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![[Post New]](/s/i/i.gif) 2013/11/18 21:09:02
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Hey here is my army list on the Farsight Bomb. Please tell me what you think and what you might change. I would also like some advice on tactics and how to play it effectively etc.
Attached is the key information for the Army. The plan would be to ally Farsight Enclaves with the main Tau codex in order to make a Shadowsight Commander Bomb. This bomb has almost no weaknesses. It is actually extremely strong in Close Combat as well as shooting.
This bomb has 10 models, 7 of which are commanders of some kind.
The point costs for the Tau Commanders being used in this list are:
Commander Bravestorm (199pt.): The Squad's Tank, should be put in front
Commander Brightsword (200pt.): A close-combat and antitank beast.
Shas'O Sha'vastos (174pt.): Anti-Infantry. More importantly, has a Puretide Engram Nanochip
Shas'O Arra'kon (169pt.): Support unit, has a good amount of plasma and a lot of support systems
Sub-commander Torchstar (154pt.): Extremely powerful anti-Infantry
Farsight, Shadowsun and all the other Commanders are being joined to the 3-man Crisis suit squad.
This is the Army List:
HQ
[ 2 ]
Commander Farsight (165)
Crisis battlesuit; Multi-tracker; Blacksun filter; Shield generator; Plasma rifle; Dawn blade;
5x - Farsight's commander team (896)
§ 1x Commander Bravestorm (199pt.); Flamer; Gun drone(x2); Onager Gauntlet; Plasma rifle; Shield generator; Stimulant injector; XV8-02 Crisis 'Iridium' Battlesuit;
§ 1x Commander Brightsword (200pt.); Advanced targeting system; Crisis battlesuit; Fusion Blades; Shield drone; Stimulant injector; Twin-linked fusion blaster; Warscaper Drone;
§ 1x Shas'O Sha'vastos (174pt.); Crisis battlesuit; Flamer; Gun drone(x2); Plasma rifle; Puretide Engram Neurochip; Shield generator; Vectored retro-thrusters;
§ 1x Shas'O Arra'kon (169pt.); Airbursting fragmentation projector; Counterfire defence system; Crisis battlesuit; Cyclic ion blaster; Gun drone(x2); Plasma rifle; Repulsor Impact Field;
§ 1x Sub-commander Torchstar (154pt.); Crisis battlesuit; Drone controller; Flamer(x2); Marker drone(x2); Multi-Spectrum Sensor Suite; Neuroweb System Jammer; Target lock;
Troops
[ 2 ]
3x - XV8 Crisis team (311)
Bonding knife ritual;
§ 2x Shas'ui (91pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster; Plasma rifle(x2); Gun drone(x2);
§ 1x Shas'vre (126pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster; Plasma rifle; Stimulant injector; Gun drone(x2); Shas'vre; The Talisman of Arthas Moloch;
XV8 Crisis team (132)
Bonding knife ritual;
§ 1x Shas'vre (131pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Flamer(x2); Plasma rifle; Gun drone(x2); Shas'vre; The Mirrorcodex;
Secondary Detachment
[ 1 ]
HQ
[ 1 ]
Commander Shadowsun (175)
XV22 Stealth battlesuit; Advanced targeting system; Fusion blaster(x2); Command link drone; MV52 Shield drone;
Troops
[ 1 ]
10x - Kroot Carnivore squad (70)
§ 10x Kroot (7pt.); Kroot armour; Kroot rifle; Sniper rounds;
If you have any questions, feel free to ask!
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This message was edited 1 time. Last update was at 2013/11/18 21:09:35
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![[Post New]](/s/i/i.gif) 2013/11/18 21:21:04
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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Well your list is incredibly hard to read I don't really understand the far sight troops selection but it appears you're lacking a unit of 3 suits as is required.
You have weird weapons mixes and the Eight aren't a great unit. You can make a far more effective Farsun bomb just using the Tau Empire Codex.
Your bomb is OK but lacks range and manouvreability and with no target lock spam you're forced to massively over kill 1 unit a turn.
No Tigirius makes the Farsun bomb sad
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![[Post New]](/s/i/i.gif) 2013/11/18 21:58:36
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Major
Fortress of Solitude
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FlingitNow wrote:Well your list is incredibly hard to read I don't really understand the far sight troops selection but it appears you're lacking a unit of 3 suits as is required.
You have weird weapons mixes and the Eight aren't a great unit. You can make a far more effective Farsun bomb just using the Tau Empire Codex.
Your bomb is OK but lacks range and manouvreability and with no target lock spam you're forced to massively over kill 1 unit a turn.
No Tigirius makes the Farsun bomb sad
It looks to me that his list does indeed have the 3 crisis suits required as a troop choice. Target Locks are indeed something to add though.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/11/18 22:10:57
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Shas'la with Pulse Carbine
San Diego, CA
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So this leaves you with three total squads. Two of which are incredibly weak troop choices (a solo crisis suit and only 10 kroot)
It's not hard to crack through a crisis suit's defenses, even with a 4++ invul. You give your opponent very few choices when determining who to fight. If I were playing you, one well placed Str 8 AP 2 blast from my Riptide will kill most of your bomb, and that was just my first model to shoot. I believe that the TE version of the Farsight bomb offers a cheaper and more efficient bomb than out of the FE supplement.
