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				<title>Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ Hey everyone, <br /> <br /> So I will be attending a 1850pt, anything goes* tournament, in a couple of weeks, but list submission is in a few days, so I want to make sure I've not missed anything or if anyone has input on something I may have overlooked.<br /> <br /> A few things to note about the tournament, Purge the alien is either primary or secondary in every mission, 2 scouring missions, 1 big guns, 1 crusade and a modified relic mission (hammer and anvil 3 relics across the centre of the table). <br /> <br /> My list:<br /> <br /> Tau Primary:<br /> Farsight (Warlord) - 165<br /> Shadowsun - 2 Shield Drones - 175 <br /> Enclave: <br /> Battlesuit - 2 Fusion Blasters, Target Lock, 2 Gun Drones <br /> Battlesuit - 2 Fusion Blasters, Target Lock, 2 Gun Drones <br /> Battlesuit - 2 Plasma Rifles, Target Lock, 2 Gun Drones <br /> Battlesuit - 2 Plasma Rifles, Target Lock, 2 Gun Drones <br /> Battlesuit - 2 Missile Pods, Target Lock, 2 Gun Drones <br /> Battlesuit - 1 Cyclic Ion Blaster, Missile Pod, Target Lock, 2 Gun Drones <br /> Battlesuit - C&C Node, PEN Chip, Multi-spec Suit, Gauntlet, Iridium Armour, Neuroweb Jammer, Drone Controller, Vectored Thrusters, 2 Gun Drones - 119<br /> <br /> The Bomb - ignore cover, twin linked, tank/monster hunter, 12 gun drones, lots of shots, does the bulk work of the list. <br /> <br /> 10 Kroot - 1 Hound - 65<br /> 10 Kroot - 1 Hound - 65<br /> 10 Kroot - 1 Hound - 65 <br /> <br /> Scoring and outflanking/bubble wrapping if needed. <br /> <br /> 7 Pathfinders - 77<br /> <br /> Scoring in the scouring mission (2 of those, 1 primary, 1 secondary) and lots of markerlight support. <br /> <br /> Skyray - Blacksun Filter (<span class="glossaryitem" onmouseover='gp(388);'>SMS</span>) - 116<br /> Skyray - Blacksun Filter (<span class="glossaryitem" onmouseover='gp(388);'>SMS</span>) - 116 <br /> <br /> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> and Marker light support for the army, as well as missile to bring down <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> etc. <br /> <br /> Space Marine Allies: <br /> <br /> Chapter Tactics: Red Scorpions <br /> <br /> Sevrin Loth - 205 <br /> <br /> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> unit - basically he gets to pick his powers from a single table, so thats Gate and 2 others... Fearless and can exchange a Warp Charge for a 2+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save. adds sooo much to the Bomb with a guaranteed chance of gate. <br /> <br /> 5 Scouts - Storm - heavy flamer - 100<br /> <br /> Given these a Landspeeder storm for some mobility, so at least 1 unit can get about the table, heavy flamer to scorch some gribbly unit if required. <br /> <br /> Inquisitor Detachment: <br /> <br /> Xenos Inquisitor - 3 Servo Skulls - 34 <br /> <br /> Servo Skull tax which really screws with one of the hard counters to the Farsight Bomb and thats Grav Gun marine bikers and blackknight dark angel armies... both of which won't be in range turn1 thanks to the Skulls... plus things like KrootPathfinders/Scouts etc cannot infiltrate into annoying positions. <br /> <br /> 1848pts <br /> <br /> Have I missed anything, improve anything, what do you think? <br /> <br /> * It's also been ruled that Inquisitors cannot join unit that contain anything they cannot ally with, so for me, the Inquisitor cannot join the Farsight Bomb <br /> <br /> <br /> Updated List Below: 28/1/14]]></description>
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				<pubDate><![CDATA[Mon, 23 Dec 2013 20:45:45]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ I like it; and as long as <span class="glossaryitem" onmouseover='gp(39);'>FW</span> is allowed I always advocate for Loth. Besides guaranteed gate, he's just a bad man. <br /> <br /> I would however just take a 4th Kroot unit instead of the pathfinders. They're scoring in ALL missions and the bomb doesn't need markerlight support.<br /> <br /> Also, I've played the bomb all ways you can play it, and I've migrated to the camp of taking a Buffmander instead of Shadowsun. You can get 16 drones, 6 of which I may shield to mitigate against that first Ion Accelerator. The rest are gun drones. Then you just make the <span class="glossaryitem" onmouseover='gp(60);'>IA</span> tide (or other AP2/3 blast) the #1 target priority.<br /> <br /> The buffmander is much more resilient from getting barraged out and you won't feel like you're wasting Iridium on a 2W model.]]></description>
