| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/02/23 10:56:20
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Hooded Inquisitorial Interrogator
|
Hey there, just started collecting the army, long time player since 3rd but am still getting the hang of the flow of 6th ed. Lots of flyers and grav guns to worry about. Typical enemies I play against are white scars bike army - fast + grav, eldar wraith list, chaos daemons, and drop pod SM. SO with those enemies in mind, I get hit fast and hard, so I need to have a pretty strong defense / offense. Any critique, encouragement, and ideas on other units to buy would be appreciated. Thanks in advance! Oh and hopefully my list is legal, still figuring out the details of the Farsight codex.. I haven't added points for bonding knives. This is also all I have purchased currently. I've thought about adding kroot, but that would be more of an afterthought, and I kinda like the idea of all suits and drones. I also realize I can't effectively bust a tank, so I was thinking about a deepstriking dual fusion crisis team with the upgrade that lets them target two things. Take it away boys! ---------------------------- Updated probably legal list: Farsight - 165 Crisis A - 2 m pods v tracker - 219 Crisis B - 2 plas, stim inj - 204 Crisis C - 2 dual flamer 1 dual fusion target lock (farsight rolls with this crew) - 144 Fire warriors x12 - 120 Riptide ecpa + velocity tracker- 235 Marker Drone squad x10 - 140 Gun Drone squad x10 - 140 Piranhas x3 fusion, disruption pods - 195 Broadsides hymp x2 - 132 Sniper drones - x9 - 148 ---------------------------- Original illegal list: Commander w/puretide and MSSS - 120 (purely to buff broadsides and/or riptide) Crisis 1 - (x3) dual plasma, stim injectors - 201 Crisis 2 - (x3) dual burst cannons, shas'vre, drone controller, 4 gun drones - 192 Crisis 3 - (x3) missile pods, velocity trackers (these guys can deal with flyers) - 216 Riptide - 2 shielded missile drones , ion, stim injector - 270 Drone squad - 7 markerlight drones - 98 Drone squad - 7 markerlight drones - 98 Broadsides - (x2) h y missile pods, drone controller, missile drone x4 - 186 total (without bonding knives) = 1,381 ----------------------------
|
|
This message was edited 2 times. Last update was at 2014/03/13 00:29:31
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/23 16:56:50
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Regular Dakkanaut
|
The MS3 and PEN Chip are Tau only sig. systems. Farsight Enclaves have their own set of Sig Systems.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/23 18:27:37
Subject: Re:Farsight newbie - Need advice / development brainstorm
|
 |
Hooded Inquisitorial Interrogator
|
Righto! What would be a better use of the farsight commander without taking allies for a farsight codex? I do have the commander farsight model. Oh! Can I bring any of The 8 as my commander? If so, I could bring Torchstar was my commander and then have Msss and he could be a good anti being assaulted defense for the riptide and broadsides!
|
|
This message was edited 1 time. Last update was at 2014/02/23 19:14:24
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/23 23:33:05
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Shas'la with Pulse Carbine
San Diego, CA
|
You can only yake the eight if farsight is your warlord.
If you don't want to use farsight, a commander model with missile pods, target lock, and drone controller joined by a similarly equipped unit is effective.
And the earth caste pilot array on an hbc riptide is fun.
|
|
This message was edited 1 time. Last update was at 2014/02/23 23:34:07
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/25 04:15:43
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Hooded Inquisitorial Interrogator
|
Okay take two:
Commander w/ 2 missile pods, drone controller, velocity tracker (join marker drone squads to increase bs + double role of hunting flyers) - 143
Crisis 1 - (x3) dual plasma, stim injectors - 201
Crisis 2 - (x3) dual burst cannons, shas'vre, drone controller, 4 gun drones - 192
Crisis 3 - (x3) missile pods, velocity trackers (these guys can deal with flyers) - 216
Riptide - 2 shielded missile drones, HBC, velocity tracker, earth caste pilot array - 280
Drone squad - 7 markerlight drones - 98
Drone squad - 7 markerlight drones - 98
Broadsides - (x2) h y missile pods, drone controller, missile drone x4 - 186
total (without bonding knives) = 1,414
Looks like I've got some hoard control - some teq control - flyer control - no heavy tank control. do you reccomend a longstrike equipped hammerhead? suicide melta suits?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/25 05:40:22
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Shas'la with Pulse Carbine
San Diego, CA
|
Ok, with the current set up of your Commander, the Marker Drones will ALSO have to shoot at the Fliers. Not entirely a bad idea, but you're making your markerlights shoot snap shots when you try to take down a flier.
