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2000 Point Farsight Enclave Army *Would like some feedback*  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Regular Dakkanaut





2000 Point Farsight Enclave Army

Commander Farsight- 165 Points

Farsight Bodyguards (x6) - 414 Points
1- 2x Plasma Rfiles, Vecotred Retro-Thrusters, Bonded
2- 2x Plasma Rifles, Target Lock, Bonded
3- 2x Plasma Rifles, Target Lock, Bonded
4- 2x Fusion Blasters, Target Lock, Bonded
5- 2x Fusion Blasters, Target Lock, Bonded
6- 2x Fusion Blaster, Target Lock, Bonded

Elites

Riptide- 210 Points
Ion Accelerator
Twin-linked fusion blaster
Riptide shield generator
Velocity Tracker
Early warning override

Riptede-250 Points
Heavy Burst Cannon
Twin-Linked Plasma Rifle
Earth Caste Pilot Array
Stimulant Injector
Early warning override

Troops

Crisis Team (x3)-129 points
1-2x Flamer, Bonded, Vector Retro-Thruster
2-2x Burst Cannon, Flamer, Bonded
3-2x Burst Cannon, Bonded

Crisis Team (x3)-151 Points
1-2x Flamer, Bonded, Vector Retro Thruster
2-2x Plasma Rifle, Flamer, Bonded
3-2x Plasma Rifle, Bonded

Crisis Team (x3)-164 Points
1-2x Plasma Rifle, Bonded, Vector Retro-Thruster
2-2x Plasma Rifle, Bonded
3-2x Plasma Rifle, Bonded

Crisis Team (x3)-159 Points
1-2x Missile Pod, Bonded
2-2x Missile Pod, Bonded
3-2x Missile Pod, Bonded

Fast Attack

Pathfinder Team (x5)-60 Points
Recon Armor
Pulse Carbine
Photon Grenades
Markerlight
Bonding

Pathfinder Team (x5)-60 Points
Recon Armor
Pulse Carbine
Photon Grenades
Markerlight
Bonding

Heavy Support

Broadside Team (x2)-188 Points
Both with-
Twin-linked smart missile system
Twin-linked high-yield missile pod
Seeker Missile
Velocity Tracker

x4 Shield Drones for Broadsides-48 Points


This is my first time doing a tau army in general, and I was really drawn to the Farsight Enclave codex, and just love the theme.
Anyway I would love some feedback for those more knowledgeable than I!


   
Made in gb
Boosting Space Marine Biker





Stoke on trent

Looks pretty decent

I would drop the bonding though its a waste

And equip the missile crisis suits with something else

Oh and take missile drones on the broadsides

Other than that looks okay to me
   
Made in ca
Regular Dakkanaut





thanks for the feedback. Actually because I'm using the farsight codex supplement any unit that requires bonding has to take it, so I don't have any options there haha.
   
Made in us
Regular Dakkanaut



Northern MN

farsight enclaves cannot drop bonding

Missile Pods are tau shooting in god mode

Missile drones are better on the broadsides

Switch your stim inject and velocity tracker on the riptides. HBC + earth caste gets the velocity tracker, IA gets the stims.

In the bodygaurd, switch one of the fusion guys to plasma

Your pathfinders are going to get creamed early.

RAWRR! 
   
Made in gb
Boosting Space Marine Biker





Stoke on trent

I apologise I didn't know that I have only glanced at the farsight book
   
Made in ca
Regular Dakkanaut





Rawrgyle wrote:farsight enclaves cannot drop bonding

Missile Pods are tau shooting in god mode

Missile drones are better on the broadsides

Switch your stim inject and velocity tracker on the riptides. HBC + earth caste gets the velocity tracker, IA gets the stims.

In the bodygaurd, switch one of the fusion guys to plasma

Your pathfinders are going to get creamed early.


Thanks for the suggestions, and will definitely make the changes

brother marcus wrote:I apologise I didn't know that I have only glanced at the farsight book


Np
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

Imo, you should ally with C:TE for a buffmander for your Farisight bomb. That way you can take the broadsides and one pathfinder squad without bonding knives. And just take Kroot for end game objective grabbers.