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				<pubDate><![CDATA[Mon, 23 Dec 2013 22:17:30]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Shadowsun vs Buffmander depends on how much Ap4+ ignores cover and barrage there is in your meta.<br /> <br /> Ap4+ ignores cover reduces the benefits of Shadowsun<br /> Barrage makes the buffmander so much more survivable than the support suit.<br /> <br /> Other than that I agree Kroot or even Fire warriors would be better than pathfinders. Also I would drop the cyclic ion blaster suit for another plasma suit. I'm concerned by the lack of Broadsides but otherwise it looks pretty much perfect.]]></description>
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				<pubDate><![CDATA[Mon, 23 Dec 2013 22:46:48]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Loth is only 175 by the way <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">!]]></description>
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				<pubDate><![CDATA[Mon, 23 Dec 2013 22:47:30]]> GMT</pubDate>
				<author><![CDATA[ Jpr]]></author>
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				<title>Re:Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Cheers for the input guys! <br /> <br /> So you don't think Shadowsun is worth it, well the <span class="glossaryitem" onmouseover='gp(134);'>UK</span> tournament meta is about ignore cover, with Tau and Eldar most prevalent, so it makes sense to do what you suggest and replace Shadowsun with a BuffCommander, so with that done and with the pts saved by Sevrin Loth (<span class="glossaryitem" onmouseover='gp(84);'>lol</span> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> really know how to make balanced rules <span class="glossaryitem" onmouseover='gp(84);'>lol</span>). <br /> <br /> Hmm instead of dropping the Pathfinders for more Kroot, I think a Skyray would add more to the list, more <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>, more Skyfire and still keeps the Marker Light count up... <br /> <br /> Here is what I'm thinking: <br /> <br /> Warlord Farsight - 165<br /> Commander - C&C Node, PEN Chip, Multi-Spec, Iridium Armour, Drone Controller, Vectored Thrusters, 2 Shield Drones - 197<br /> 7 Bodyguards: <br /> 2x Fusion Blasters, Target lock, 2 Gun Drones - 91 <br /> 2x Fusion Blasters, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rilfes, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rilfes, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rifles/Fusion Blasters/Missile Pods???, Target lock, 2 Gun Drones - 91 - What do you guys recommend? I'm leaning towards Plasma? <br /> 2x Missile Pods, Target lock, 2 Gun Drones - 91 <br /> 1 Missile Pod, 1 Cyclic Ion Blaster, Target lock, 2 Gun Drones - 91 <br /> <br /> 10 Kroot 1 hound - 65 <br /> 10 Kroot 1 hound - 65<br /> 10 Kroot 1 hound - 65 <br /> <br /> Skyray - Blacksun filter, <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 116 <br /> Skyray - Blacksun filter, <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 116<br /> Skyray  - <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 115 <br /> <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Allies: <br /> <br /> Sevrin Loth - 175<br /> <br /> 5 Scouts in Landspeeder Storm - 100 <br /> <br /> Inquisition detachment <br /> <br /> Xenos Inquisitor - 3 Servo Skulls - 34 <br /> <br /> 1850pts <br /> <br /> So with 1 suit I'm not sure what to arm it with.. Fusion means better anti-av13+ and excellent <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, Missile Pods decent rate of fire, good <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and high strength, Plasma better <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, decent strength and good rate of fire up close... not sure which would be most useful. Looking at the counters to this list, Serpent Spam and AV13 Necrons are just that... so I'm feeling Fusions and Missile Pods are the way to go... but then I think Plasma will go through <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>, <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s (with Monster Hunter) hmm <br /> <br /> I think I will go Plasma unless someone else can convince me otherwise...<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Dec 2013 04:02:28]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ 1) As I said, I like the Buffmander over Shadowsun, but I also mentioned you need more than 2 shield drones. People WILL have multiple Ion Accelerators. You have to be able to eat 1 of those blasts. If they bring 2, then position cleverly. But you absolutely have to be able to eat one to the face. I go 10/6 in favor of gun drones.