But if you were to run this style of bomb, I would recommend drawing it out of the TE codex and have Shadowsun as your Warlord. This would lend the bomb infiltrate, stealth and shrouded, AND a 3D6 jump move in the assault phase. I have had many games where this bomb arrived much later in the game than I hoped with Farsight as my warlord.
In my opinion, you would lose any game that did not rely on killpoints as the main objective.
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This message was edited 1 time. Last update was at 2013/11/18 22:13:44
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![[Post New]](/s/i/i.gif) 2013/11/18 22:31:55
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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But if you were to run this style of bomb, I would recommend drawing it out of the TE codex and have Shadowsun as your Warlord. This would lend the bomb infiltrate, stealth and shrouded, AND a 3D6 jump move in the assault phase. I have had many games where this bomb arrived much later in the game than I hoped with Farsight as my warlord.
No you want Farsight as the Warlord. You get stealth and shrouded still and don't get infiltrate either way. But Farsight makes a massive difference against other Farsight bombs and with Tigirius nearly guaranteeing Gate of Infinity you now have a bomb that moves 24" a turn plus the assault phase move. It makes a massive difference. You always deploy the bomb (unless against another bomb) just use Farsight's trait to abuse GoI
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![[Post New]](/s/i/i.gif) 2013/11/19 00:33:10
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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So what I am hearing is that: 1. I should just stick to the XV8 Crisis Suit bomb that can be made with just the Tau Codex 2. I should use Tigirius so I can use Gate of Infinity 3. Add Target Locks 4.Create a Tau Empire Version instead of the Farsight Enclaves Version Is this correct? I was planing on just tanking up the board with this bomb, but if you don't think that that is smart and I should try and deep strike, then what should I add as my other troops so I don't get tabled? Also could someone please remind me of the rules for what turn you can get your troops from reserves. (Yes I'm such a noob and actually don't remember, lol) If anyone would be kind enough to create a new army list based on what they think would be best, that would be more than appreciated! Thanks for all of your thoughts so far!
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This message was edited 1 time. Last update was at 2013/11/19 00:37:55
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![[Post New]](/s/i/i.gif) 2013/11/19 00:37:16
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Battlewagon Driver with Charged Engine
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Brother, use the search function. There are a dozen army lists reflecting a proper bomb as well as tactics relating to it in the Tactics section.
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Rule #1 is Look Cool. |
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![[Post New]](/s/i/i.gif) 2013/11/19 00:40:39
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Ok, thanks. I have now looked at the armies, and don't plan on running Riptides as they aren't in my budget right now. Can I please have more suggestions for a Farsight Bomb made from the Tau Empire Codex? Wouldn't it consist of Crisis Suits, Farsight, Shadowsun, Drones, and Tigirius? What about Kroot coming from reserves? I am trying to assemble the army this weekend for a tournament, so help with the army list ASAP is apparently much needed! I really appreciate all of your help! Automatically Appended Next Post: Dawn of a new Warlord wrote:
Alright, came up with this based on what you guys have said. I don't want to drop O'Vesa mainly because as an IC he gives me a VERY survivable scoring unit which I can push for objectives with. New list has more markerlight support but less toys (i.e. no SFN or Warscaper).
HQ
Commander Farsight - 165
- Shas'vre O'vesa - 305
ELITES
Xv104 Riptide 205
HBC, TL Fusion, EWO Vel. Tracker
Xv104 Riptide 205
HBC, TL Fusion, EWO Vel. Tracker
Xv104 Riptide 190
Ion Acc, TL Fusion, EWO
TROOPS
2x Xv8 Crisis 106 (O'Vesa's Retinue)
4xPlasma, Bonding Knives
3x Xv8 Crisis 195 (Farsight's Retinue)
6x Plasma, 3x Shield Drones, Bonding Knives
3x Xv8 Crisis 239
5x Missiles, 3x Target Lock, 1x Drone Controller 6x Marker Drones, Bonding Knives
3x Xv8 Crisis 239
5x Missiles, 3x Target Lock, 1x Drone Controller 6x Marker Drones, Bonding Knives
TOTAL: 1849
HBCTides cover mid-field and up the volume of fire in the list. I would consider SMS on them for more, but my Riptides are the main source of anti-armor in this list with ripple fire and the fusion blasters. Velocity Trackers on the HBCs should make them efficient enough for anti-air though, even with Gets Hot.
O'Vesa and his two comrades form my spearhead of the push across the table with O'Shovah either meeting him halfway via DS or simply backing him up (unsure on which may be better here). LOTS of plasma fire coming from both units though.
Deathrain units do what they do best and sit in the back field giving out markerlight and missile support where necessary. Better? Feels pretty solid to me, but I'm no expert.
I really like your list I am trying to build a Farsight Bomb myself, do you have any suggestions on how I can make mine better, and could you please tell me what your strategy with your build is, along with what other ways to play a Farsight Bomb are. I would really appreciate this info.
Thanks.