7000
5000
1000
3000 
   
Made in ca
Regular Dakkanaut





DirtyDeeds wrote:
Imo, you should ally with C:TE for a buffmander for your Farisight bomb. That way you can take the broadsides and one pathfinder squad without bonding knives. And just take Kroot for end game objective grabbers.


yeah i was definitely thinking about this myself. My only problem was thinking about his loadout, and what to take out of the current list to put in the buffmander and troop choice.


Automatically Appended Next Post:

Ok after just seeing some of the suggestions, I wonder what everyone thinks about this updated list with an Tau allied detachment.

Commander Farsight- 165 Points

Farsight Bodyguards (x6) - 414 Points
1- 2x Plasma Rifles, Vecotred Retro-Thrusters, Bonded
2- 2x Plasma Rifles, Target Lock, Bonded
3- 2x Plasma Rifles, Target Lock, Bonded
4- 2x Fusion Blasters, Target Lock, Bonded
5- 2x Fusion Blasters, Target Lock, Bonded
6- 2x Fusion Blasters, Target Lock, Bonded

Elites

Riptide- 225 Points
Ion Accelerator
Twin-linked fusion blaster
Riptide shield generator
Stimulant Injector
Early warning override

Riptede-235 Points
Heavy Burst Cannon
Twin-Linked Plasma Rifle
Earth Caste Pilot Array
Velocity Tracker
Early warning override

Troops

Crisis Team 1 (x3) - 129
1-2x Flamer, Bonded, Vector Retro-Thruster
2-2x Burst Cannon, Flamer, Bonded
3-2x Burst Cannon, Bonded

Crisis Team 2 (x3)- 159
1-2x Missile Pod, Bonded
2-2x Missile Pod, Bonded
3-2x Missile Pod, Bonded

Crisis Team 3 (x3)- 164
1-2x Plasma Rifle, Bonded, Vector Retro-Thruster
2-2x Plasma Rifle, Bonded
3-2x Plasma Rifle, Bonded

Tau Allied Detachment

Tau Commander -137
Neuroweb System Jammer
Multi-Spectrum Sensor Suite
Puretide Engram Neurochip
Command and Control Node

(goes with Farsight Bomb)

Troops

Kroot Carnivore Squad (x10)-70
Sniper Round Upgrade

Heavy Support

Broadside Team (x2)-186
Both with-
Twin-linked smart missile system
Twin-linked high-yield missile pod
Seeker Missile
Velocity Tracker

x4 Missile Drones for Broadsides

Fast Attack

Pathfinder Team (x6)-66 Points
Recon Armor
Pulse Carbine
Photon Grenades
Markerlight


This message was edited 4 times. Last update was at 2013/11/24 03:00:44


 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

Things you should consider...

You already have a Farsight bomb filled with AP1/2 weapons, is it really necessary to add another unit of Plasma Rifles?

One of the problems with a Farsight list is that it lacks the sheer weight of fire that Firewarriors can bring to the table top because each model is individually more expensive. But you can decrease this gap by introducing Burst Cannon squads with a Drone controller and Gun Drones (any number). One squad of these dudes will kill any vehicle with a rear armor or 11 or under, extremely effective against infantry, and can still pump out a decent number of wounds on TEQ. You already have one unit mixed with Flamers and Burst cannons, I would recommend giving each suit two burst cannons and equip two with a single flamer. I have had some flamer suits scatter too far away from their intended target and sadly get shot down in the following turn. The 18" range of the Burst cannons will insure that you can shoot SOMETHING.

OR...

Drop one Missile Pod from your Missile suits, add a Drone Controller to one, Target Lock to all three, and 6 Marker drones. You now have a second unit of marker lights that can Jump-Shoot-Jump AND have a 4+ armor.

7000
5000
1000
3000 
   
Made in ca
Regular Dakkanaut





DirtyDeeds wrote:
Things you should consider...

You already have a Farsight bomb filled with AP1/2 weapons, is it really necessary to add another unit of Plasma Rifles?

One of the problems with a Farsight list is that it lacks the sheer weight of fire that Firewarriors can bring to the table top because each model is individually more expensive. But you can decrease this gap by introducing Burst Cannon squads with a Drone controller and Gun Drones (any number). One squad of these dudes will kill any vehicle with a rear armor or 11 or under, extremely effective against infantry, and can still pump out a decent number of wounds on TEQ. You already have one unit mixed with Flamers and Burst cannons, I would recommend giving each suit two burst cannons and equip two with a single flamer. I have had some flamer suits scatter too far away from their intended target and sadly get shot down in the following turn. The 18" range of the Burst cannons will insure that you can shoot SOMETHING.