<br /> <br /> 2) For the bodyguards, I go 10 plasma/4 fusion. If you want to throw in some Missile Pods, go ahead. But literally, 2. You don't want your plasma saturation to get too low; they're the heart of the unit's kill power. Also, Cyclic Ion Blaster? C'mon, this isn't a friendly game at the local shop with some baby seals. Get that outta there.<br /> <br /> 3) I can stomach the extra Skyray, tho I think you're still overestimating this list's need for markerlights. It really doesn't need any. But Skyrays are still awesome and they DO give you <span class="glossaryitem" onmouseover='gp(805);'>AA</span> which is a significant weakness of the bomb. However, I hope you're practicing because this list requires expert positioning to play well in tournament environs. One wrong move and you are absolutely toast. Having a lack of scoring really compounds your narrow margin of error.<br /> <br /> Good luck! I think it's strong with Loth. Definitely better than the much-touted O'Vesastar (which I've also played competitively). ]]></description>
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				<pubDate><![CDATA[Tue, 24 Dec 2013 04:31:51]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote class="uncited"><div>Good luck! I think it's strong with Loth. Definitely better than the much-touted O'Vesastar (which I've also played competitively).</div></blockquote><br /> <br /> Agreed but for me O'Vesastar is meta dependant. You run into triple Dreadknight or double/triple Wraithknight and your star is toast as its so much easier to hurt in combat. That's why I like the Farsight bomb its counters are generally much less competitive so aren't seen as much. Though I'd lithe so see how triple <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> does against it.]]></description>
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				<pubDate><![CDATA[Tue, 24 Dec 2013 08:39:06]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ i like it though I would try to squeeze in 1 more troop choice, I'm not sure how much mileage you will get out of the inquisitor vs say another kroot or scout squad.]]></description>
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				<pubDate><![CDATA[Tue, 24 Dec 2013 21:12:12]]> GMT</pubDate>
				<author><![CDATA[ Jpr]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote><div><cite>The Shrike wrote:</cite>1) As I said, I like the Buffmander over Shadowsun, but I also mentioned you need more than 2 shield drones. People WILL have multiple Ion Accelerators. You have to be able to eat 1 of those blasts. If they bring 2, then position cleverly. But you absolutely have to be able to eat one to the face. I go 10/6 in favor of gun drones.</div></blockquote><br /> <br /> It's why I will be taking Telekine Dome as my second psychic power, 5+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save on the unit, almost as good as a 4+ but with the added gun drone fire power, to be honest, I might go all gun drones (16) for 32 str5 and 5 shots... pinning of course all with a 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save, could be fun! <br /> <br /> <blockquote class="uncited"><div>2) For the bodyguards, I go 10 plasma/4 fusion. If you want to throw in some Missile Pods, go ahead. But literally, 2. You don't want your plasma saturation to get too low; they're the heart of the unit's kill power. Also, Cyclic Ion Blaster? C'mon, this isn't a friendly game at the local shop with some baby seals. Get that outta there.</div></blockquote> <br /> <br /> I do love plasma, but there comes a point where range could become an issue, even with gate, if my opponent just spreads out, I cannot get into range of everything, so the Missile Pods add that range and a chance of glancing things like Anni Barges to death with Tank Hunter support. Cyclic Ion Blaster is the same points as a Missile Pod, but has 3 shots, so it's an easy pick for me.  <br /> <br /> <blockquote class="uncited"><div> 3) I can stomach the extra Skyray, tho I think you're still overestimating this list's need for markerlights. It really doesn't need any. But Skyrays are still awesome and they DO give you <span class="glossaryitem" onmouseover='gp(805);'>AA</span> which is a significant weakness of the bomb. However, I hope you're practicing because this list requires expert positioning to play well in tournament environs. One wrong move and you are absolutely toast. Having a lack of scoring really compounds your narrow margin of error.