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This message was edited 3 times. Last update was at 2013/11/19 00:58:38
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![[Post New]](/s/i/i.gif) 2013/11/19 03:34:31
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Regular Dakkanaut
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FlingitNow wrote:But if you were to run this style of bomb, I would recommend drawing it out of the TE codex and have Shadowsun as your Warlord. This would lend the bomb infiltrate, stealth and shrouded, AND a 3D6 jump move in the assault phase. I have had many games where this bomb arrived much later in the game than I hoped with Farsight as my warlord.
No you want Farsight as the Warlord. You get stealth and shrouded still and don't get infiltrate either way. But Farsight makes a massive difference against other Farsight bombs and with Tigirius nearly guaranteeing Gate of Infinity you now have a bomb that moves 24" a turn plus the assault phase move. It makes a massive difference. You always deploy the bomb (unless against another bomb) just use Farsight's trait to abuse GoI 
With Tigirius attached they will always be stuck and at best could spread out a little as Tigirius is unable to do assault moves. Lack of a jetpack limits that idea badly.
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![[Post New]](/s/i/i.gif) 2013/11/19 04:48:56
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Battlewagon Driver with Charged Engine
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The mobility loss with Tiggy is a necessary evil. You simply cannot run a competitive bomb without him (and Gate).
There is a dispensable character and it isn't Tiggy, it's Shadowsun. Yes, you give up Stealh and Shrouded, but you can make up for this partially by trading some gun drones for shield drones. Then, you add a buff mander in her stead.
This is huge.
You get the ability to look out sir away from him, and he's T5 now with a 2+, possibly FNP on top, and an invul of his own. He's incredibly expensive but as someone who has had their buff shas'vre precision'd out by thunderfire cannons, it's positively essential to keep this guy alive. He makes the whole thing hum. He even makes up for the gun drone/shield drone trade because the remaining gun drones are way more effective, as his drone controller makes them BS5 instead of BS3...and they're still TL.
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This message was edited 1 time. Last update was at 2013/11/19 04:50:05
Rule #1 is Look Cool. |
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![[Post New]](/s/i/i.gif) 2013/11/19 06:35:44
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Veteran Inquisitorial Tyranid Xenokiller
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Reading this list makes my fluff hurt.
I understand Farsight and Shadowsun possibly working together pre-Farsight Enclaves. But afterword is almost an impossibility.
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This message was edited 1 time. Last update was at 2013/11/19 06:36:44
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) 2013/11/19 09:59:20
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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With Tigirius attached they will always be stuck and at best could spread out a little as Tigirius is unable to do assault moves. Lack of a jetpack limits that idea badly.
Do you know how big the footprint of the bomb is? Put Tiggy at the back and you'll lose nothing from your JSJ. The JSJ part of the bomb isn't even that necessary it is about damage output plain and simple. You should be looking to kill everything that can assault you. Heck with overwatch you'll kill ALOT. If I was running the bomb it would look like this:
Shadowsun
Farsight
Bodyguard: 3 Suits with 2 Plasma Rifles & Target lock, one with Pure tide Chip : 2 Suits with 2 Fusion blasters & Target lock: Suit with 2 Missile Pods, Target Lock & Onager guantlet: Suit with MSSS, C&CN, Jammer, VRT, Drone Controller, Flamer: 14 Gun Drones
6 Fire warriors
6 Fire warriors
Skyray
Skyray
3 Broadsides: 3 HYMP, 3 EWO, 6 Missile Drones 282
Tigirius
5 Scouts: shotguns
Almost no scoring but you're playing to table here. Bomb bounces 24" forward kills 3-4 units. Broadsides kill a unit a turn and Skyrays alphastrike then provide Skyfiring marker lights.
The other option is to swap Shadowsun for a buffmander. It means he can't be barrage sniped. So it will depend on how much barrage and ignores cover is in your meta. The other swap is one of the fusion suits for a 2nd missile suit. In my meta we only see Landraiders in pairs and triples so I need the extra fusion.
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![[Post New]](/s/i/i.gif) 2013/11/19 21:28:37
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Commander_Farsight wrote:Ok, thanks. I have now looked at the armies, and don't plan on running Riptides as they aren't in my budget right now. Can I please have more suggestions for a Farsight Bomb made from the Tau Empire Codex? Wouldn't it consist of Crisis Suits, Farsight, Shadowsun, Drones, and Tigirius? What about Kroot coming from reserves? I am trying to assemble the army this weekend for a tournament, so help with the army list ASAP is apparently much needed! I really appreciate all of your help! Automatically Appended Next Post: Dawn of a new Warlord wrote: Alright, came up with this based on what you guys have said. I don't want to drop O'Vesa mainly because as an IC he gives me a VERY survivable scoring unit which I can push for objectives with. New list has more markerlight support but less toys (i.e. no SFN or Warscaper). HQ Commander Farsight - 165 - Shas'vre O'vesa - 305 ELITES Xv104 Riptide 205 HBC, TL Fusion, EWO Vel. Tracker Xv104 Riptide 205 HBC, TL Fusion, EWO Vel. Tracker Xv104 Riptide 190 Ion Acc, TL Fusion, EWO TROOPS 2x Xv8 Crisis 106 (O'Vesa's Retinue) 4xPlasma, Bonding Knives 3x Xv8 Crisis 195 (Farsight's Retinue) 6x Plasma, 3x Shield Drones, Bonding Knives 3x Xv8 Crisis 239 5x Missiles, 3x Target Lock, 1x Drone Controller 6x Marker Drones, Bonding Knives 3x Xv8 Crisis 239 5x Missiles, 3x Target Lock, 1x Drone Controller 6x Marker Drones, Bonding Knives TOTAL: 1849 HBCTides cover mid-field and up the volume of fire in the list. I would consider SMS on them for more, but my Riptides are the main source of anti-armor in this list with ripple fire and the fusion blasters. Velocity Trackers on the HBCs should make them efficient enough for anti-air though, even with Gets Hot. O'Vesa and his two comrades form my spearhead of the push across the table with O'Shovah either meeting him halfway via DS or simply backing him up (unsure on which may be better here). LOTS of plasma fire coming from both units though. Deathrain units do what they do best and sit in the back field giving out markerlight and missile support where necessary. Better? Feels pretty solid to me, but I'm no expert. What do you guys think about this build that this person is running? Thoughts etc. would be great! Automatically Appended Next Post: Flingitnow, I like your list, but why the Skyrays and Fire Warriors? Also broadsides? What about Riptides? And why the 5 scouts with shotguns? I'd just like a little more explanation on your troop choices, and especially this: How would you plan on playing it. What are the roles of each troop choice, and would this army be able to take objectives as that is usually how your going to win the game. Automatically Appended Next Post: If I wanted to create a bomb that was more focused on a Tau Empire version what do you think I should do?