OR...

Drop one Missile Pod from your Missile suits, add a Drone Controller to one, Target Lock to all three, and 6 Marker drones. You now have a second unit of marker lights that can Jump-Shoot-Jump AND have a 4+ armor.


Hmmm, ok I definitely see what your saying. Going from the second list I'll change the mixed unit to what you said, which is 2x burst cannons each and 2 with single flamers. I do see your point about the plasma team, so I think I'll convert this to the burst cannon squad with drone controller and gun drone team. I'll adjust it so it doesn't go over 2000 points. Other than this do you think this second roster with the allied detachment is overall better than what I had originally?

Thanks again for your feedback, this is great.


Automatically Appended Next Post:
Commander Farsight- 165 Points

Farsight Bodyguards (x6) - 414 Points
1- 2x Plasma Rifles, Vecotred Retro-Thrusters, Bonded
2- 2x Plasma Rifles, Target Lock, Bonded
3- 2x Plasma Rifles, Target Lock, Bonded
4- 2x Fusion Blasters, Target Lock, Bonded
5- 2x Fusion Blasters, Target Lock, Bonded
6- 2x Fusion Blasters, Target Lock, Bonded

Elites

Riptide- 225 Points
Ion Accelerator
Twin-linked fusion blaster
Riptide shield generator
Stimulant Injector
Early warning override

Riptede-235 Points
Heavy Burst Cannon
Twin-Linked Plasma Rifle
Earth Caste Pilot Array
Velocity Tracker
Early warning override

Troops

Crisis Team 1 (x3) - 139
1-2x Burst Cannon, Flamer, Bonded
2-2x Burst Cannon, Flamer, Bonded
3-2x Burst Cannon, Bonded


Crisis Team 2 (x3)- 159
1-2x Missile Pod, Bonded
2-2x Missile Pod, Bonded
3-2x Missile Pod, Bonded

Crisis Team 3 (x3)- 134
1-2x Burst Cannon, Drone Controller, Bonded
2-2x Burst Cannon, Bonded
3-2x Burst Cannon, Bonded

x4 Gun Drones-48

Tau Allied Detachment

Tau Commander -137
Neuroweb System Jammer
Multi-Spectrum Sensor Suite
Puretide Engram Neurochip
Command and Control Node

(goes with Farsight Bomb)

Troops

Fire Warrior Team (x6)-54

Heavy Support

Broadside Team (x2)-186
Both with-
Twin-linked smart missile system
Twin-linked high-yield missile pod
Seeker Missile
Velocity Tracker

x4 Missile Drones for Broadsides

Fast Attack

Pathfinder Team (x5)-55 Points
Recon Armor
Pulse Carbine
Photon Grenades
Markerlight

Just based on point limitations, this was the best I could come up with your suggestions without changing too much.

This message was edited 1 time. Last update was at 2013/11/25 06:39:59


 
   
Made in us
Regular Dakkanaut





If it were me I would tear apart your 3 man plasma missle for 3 solo squads just for the fact of more targets and they have to waste a squad on one guy plus you have the space to spare so why not xD
   
Made in ca
Regular Dakkanaut





TheBoy wrote:
If it were me I would tear apart your 3 man plasma missle for 3 solo squads just for the fact of more targets and they have to waste a squad on one guy plus you have the space to spare so why not xD


sorry did you mean I should split apart the x6 missile pod squad into 3 groups of 1? If I do say split them up, should I keep them as missile pods?
   
Made in us
Regular Dakkanaut





Sorry about that man I meant this squad :Crisis Team 2 (x3)- 159 1-2x Missile Pod, Bonded 2-2x Missile Pod, Bonded 3-2x Missile Pod, Bonded and keep em the same unless you want to repurpose them for specific tasks like mid range long range or hoard. Personaly plasma missle pos is one of the best configs imo its very versatile. And yea I meant spilt them into 3 separate troop choices.