</div></blockquote><br /> <br /> I also like the <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> on the Skyrays, all 3 can gang up on <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> units or units that rely on cover to stay alive etc<br /> <br /> No practice games and list submission is tomorrow night <span class="glossaryitem" onmouseover='gp(84);'>lol</span>! gonna practice next week with the list I submit once I get a chance! <br /> <br /> <blockquote class="uncited"><div>Good luck! I think it's strong with Loth. Definitely better than the much-touted O'Vesastar (which I've also played competitively). </div></blockquote><br /> <br /> Cheers, thanks for the advice so far! <br /> <br /> <blockquote><div><cite>FlingitNow wrote:</cite><blockquote class="uncited"><div>Good luck! I think it's strong with Loth. Definitely better than the much-touted O'Vesastar (which I've also played competitively).</div></blockquote><br /> <br /> Agreed but for me O'Vesastar is meta dependant. You run into triple Dreadknight or double/triple Wraithknight and your star is toast as its so much easier to hurt in combat. That's why I like the Farsight bomb its counters are generally much less competitive so aren't seen as much. Though I'd lithe so see how triple <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> does against it.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(83);'>LotD</span>? Legion of the Damned? What can they/it do? <br /> <br /> <blockquote><div><cite>Jpr wrote:</cite>i like it though I would try to squeeze in 1 more troop choice, I'm not sure how much mileage you will get out of the inquisitor vs say another kroot or scout squad.</div></blockquote><br /> <br /> Good point, in a 5 game tournament I'm bound to face a White Scar Grav Gun army or a Ravenwing <span class="glossaryitem" onmouseover='gp(25);'>DA</span> army at some point so the for 34pts the Inquisitor is an easy pick for me at least. But I see your point that the additional Scout squad would at a lot to the list... hmmm choices choices! <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 04:27:02]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Re:Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/569687/6369675.page"><b>Embolden40k wrote:</b></a><br/>Cheers for the input guys! <br /> <br /> So you don't think Shadowsun is worth it, well the <span class="glossaryitem" onmouseover='gp(134);'>UK</span> tournament meta is about ignore cover, with Tau and Eldar most prevalent, so it makes sense to do what you suggest and replace Shadowsun with a BuffCommander, so with that done and with the pts saved by Sevrin Loth (<span class="glossaryitem" onmouseover='gp(84);'>lol</span> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> really know how to make balanced rules <span class="glossaryitem" onmouseover='gp(84);'>lol</span>). <br /> <br /> Hmm instead of dropping the Pathfinders for more Kroot, I think a Skyray would add more to the list, more <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>, more Skyfire and still keeps the Marker Light count up... <br /> <br /> Here is what I'm thinking: <br /> <br /> Warlord Farsight - 165<br /> Commander - C&C Node, PEN Chip, Multi-Spec, Iridium Armour, Drone Controller, Vectored Thrusters, 2 Shield Drones - 197<br /> 7 Bodyguards: <br /> 2x Fusion Blasters, Target lock, 2 Gun Drones - 91 <br /> 2x Fusion Blasters, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rilfes, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rilfes, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rifles/Fusion Blasters/Missile Pods???, Target lock, 2 Gun Drones - 91 - What do you guys recommend? I'm leaning towards Plasma? <br /> 2x Missile Pods, Target lock, 2 Gun Drones - 91 <br /> 1 Missile Pod, 1 Cyclic Ion Blaster, Target lock, 2 Gun Drones - 91 <br /> <br /> 10 Kroot 1 hound - 65 <br /> 10 Kroot 1 hound - 65<br /> 10 Kroot 1 hound - 65 <br /> <br /> Skyray - Blacksun filter, <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 116 <br /> Skyray - Blacksun filter, <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 116<br /> Skyray  - <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 115 <br /> <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Allies: <br /> <br /> Sevrin Loth - 175<br /> <br /> 5 Scouts in Landspeeder Storm - 100 <br /> <br /> Inquisition detachment <br /> <br /> Xenos Inquisitor - 3 Servo Skulls - 34 <br /> <br /> 1850pts <br /> <br /> So with 1 suit I'm not sure what to arm it with.. Fusion means better anti-av13+ and excellent <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, Missile Pods decent rate of fire, good <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and high strength, Plasma better <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, decent strength and good rate of fire up close... not sure which would be most useful. Looking at the counters to this list, Serpent Spam and AV13 Necrons are just that... so I'm feeling Fusions and Missile Pods are the way to go... but then I think Plasma will go through <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>, <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s (with Monster Hunter) hmm <br /> <br /> I think I will go Plasma unless someone else can convince me otherwise...