Next point, Shielded missile drones are not worth the points/risk involved. If you lose only ONE, your Riptide will be forced to take a leadership check, If he fails, that Riptide is running 3D6 towards your table edge. Drop the 50 points and invest it elsewhere,. Hell, give your Riptide the Early Warning Override. the ECPA does not take a hardpoint slot.
PG 68 of the Codex, Drone Controller does not boost the BS of Missile Drones.
As for tank control, Both suicide meltas and Longstrike are viable options, it just depends if you want the anti-tank unit to reach out and touch something turn 1, or if you're patient enough to wait for them to deep strike. But it also depends on what point value your LGS plays.
One last recommendation, that Plasma unit is going to last only one turn. Throw in at 6 Gun drones to add dakka and wounds to the unit. Why 6? Brings up the original body count of the unit to 9, which means that in order for your opponent to force a leadership check on that unit, he/she must kill at least three models. Don't worry about Drone Controller, they're twinlinked. Want to make them more effective? Add Farsight to the bunch and make him the warlord. Put them where you want them to go. In case it's not obvious, you want this unit on the board during deployment. Yeah you'll lose out on Farsight's Warlord trait, but who cares?
Here's a Farsight tactic I have seen that has potential of being incredibly effective...
Farsight as warlord with O'Vesa attached to a unit of two Crisis Suits. Give one suit Plasma Rifles and Vectored Retro Thrusters so that you can get out of combat if you get caught, and give the other guy Fusion Blasters and target lock. Viola, now you have a T6 scoring unit with 5 wounds that will steamroll any unit and/or vehicle. AND should you get caught in combat, Farsight can go toe to toe with most guys out there, then use hit and run at I5 to get the hell out and shoot those punks into oblivion. Sit this unit at a mid field objective and lol at your opponent.
|
|
This message was edited 1 time. Last update was at 2014/02/25 05:41:40
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/25 08:46:09
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Disciplined Sea Guard
|
Plasma on suits is really effective against space marines. However, against white scars you run into the issue of there jink save negating the benefits of the AP2. and their T5 making them harder to wound.
Two ways of dealing with this I have found (I have played a white scars opponent a few times).
#1 Drop plasma for missile pod spam. You just accept they get there best save and spam str7 missiles that wound on 2s (plasma is wounding on 3s against bikes). Less markerlights required and gives you a longer range to play with.
#2 You go plasma route but spam markerlights to remove there cover. This requires lots of markerlights since you will need 2 per squad for removing cover and more for increasing BS, which you will want to do. You have less range to play here.
I tried out #1 and found it very effective. Could keep a long way away and just kept JSJing back until my opponent was pretty much tabled.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/26 03:06:03
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Hooded Inquisitorial Interrogator
|
@turgon868,
when playing against white scars, it doesn't really seem like I'm going to have 36 inches of distance between us to work with to use those missile pods effectively. their 5+ jink save would probably be better than a 3 up armor save, right?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/13 00:27:24
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Hooded Inquisitorial Interrogator
|
Okay what about this list: Farsight - 165 Crisis A - 2 m pods v tracker - 219 Crisis B - 2 plas, stim inj - 204 Crisis C - 2 dual flamer 1 dual fusion target lock (farsight rolls with this crew) - 144 Fire warriors x12 - 120 Riptide ecpa + velocity tracker- 235 Marker Drone squad x10 - 140 Gun Drone squad x10 - 140 Piranhas x3 fusion, disruption pods - 195 Broadsides hymp x2 - 132 Sniper drones - x9 - 148
|
|
This message was edited 1 time. Last update was at 2014/03/13 00:28:23
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/13 00:37:51
Subject: Farsight newbie - Need advice / development brainstorm
|
 |
Land Raider Pilot on Cruise Control
|
turgon868 wrote:Plasma on suits is really effective against space marines. However, against white scars you run into the issue of there jink save negating the benefits of the AP2. and their T5 making them harder to wound.
Two ways of dealing with this I have found (I have played a white scars opponent a few times).
#1 Drop plasma for missile pod spam. You just accept they get there best save and spam str7 missiles that wound on 2s (plasma is wounding on 3s against bikes). Less markerlights required and gives you a longer range to play with.
#2 You go plasma route but spam markerlights to remove there cover. This requires lots of markerlights since you will need 2 per squad for removing cover and more for increasing BS, which you will want to do. You have less range to play here.
I tried out #1 and found it very effective. Could keep a long way away and just kept JSJing back until my opponent was pretty much tabled.
A few things....Plasma is actually not much more effective that burst cannons against MEQ. Against TEQ Plasma is better Against anything else, burst cannons are better. While plasma is good to have, Missile Pods (like you mentioned) should be your bread and butter,
|
Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws. |
|
|
 |
 |
|
|