I thought that I could add a couple of riptides, have the bomb be made up of XV8 battle suits etc.
Should I do this, or stick with a more Farsight Enclaves version with a Tau detachment?
Anyone have thoughts?? Automatically Appended Next Post: Check out my thread on the new Tyranid codex:
http://www.dakkadakka.com/dakkaforum/posts/list/0/564141.page#6267842
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This message was edited 4 times. Last update was at 2013/11/20 01:28:11
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![[Post New]](/s/i/i.gif) 2013/11/20 15:48:47
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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The Shrike wrote:The mobility loss with Tiggy is a necessary evil. You simply cannot run a competitive bomb without him (and Gate). There is a dispensable character and it isn't Tiggy, it's Shadowsun. Yes, you give up Stealh and Shrouded, but you can make up for this partially by trading some gun drones for shield drones. Then, you add a buff mander in her stead. This is huge. You get the ability to look out sir away from him, and he's T5 now with a 2+, possibly FNP on top, and an invul of his own. He's incredibly expensive but as someone who has had their buff shas'vre precision'd out by thunderfire cannons, it's positively essential to keep this guy alive. He makes the whole thing hum. He even makes up for the gun drone/shield drone trade because the remaining gun drones are way more effective, as his drone controller makes them BS5 instead of BS3...and they're still TL. I really think that Shadowsun is a great asset though. What are other peoples thoughts? Do you think that Shadowsun is despensible when these changes are made? Also if I were to add Tiggy and get rid of Shadowsun, who would you suggest accompanies him?
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This message was edited 1 time. Last update was at 2013/11/20 15:50:19
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![[Post New]](/s/i/i.gif) 2013/11/20 21:26:44
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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I like your list, but why the Skyrays and Fire Warriors? Also broadsides? What about Riptides? And why the 5 scouts with shotguns?
I'd just like a little more explanation on your troop choices, and especially this:
How would you plan on playing it. What are the roles of each troop choice, and would this army be able to take objectives as that is usually how your going to win the game.
Firewarriors and scouts are because they are the cheapest troops choices they start in reserve but mainly you're playing for tabling. Shotguns are good for outflanking scouts helps them clear objectives as they get 2 shots each and can assault.
Riptides do the same job as the bomb but require markerlight support so are not great in a Farsight Bomb.
However Broadsides and Skyrays help the bomb with its weaknesses. Which are turn 1 damage output (Tiggy helps here) with an Alpha strike from the Skyrays, AA from both the Skyrays and 'sides (skyrays providing 4 Bs4 skyfiring MLs to help the bomb deal with flyers itself), and volume high strength for dealing with transports (you don't want your bomb having to spend the first few rounds killing nothing but Rhinos).
With the list you're using the bomb to cause massive damage HS deals with transports and flyers. Troops hide in reserve as long as possible and then hide from LoS as much as possible and try to grab objectives. You should win on secondaries just ensure you kill his troops and contest any objectives he holds. The bomb should do about 400-500 points of damage a turn. Literally play this a couple of times and you'll see how it does. Tabling is very easy with this list. But be careful with your bomb and beware thunderfire cannons sniping the support suit. Not a lot can really hurt the bomb but beware of what can (AP3 and ignores cover).
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![[Post New]](/s/i/i.gif) 2013/11/21 00:06:22
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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FlingitNow wrote:I like your list, but why the Skyrays and Fire Warriors? Also broadsides? What about Riptides? And why the 5 scouts with shotguns?
I'd just like a little more explanation on your troop choices, and especially this:
How would you plan on playing it. What are the roles of each troop choice, and would this army be able to take objectives as that is usually how your going to win the game.
Firewarriors and scouts are because they are the cheapest troops choices they start in reserve but mainly you're playing for tabling. Shotguns are good for outflanking scouts helps them clear objectives as they get 2 shots each and can assault.