<br /> </div></blockquote><br /> <br /> More fusion instead of missiles.  If you really want missiles run a squad of crisis suits with missile pods.  I ran a list similar to this (and most opponents don't want to face it again xD), but every suit in the ball had fusion guns.  It drops supers in one volley, and it even killed two wraithknights at once (with a few markers to give +<span class="glossaryitem" onmouseover='gp(14);'>bs</span>).  If you skimp on fusion, you WILL have problems with wraithknights, as the plasma only wounds on a 6 and missiles grant them armor saves.  <br /> <br /> Also, Shadowsun is just bonkers in this if you decide to run her.  2+ cover sitting in area terrain makes all those drones looks like terminators.  Even if they have a bit of ignore cover, not everything they have will ignore cover.  Telekinetic Dome will help against ignore cover low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> rounds.  You do NOT need to drop her for a buff commander because all the signature systems are available on a bs3 bodyguard.  Sure, the gun drones wont hit all the time, but the fusion/plasma in the ball is doing the heavy lifting anyways.<br /> <br /> You have the benefit of being able to remove markerlights so that opposing Tau wont get ignore cover (except from their buffmander, which you can just melt).  The Tactical Marines from red scorpions are just nuts with their <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> (5+) and are amazingly hard to dislodge, so you can use them as back field objective holders.  You shouldn't need a 3rd skyray, but it wont hurt to take it if you're really worried about enemy fliers (of which only the helldrake is the scary one, everything else is ignoreable with a 2+ cover).  Also, a 2+ cover makes grav guns cry, as they will wound on 4's (majority save because of drones) and then you will save 5/6th of them easily.  A 2+ cover is absolutely needed for this, as the survivability is just bad without it.]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 05:05:56]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> have a 3++ so ignore your <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>. They are relentless and deep strike in with a Plasma Cannon, Plasmagun and combigrav all of which ignore cover. 3 units have a decent chance of removing the vast majority of a Farsun bomb in a turn. Particularly if supported by triple <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> which have already sniped out your support suit as you've not taken the buffmander.<br /> <br /> I assume it is this type of list that has convinced The Shrike to take the buffmander over Shadowsun.]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 11:06:13]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/65afb78ba94982239ee431d965e2013a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569687/6374793.page"><b>FlingitNow wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(83);'>LotD</span> have a 3++ so ignore your <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>. They are relentless and deep strike in with a Plasma Cannon, Plasmagun and combigrav all of which ignore cover. 3 units have a decent chance of removing the vast majority of a Farsun bomb in a turn. Particularly if supported by triple <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> which have already sniped out your support suit as you've not taken the buffmander.<br /> <br /> I assume it is this type of list that has convinced The Shrike to take the buffmander over Shadowsun.</div></blockquote><br /> <br /> Sure, against that list the buffcommander is far better.  Unfortunately (or fortunately) I have never seen such a list before, and we have a good 20+ regulars in my area.  I think a list similar to that one would be an outlier for sure.  