This message was edited 1 time. Last update was at 2013/11/25 20:07:47


 
   
Made in ca
Regular Dakkanaut





TheBoy wrote:
Sorry about that man I meant this squad :Crisis Team 2 (x3)- 159 1-2x Missile Pod, Bonded 2-2x Missile Pod, Bonded 3-2x Missile Pod, Bonded and keep em the same unless you want to repurpose them for specific tasks like mid range long range or hoard. Personaly plasma missle pos is one of the best configs imo its very versatile. And yea I meant spilt them into 3 separate troop choices.


ahh thanks and np. I actually really do like this idea as it does give my oppenent more targets. Overall the man thing I am worried about for my crisis suits in general for all the teams is durability. I'm not to experienced with playing Tau yet so when I made the lists it was all based on forums and some suggestions. I definitely wanted to make a general list, but in my main group of friends my main opponent is imperial guard, so hopefully this does well against it. Also if I do end up splitting those 3, I think plasma missile is definitely more versatile as well.


Automatically Appended Next Post:
I know I'm not getting as much feedback as I would have like, but so far I'm liking this updated list, but if anyone has anything else to add it is definitely welcomed. That way I can finalize the list and purchase the last few units I may need.

Thanks to everyone who replied.

This message was edited 1 time. Last update was at 2013/11/25 21:54:36


 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

The only thing I'm having a hard time with is your lack of marker lights. I would recommend at least one more unit of 5 Pathfinders. Other than that, I think this list will work. You will make tweaks over time as you play your list; I rarely go two weeks in a row with the exact same list.

7000
5000
1000
3000 
   
Made in ca
Regular Dakkanaut





DirtyDeeds wrote:
The only thing I'm having a hard time with is your lack of marker lights. I would recommend at least one more unit of 5 Pathfinders. Other than that, I think this list will work. You will make tweaks over time as you play your list; I rarely go two weeks in a row with the exact same list.


i agree, I think I'll just have to remove crisis team 3's drones and drone controller to make the room and just add the 2nd pathfinder team and be done.

@DirtyDeeds thanks for the advice

This message was edited 1 time. Last update was at 2013/11/26 07:06:24


 
   
Made in ca
Regular Dakkanaut





Made Minor Tweaks to add a few more pathfinders, and firewarriors.


Commander Farsight-

Farsight Bodyguards (x5) - 340
1- 2x Plasma Rifle, Bonded
2- 2x Plasma Rifle, Target Lock, Bonded
3- 2x Fusion Blaster, Target Lock, Bonded
4- 2x Fusion Blaster, Target Lock, Bonded
5- 2x Fusion Blaster, Target Lock, Bonded


Elites

Riptide- 210
Ion Accelerator
Twin-linked fusion blaster
Riptide shield generator
Velocity Tracker
Early warning override

Riptede- 218
Heavy Burst Cannon
Twin-Linked Plasma Rifle
Earth Caste Pilot Array
Advanced Targeting System
Early warning override

Troops

Crisis Team 1 (x3) - 129
1-2x Burst Cannon, Bonded
2-2x Burst Cannon, Bonded
3-2x Burst Cannon, Bonded


Crisis Team 2 (x3)- 169
1-2x Missile Pod, Bonded
2-2x Missile Pod, Bonded
3-2x Missile Pod, Bonded


Crisis Team 3 (x3)- 129
1-2x Burst Cannon, Bonded
2-2x Burst Cannon, Bonded
3-2x Burst Cannon, Bonded



Pathfinder Team (x8)-96
Recon Armor
Pulse Carbine
Photon Grenades
Markerlight
Bonded

Tau Allied Detachment

Tau Commander -142
Neuroweb System Jammer
Multi-Spectrum Sensor Suite
Puretide Engram Neurochip
Command and Control Node
vectored-retro thrusters

(goes with Farsight Bomb)

Troops

Fire Warrior Team (x8)-72

Heavy Support

Broadside Team (x2)-186
Both with-
Twin-linked smart missile system
Twin-linked high-yield missile pod
Seeker Missile
Velocity Tracker
x4 Missile Drones-48

Fast Attack

Pathfinder Team (x8)- 88
Recon Armor
Pulse Carbine
Photon Grenades
Markerlight

edited to remove stimulant ejector on first riptide for velocity tracker, and velocity tracker on 2nd riptide for advanced targeting system

This message was edited 1 time. Last update was at 2013/12/10 03:43:40


 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

I think Farsight bomb is an all or nothing affair.

