. Loota's go behind defence line.

2: you could also shoot! Loota's shoot from the battlewagons and shootaboyz are used for bubblewrap (with defence line protection).





I agree on nob bikers, I killed 6 of them (painboy+cybork) + warboss easily with shooting/overwatch and one assault (farsight can hang bro!!) If it was a nob death star with 12 of them might be a bit challenging but i would stall them with bubble wrap as best i could.

Here is math hammer on one round of rapid fire shooting - 14 plasma ( 2 at bs 5) 4-5 wounds, 4 fusion (2 at bs 5) 1.5wounds - 8 missiles (1 wound) 20 pulse carbines (3 wounds) (the unit was at 10" awaybut killing 4-5 bikers gets them..2-3 inches? then jumps 3d6 average 10" back (usually behind a bubble wrap kroot but lets say the lootas killed them all) the nobs move 12" and need an 10-11" charge to reach them and i get to overwatch even if they fail. Overwatch kills another 1-2....

it is not good for the nobs!

THAT LIST I THINK HAS A CHANCE! I am scared of getting within melta range to pop trucks as if i fail im getting deffrolled which sucks, which also puts me way to close to the orks that fall out.

this list might work actually!!

The lootas are raped turn 1 from 30 str 7 ignore cover missiles (if my nova charge goes off for double sms shots from both riptides). I would shoot 16 into one unit 8 into another killing/breaking them. 10-15 lootas are not scary to the bomb which is behind cover or bubble wrap for 2+ saves. The riptides are even less scary (even though the only thing to kill a riptide in 5 games was a loota team...well nova did 2 wounds, deffkopta got 1, lootas finished off with max shots)

I am going to do some mathhammer on what 2 riptides and the deathstar can do to 3 battlewagons....the riptides will have to use the str 8 blast or nova charge to str 9 large blast.....the battlewagons i assume are in tight formation to limit side armor shots? if I go MAX 18" range with the suits for 4 fusion shots i can do...1 glance? a turn at best....plus the riptides....it doesnt look good unless i can get juicy side/rear armor

thankfully wagons dont inhibit my ability to manuaver to bad. My basic strategy would be to kill one at range at least, then move into melta range, farsight charges one, melta the other (if im super desperate) but i am hoping i can kill one at safe range...get into melta range 9" kill 2 with melta, then jump back 3d6(10" on average) so the boys cant assault me.

maybe it would not be as hard as I thought. gonna do some math hammer.

LAND RAIDER COMMENT - My first fight ever was against a DA player with a landraider with the powerfield, nightshroud bikes, termies in the land raider. I killed him handily. (PRE-POWERFIELD NERF)

he planned to try the 2 landraider with powerfiled option but that recently got nerfed...

With BW's though it's hard not to get a side shot on them. If he is hiding his rear armor on the his back table edge he is out of range most likely and the loota's are unsupported and going to get killed even worse for him if it's the long table edge deployment if he is trying to hide his rear armor. The suits I think can split fire as well with the right setup so if he does not hide his rear it would not be hard to kill 2 or 3 bw's killing half of everything inside. If boys are bubble wrapping and lootas are in the wagons then his scoring units are sitting ducks for the tau. It might be a more likely chance than other ork tac lists but it's still a huge uphill battle. Mad dok giving 30 boys invul saves might help but it's not something I usually put in a tac list.
   
 
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