Riptides do the same job as the bomb but require markerlight support so are not great in a Farsight Bomb.
However Broadsides and Skyrays help the bomb with its weaknesses. Which are turn 1 damage output (Tiggy helps here) with an Alpha strike from the Skyrays, AA from both the Skyrays and 'sides (skyrays providing 4 Bs4 skyfiring MLs to help the bomb deal with flyers itself), and volume high strength for dealing with transports (you don't want your bomb having to spend the first few rounds killing nothing but Rhinos).
With the list you're using the bomb to cause massive damage HS deals with transports and flyers. Troops hide in reserve as long as possible and then hide from LoS as much as possible and try to grab objectives. You should win on secondaries just ensure you kill his troops and contest any objectives he holds. The bomb should do about 400-500 points of damage a turn. Literally play this a couple of times and you'll see how it does. Tabling is very easy with this list. But be careful with your bomb and beware thunderfire cannons sniping the support suit. Not a lot can really hurt the bomb but beware of what can (AP3 and ignores cover).
That's awesome!  You have given me some new ideas. Stay tuned for a new Tau army list I will consider playing Automatically Appended Next Post: Here is the new list that I think I wanna play:
ImotekhTheStormlord wrote:HQ
[ 2 ]
Commander Farsight (165)
Crisis battlesuit; Multi-tracker; Blacksun filter; Shield generator; Plasma rifle; Dawn blade;
3x - Farsight's commander team (633)
§ 1x O'Vesa (305pt.); Early warning override; Earth Caste Pilot Array; Ion accelerator; Riptide battlesuit; Riptide shield generator; Shielded missile drone(x2); Stimulant injector; Twin-linked fusion blaster;
§ 1x Commander Bravestorm (199pt.); Flamer; Gun drone(x2); Onager Gauntlet; Plasma rifle; Shield generator; Stimulant injector; XV8-02 Crisis 'Iridium' Battlesuit;
§ 1x Broadside Shas'vre Ob'lotai 9-o (129pt.); Broadside battlesuit; Missile drone(x2); Seeker missile; Twin-linked smart missile system; Twinlinked high-yield missile pod; Velocity tracker;
Troops
[ 3 ]
10x - Kroot Carnivore squad (70)
§ 10x Kroot (7pt.); Kroot armour; Kroot rifle; Sniper rounds;
3x - XV8 Crisis team (229)
Bonding knife ritual;
§ 2x Shas'ui (67pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster; Plasma rifle(x2);
§ 1x Shas'vre (92pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster; Plasma rifle; Cyclic ion blaster; Shas'vre; Puretide Engram Neurochip;
XV8 Crisis team (68)
Bonding knife ritual;
§ 1x Shas'ui (67pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster; Plasma rifle(x2);
Heavy support
[ 1 ]
3x - Broadside Battlesuit team (285)
Bonding knife ritual;
§ 3x Shas'ui (94pt.); Broadside battlesuit; Multi-tracker; Blacksun filter; Twin-linked high-yield missile pod; Twin-linked smart missile system; Early warning override; Missile drone(x2);
Fortification
[ 1 ]
Aegis Defense Line (70)
Comms relay;
Secondary Detachment
[ 1 ]
Tau (227)
HQ
[ 1 ]
Commander Shadowsun (135)
XV22 Stealth battlesuit; Advanced targeting system; Fusion blaster(x2);
Troops
[ 1 ]
11x - Kroot Carnivore squad (92)
§ 1x Shaper (22pt.); Kroot armour; Sniper rounds; Kroot rifle;
§ 10x Kroot (7pt.); Kroot armour; Kroot rifle; Sniper rounds;
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I'm sorry if it's hard to read.
Pretty much the whole strategy is to keep the Farsight bomb in reserves until you get it (you are getting to re-roll for it every turn so you have a 8/9 chance it will come on turn 2  ). I will start out with O'Vesa, Ob'lotai, the 3 Broadsides, and a Kroot carnivore squad behind the ADL. Then once you get the Farsight bomb in you can pretty much let loose from there. You could flank your enemy etc. ImotekhTheStormlord knows more about it than I do as he helped me create this list and he is much more skilled at the game than I am. I will get him to explain the army list more thoroughly on this thread. If you have any questions just ask
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This message was edited 1 time. Last update was at 2013/11/21 00:13:52
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![[Post New]](/s/i/i.gif) 2013/11/21 14:23:30
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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Well you don't have a Farsight bomb in that list. You have a unit of suits which appear to have a random collection of weapons with 3 ICs attached and nothing that makes the bomb so good (target locks, cheap drone wounds, massed twin-linked ignoring cover ignoring armour firepower, hit and run so you don't get murdered in combat). So don't expect it to do much.
O'Vesa is a waste unless you're joining him to another Riptide otherwise you're better off with a normal Riptide as you aren't forced into taking poor options.
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![[Post New]](/s/i/i.gif) 2013/11/21 15:57:08
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Should I go back to a different list then? What should I do? Automatically Appended Next Post: FlingitNow wrote:With Tigirius attached they will always be stuck and at best could spread out a little as Tigirius is unable to do assault moves. Lack of a jetpack limits that idea badly.