If you're going with it you need to either go full O'Vesastar or full bomb with 7 escort bodyguards, 14 Gun drones, a buffmander (I take him over shadowsun but to each his own) and an allied Tigurius.

As for the rest of the list, you're missing out on one of the best things about enclaves, solo scoring suits. These work similar to solo paladins, only cheaper and better. You can reserve th, and/or hide them behind LOS, JSJ and then score late. It's one of the cheapest scoring units in the game : bonding and a missile pod, I even make it twin-linked.

You don't need VT on the Bsides, just EWO. Also, too many drones. Take 2 to eat ID wounds. A Shas'vre is usually advisable.

You should consider taking SMS on the riptides. It's so good. The other secondary systems are range limited in so many situations. SMS also has the most effective ripple fire against most opponents. Stims are a luxury. They pay for themselves if you save 1 wound but shouldn't be taken at te expense of max scoring units or better death dealers.

Firewarriors < Kroot.

No skyrays?


Rule #1 is Look Cool.  
   
Made in us
Lead-Footed Trukkboy Driver







Skwaaark! Blidip...Hissssssssssssss...Gwank!
   
Made in ca
Regular Dakkanaut





 The Shrike wrote:
I think Farsight bomb is an all or nothing affair.

If you're going with it you need to either go full O'Vesastar or full bomb with 7 escort bodyguards, 14 Gun drones, a buffmander (I take him over shadowsun but to each his own) and an allied Tigurius.

As for the rest of the list, you're missing out on one of the best things about enclaves, solo scoring suits. These work similar to solo paladins, only cheaper and better. You can reserve th, and/or hide them behind LOS, JSJ and then score late. It's one of the cheapest scoring units in the game : bonding and a missile pod, I even make it twin-linked.

You don't need VT on the Bsides, just EWO. Also, too many drones. Take 2 to eat ID wounds. A Shas'vre is usually advisable.

You should consider taking SMS on the riptides. It's so good. The other secondary systems are range limited in so many situations. SMS also has the most effective ripple fire against most opponents. Stims are a luxury. They pay for themselves if you save 1 wound but shouldn't be taken at te expense of max scoring units or better death dealers.

Firewarriors < Kroot.

No skyrays?



Thanks for the advice. Definetly will make some changes, but also looking into the O'Vesa star as from what everyone is saying sounds like it is a lot more effective. It also is a list that includes Farsight so I am happy there haha. As for the skyrays, I don't own any at the moment, so I thought the broadsides would be an AA alternative for this list anyway.
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

I've played O'Vesastar and a more traditional bomb; both competitively. I took the former to DaBoyz GT (well, there was comp, so a dulled down version of it) and the latter in a league with other tournament players in the DC area.

Neither of them are fun to play. I'd say that about most deathstar lists. I have the most fun with a vanilla Enclaves list with a ton of suits (An all burst cannon team, an all plasma team, two x2fusion+x4flamer teams, two all Missile teams) some riptides a skyray, farsight, an allied buffmander and some kroot. It's balanced and thus leads to games with tactical flexibility and varied outcomes. Sure, it's not as competitive but it's still hard to fight against and has the tools to win if dice happen.

Moral of the story? With how rapidly the meta is evolving, just play what you want, how you want.

Rule #1 is Look Cool.  
   
Made in ca
Regular Dakkanaut





 The Shrike wrote:
I've played O'Vesastar and a more traditional bomb; both competitively. I took the former to DaBoyz GT (well, there was comp, so a dulled down version of it) and the latter in a league with other tournament players in the DC area.

Neither of them are fun to play. I'd say that about most deathstar lists. I have the most fun with a vanilla Enclaves list with a ton of suits (An all burst cannon team, an all plasma team, two x2fusion+x4flamer teams, two all Missile teams) some riptides a skyray, farsight, an allied buffmander and some kroot. It's balanced and thus leads to games with tactical flexibility and varied outcomes. Sure, it's not as competitive but it's still hard to fight against and has the tools to win if dice happen.

Moral of the story? With how rapidly the meta is evolving, just play what you want, how you want.


kk, thanks for the words of wisdom. I think I'll stick with my broadsides, I love those guys haha
   
 
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