Do you know how big the footprint of the bomb is? Put Tiggy at the back and you'll lose nothing from your JSJ. The JSJ part of the bomb isn't even that necessary it is about damage output plain and simple. You should be looking to kill everything that can assault you. Heck with overwatch you'll kill ALOT. If I was running the bomb it would look like this:
Shadowsun
Farsight
Bodyguard: 3 Suits with 2 Plasma Rifles & Target lock, one with Pure tide Chip : 2 Suits with 2 Fusion blasters & Target lock: Suit with 2 Missile Pods, Target Lock & Onager guantlet: Suit with MSSS, C&CN, Jammer, VRT, Drone Controller, Flamer: 14 Gun Drones
6 Fire warriors
6 Fire warriors
Skyray
Skyray
3 Broadsides: 3 HYMP, 3 EWO, 6 Missile Drones 282
Tigirius
5 Scouts: shotguns
Almost no scoring but you're playing to table here. Bomb bounces 24" forward kills 3-4 units. Broadsides kill a unit a turn and Skyrays alphastrike then provide Skyfiring marker lights.
The other option is to swap Shadowsun for a buffmander. It means he can't be barrage sniped. So it will depend on how much barrage and ignores cover is in your meta. The other swap is one of the fusion suits for a 2nd missile suit. In my meta we only see Landraiders in pairs and triples so I need the extra fusion.
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FlingitNow wrote:I like your list, but why the Skyrays and Fire Warriors? Also broadsides? What about Riptides? And why the 5 scouts with shotguns?
I'd just like a little more explanation on your troop choices, and especially this:
How would you plan on playing it. What are the roles of each troop choice, and would this army be able to take objectives as that is usually how your going to win the game.
Firewarriors and scouts are because they are the cheapest troops choices they start in reserve but mainly you're playing for tabling. Shotguns are good for outflanking scouts helps them clear objectives as they get 2 shots each and can assault.
Riptides do the same job as the bomb but require markerlight support so are not great in a Farsight Bomb.
However Broadsides and Skyrays help the bomb with its weaknesses. Which are turn 1 damage output (Tiggy helps here) with an Alpha strike from the Skyrays, AA from both the Skyrays and 'sides (skyrays providing 4 Bs4 skyfiring MLs to help the bomb deal with flyers itself), and volume high strength for dealing with transports (you don't want your bomb having to spend the first few rounds killing nothing but Rhinos).
With the list you're using the bomb to cause massive damage HS deals with transports and flyers. Troops hide in reserve as long as possible and then hide from LoS as much as possible and try to grab objectives. You should win on secondaries just ensure you kill his troops and contest any objectives he holds. The bomb should do about 400-500 points of damage a turn. Literally play this a couple of times and you'll see how it does. Tabling is very easy with this list. But be careful with your bomb and beware thunderfire cannons sniping the support suit. Not a lot can really hurt the bomb but beware of what can (AP3 and ignores cover).
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I really appreciate your help. I will look at this and think it over. You are obviously much more experienced that I am, so could you please explain more what other tactics you would use. I think that you have a good idea.
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This message was edited 2 times. Last update was at 2013/11/21 17:43:31
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![[Post New]](/s/i/i.gif) 2013/11/21 20:38:17
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Focused Fire Warrior
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Commander_Farsight,
Just so you know you should only include the unit's name, upgrades, and changes to the units overall war gear that isn't specifically stated in the codex. If it is such as:
Commander Farsight: XV8 Crisis Suit, please don't include it in the list. People who know the codex already know that he has a crisis suit. Stuff like that.
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FOR THE GREATER F-ING GOOD! |
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![[Post New]](/s/i/i.gif) 2013/11/21 20:45:10
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Ok cool thanks for your input
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![[Post New]](/s/i/i.gif) 2013/11/22 09:47:47
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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With the bomb you're using the MSSS and C&CN to twin link the entire bomb and give them ignores cover. So that suit never shoots (except in overwatch). Your gundrones and Farsight have to shoot the same unit. That unit should be taking 2 S6 AP2 hits and 21 S5 hits and a S8 AP1 hit from Shadowsun. You shouldn't need to fire anything else at that unit.
Then the 3 plasma suits use there target locks to all fire at a different unit. That unit takes on average 9 plasma hits!
Melta suits with Shadowsun should put 4 melta hits on a tank you need dead. Whilst the missile suit puts 3 S7 ignores cover hits on a transport. Using tsnk hunters to reroll pen  . That should be 3-4 high priority targets dead a turn from the bomb. Tiggy allows you to move 24" a turn to ensure maximum damage output.
Broadsides should kill any unit you point them at. Skyrays add in a turn 1 alpha strike during all 12 missiles turn 1 to further up the carnage. This means they become low priority targets and use them to tank shock and add ML support (particularly against flyers) or to finish off units with their SMS. Hide your troops choices as best you can. Unless you're against a top tier army and player you should table your opponent by turn 4.
Even assault isn't bad for you Farsight can do well against most characters though be aware of S8+. Overwatch is pretty brutal from the unit and then you hit and run using Farsights initiative of 5! If you are going to get assaulted ensure you use the chip to give you stubborn. Otherwise it should be on tank hunters or monster hunters depending on what you need dead. Automatically Appended Next Post: Also remember Farsight and Shadowsun at the front with drones behind them. You auto pass LoS so they can tank wounds until they are down to their last. Tiggy at the back so you can JSJ towards him and to give similar protection from behind. Try to ensure you are at least in some cover as that means you get a 2+ cover save due to Shadowsun.
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This message was edited 1 time. Last update was at 2013/11/22 10:02:29
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![[Post New]](/s/i/i.gif) 2013/11/22 15:53:16
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Dude,
Thanks for the help  I really appreciate it.
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![[Post New]](/s/i/i.gif) 2013/11/24 04:26:44
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Hey so I have settled on a final list for the Farsight bomb. Its no longer really a bomb though anymore because I am not going to deep strike it, I call it the O'vesa Star. Here is the army list:
HQ
Commander Farsight (165pt.)
Crisis battlesuit; Multi-tracker; Blacksun filter; Shield generator; Plasma rifle; Dawn blade;
Farsight's commander team (305pt.)
§ 1x O'Vesa (305pt.); Early warning override; Earth Caste Pilot Array; Ion accelerator; Riptide battlesuit; Riptide shield generator; Shielded missile drone (x2); Stimulant injector; Twin-linked fusion blaster;
Elites
XV104 Riptide (300pt.)
Riptide battlesuit; Multi-tracker; Blacksun filter; Riptide shield generator; Ion accelerator; Twin-linked fusion blaster; Early warning override; Stimulant injector; Shielded missile drone (x2); The Talisman of Arthas Moloch;
Troops
3x XV8 Crisis team (204pt.)
Bonding knife ritual;
§ 3x Shas'ui (67pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2); Plasma rifle;
3x XV8 Crisis team (261pt.)
Bonding knife ritual;
§ 2x Shas'ui (86pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Missile pod; Early warning override; Velocity tracker; Gun drone (x2);
§ 1x Shas'ui (86pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Cyclic ion blaster; Early warning override; Velocity tracker; Gun drone (x2);
12x Fire Warrior team (168pt.)
Bonding knife ritual;
§ 1x Shas'ui (58pt.); Combat armour; Photon grenades; Pulse rifle; Gun drone (x2); Markerlight; Target lock;
§ 11x Fire warrior (9pt.); Combat armour; Photon grenades; Pulse rifle;
Fast attack
6x Drone squadron (84pt.)
Gun Drone (x6);
Secondary Detachment
Tau (262pt.)
HQ
Commander (182pt.)
Crisis battlesuit; Multi-tracker; Blacksun filter; Vectored retro-thrusters; Neuroweb System Jammer; Onager gauntlet; Repulsor impact field; Command and control node; Puretide Engram Neurochip; Multi-spectrum Sensor Suit; XV8-02 Crisis 'Iridium' Battlesuit;
Troops
12x Kroot Carnivore squad (80pt.)
§ 10x Kroot (7pt.); Kroot armour; Kroot rifle; Sniper rounds;
§ 2x Kroot hound (5pt.);
So Shadowsun is no longer on the army list. I did this because I am using the Commander from the Tau secondary detachment as a "Buffmander". His purpose is to ride with O'vesa, Farsight, and the Riptide. He will be in the back of the squad so he doesn't get killed, His only purpose is to boost the stats of Farsight, O'Vesa, and the Riptide. That unit will tank up the board and wipe out as many units as possible. With all of these models in the unit, it will also take advantage of the majority toughness rule. As for the Crisis team with the missile pods and the one model with the cyclic ion blaster, they will hide in cover and do JSJ moves. All they will do is move out of cover, shoot, and go back into cover. As for the other Crisis suit team, they will be in reserves and when I get them I will deep strike them into the most tactically sane position that I can. They will take out as many units as possible, or target a troublesome model or the HQ. The Kroot Carnivore Squad will come on to the board and take an objective. They will then try to hold the objective. The Fire Warrior team also take an objective and try to stay in a reasonable cover position, They will then just do normal shooting moves. Finally, the drone squadron will go in front of the O'Vesa star and act as a speed bump so if I am for example playing against Demons, with two turns of shooting from the star (one with the gun drones, and one when the gun drones are most likely dead).
That is my strategy for the O'Vesa star, if you have any suggestions or questions feel free to ask.
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![[Post New]](/s/i/i.gif) 2013/11/24 10:40:59
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Ultramarine Chaplain with Hate to Spare
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I think the Riptide would benefit more from a target lock than FnP. Do you need both S8 blasts going on the same unit? Give the commander FnP instead (and save yourself 15 points).
Your Crisis team configs are all over the place. 3 weapon systems on 1 suit is generally a bad idea still with just 2 plasmas and leave the fusion at home. Take fusion on dedicated fusion teams (the only place where a 3rd weapon is worth it for a back up flamer).
That intercepting Crisis team is basically the same points as a Missileside team! Which would put on average the same amount of S7 hits on a flyer with interceptor plus about 4 S5 hits. Plus it would have 12 S7 shots from the missile drones and a 2+ save and it would murder ground targets about 5 times as efficiently all for a meagre 24 more points!
Firewarriors really have no place in an Enclave detachment. They need an Ethereal to keep them in the fight and be worth it just take more Crisis teams. If you like FWs take them with the allies. Plus all the toys are not really needed on them.
You should go no where near a drone squadron without a drone commander. Those are points that would be much better spent on troops. Heck just shoving drones into troops choices is generally a better bet anyway in an Enclaves army and have the drone commander join the unit...
Other than that you're light on AA and with no ML support your are very dependant on the O'Vesastar to do all the damage. The star itself is good and will win you games (has more bad matchups than the bomb watch out for double Wraithknight or Triple Dreadknight). However I feel the rest of the list needs more clear direction.
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![[Post New]](/s/i/i.gif) 2013/11/25 00:49:51
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Ok.
What should I do so I can deal with Wraithknights etc.? What would you suggest? Thanks for your help too. I will make some more tweaks?
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![[Post New]](/s/i/i.gif) 2013/11/25 04:48:42
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Battlewagon Driver with Charged Engine
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First off, you didn't invent that name "O'vesastar"... Justin Cook, winner of the Nova open and his teammate Jesse Newton who went to the final table of the Nova Invitational coined that term as they created the list together.
That being said, the list should look more like this at 2000:
Farsight
O'Vesa
Riptide: HBC, SMS, VT, TL, ToM- 230
Riptide: IA, EWO- 190
Crisis (3): BKR, x3 TLMP- 129
Crisis (1): BKR, TLMP- 43
Crisis (1): BKR, TLMP- 43
Crisis (1): BKR, TLMP- 43
Crisis (1): BKR, TLMP- 43
Crisis (1): BKR, TLMP- 43
Skyray: Blacksun FIlter- 116
Skyray
Skyray
Secondary Detachment: Tau Empire
Commander: Iridium, CCN, MSS, PENchip, VRT, Onager- 170
Kroot x20+hound- 125
Kroot x20+hound- 125
Total: 2000
At 1750, I'd lose a Skyray, cut down to squads of 15 Kroot, lose 2 solo suits and that gives you a few to piddle around with.
As for tactics, the third Riptide is imperative. Sometimes, you need your HBC+VT riptide to ignore jink saves on fliers etc, in which case you certainly want him in the O'Vesa unit. Other times, you'll want 2 S8-9 AP2 large blasts to ignore cover instead of just 1, in which case you'll want your other IA riptide in the O'Vesa unit. So keep the extra riptide close to the star for when you need to swap.
As for movement and deployment, you almost always want O'Vesa in front. She can look out sir to drones, then the other riptide, then the buff commander when necessary. So the closest models to O'vesa should always be the shielded missle drones while they are alive, then the other riptide, then buff, then Farsight.
Against most things, you'll actually want to get closer. The idea is to push the unit into the middle of the board and dominate with your range and if necessary, your close combat ability. The unit is great in assault with 2 monstrous creatures (and the third follow on riptide when necessary in a separate unit), Farsight, and majority T6 with Stubborn (we'll get to PENchip tactics in a second).
When selecting PENchip abilities, first, don't forget to declare it! You can change it up every turn in the movement phase so don't forget. If you anticipate getting charged by something that could conceivably win an assault round with you and force a morale check at a negative modifier, you'll want stubborn. Otherwise it's likely Monster Hunter or Tank Hunter. With exceptional rarity if ever will you want counterattack or furious charge.
That's the basics. Justin and Jesse use a 4th Riptide. I generally don't as I prefer the other supporting stuff and more substantial scoring. Up to you which path you take. A cautionary note to you, this is not a tippy top list. It will lose EVERY time to Jetseer council if they get Fortune and Flying Circus. Screamerstar and grav bike spam are likely losses as well. Wave Serpent spam is a toss up based on what the Eldar supporting units are. That's all in the hands of competent players, including yours!
This list is not plug and play. I am, if I may assert rather immodestly, a very strong player. I took a list 'like' this (there were comp restrictions so it was slightly altered) to DaBoyz GT this weekend, having only playtested once and went just 3-3. So it will take some time for you to learn it. Good luck.
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Rule #1 is Look Cool. |
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![[Post New]](/s/i/i.gif) 2013/11/25 16:19:25
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Thank you very much! I really appreciate you putting so much effort into helping me out.
So I think what I am going to do is acquire most of the models to play a little more simplified version of the O'Vesa star. Pretty much I will be running it as the list I had posted before, for now. I don't exactly have the budget for all of the stuff right now, but I will make it my priority to get all of the models so I can run the list you posted. The only other thing is that I am such a noob and don't understand what some of your acronyms that weren't explained are. Could you please explain them.
Thanks again!
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![[Post New]](/s/i/i.gif) 2013/11/25 19:55:15
Subject: 1750 Point Tau Farsight/Shadowsun Bomb
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Battlewagon Driver with Charged Engine
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HBC- heavy burst cannon
SMS- smart missile system
TL- target lock
VT- velocity tracker
ToM- talisman of moloch
EWO- early warni override
IA- ion accelerator
BKR- boning knife ritual
TLMP- twin linked missile pod
CCN- command and control node
MSS- multi spectrum suite
VRT- vectored retro thrusters
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Rule #1 is Look Cool. |
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![[Post New]](/s/i/i.gif) 2013/11/26 00:02:36
Subject: Re:1750 Point Tau Farsight/Shadowsun Bomb
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Purposeful Hammerhead Pilot
Vior'la Sept
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Thanks
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