Against barrage the ability to <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> is amazing, but the only weapons that are fielded with barrage are generally <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>'s, and their ignore cover shot is str4 (1/2 wounds, 2/3 saves).  ]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 15:08:15]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ 3 <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span> is pretty common amongst marines as is 2-3 Manticores for <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. As I said it all depends on how much ignores cover and barrage is in your meta. For instance 20 Kroot have a decent chance of sniping out your support suit. It is something to consider but is meta dependent.]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 18:04:49]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span> are indeed what changed my heart on Shadowsun. The combination of having my buff suit sniped out by sheer volume of wounds (enough to routinely fail <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>) and the sheer volume of Tau and Eldar at events who ignore my cover anyway, I just find the Buffmander is better.<br /> <br /> If 3 <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span> put 30 wounds on you in a round of shooting you got off easy. The most important model in your army needs more than 2W. If you can use <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> to spread out sufficiently, then great. But chances are often excellent that you'll need every inch to get further away from dangerous assault threats. Why? Because you gated in within 12" to rapid fire your plasma. <br /> <br /> The good news is, not THAT many people take 3. People still like their ravens and grav centurions. Other than preferring the buffmander to shadowsun, I still think this list is super strong with Loth. Even against fortuned Jetseer, you've got a shot.]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 03:33:53]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Re:Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Yeah definitely going down the rout of the buff commander over buff suit, Shadowsun seems awesome, but I've been thinking about how much stuff ignores cover and/or snipes and it's a hell of a lot of stuff at the top of the meta. <br /> <br /> So my list I'm about to submit: <br /> <br /> Tau Primary: <br /> <br /> HQ1: (Warlord) Farsight = [165]<br /> HQ2: Commander Command and Control Node Multi-Spectrum Sensor Suit Puretide Engram Neurochip Drone Controller Vectored Retro Thrusters Iridium Battlesuit 2 Gun Drones = [197] <br /> HQ1a: Farsight Enclave Bodyguard Team: [637] <br /> Battlesuit Plasma Rifle Plasma Rifle Target Lock 2 Gun Drones = [91] <br /> Battlesuit Plasma Rifle Plasma Rifle Target Lock 2 Gun Drones = [91]<br /> Battlesuit Plasma Rifle Plasma Rifle Target Lock 2 Gun Drones = [91]<br /> Battlesuit Fusion Blaster Fusion Blaster Target Lock 2 Gun Drones = [91]<br /> Battlesuit Fusion Blaster Fusion Blaster Target Lock 2 Gun Drones = [91]<br /> Battlesuit Missile Pod Missile Pod Target Lock 2 Gun Drones = [91]<br /> Battlesuit Missile Pod Cyclic Ion Blaster Target Lock 2 Gun Drones = [91]<br /> Troop1: 10 Kroot 1 Kroot Hound = [65] <br /> Troop2: 10 Kroot 1 Kroot Hound = [65]<br /> Troop3: 10 Kroot 1 Kroot Hound = [65]<br /> Heavy1: Skyray Blacksun filter Smart Missile Systems = [116]<br /> Heavy2: Skyray Blacksun filter Smart Missile Systems = [116]<br /> Heavy3: Skyray Smart Missile Systems = [115] <br /> <br /> Space Marines Allies: <br /> <br /> Chapter Tactics: Red Scorpions <br /> <br /> HQ1: Sevrin Loth  = [175]<br /> Troop1: 5 Scouts Boltguns replaced by close combat weapons = [55] (Transport1)<br /> Transport1: Landspeeder Storm Heavy Flamer = [45]<br /> <br /> Inquisitorial Detachment: <br /> <br /> HQ1: Ordo Xenos Inquisitor 3 Servo Skulls = 34<br /> <br /> [Total = 1850]<br />  <br /> After swapping out Shadowsun for a buff commander the extra suit is now armed with Plasma, thanks to Shrike and his persistent advice to give most of the suits Plasma, but I'm still keeping the Missile Pods and Cyclic Ion Blaster (3 shot Missile Pod :p) I still want the extra range if my opponent spreads out and the extra strength to put more wounds on things like Daemon Princes.  <br /> <br /> Sevrin Loth's power I'm thinking Telekentic Dome (5+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save), Gate (jump 24") and Mechanican (Haywire shot or makes unit re-roll 6 to hit and wound) or Crush (<span class="glossaryitem" onmouseover='gp(1);'>2d6</span> hits at <span class="glossaryitem" onmouseover='gp(6);'>ap</span> <span class="glossaryitem" onmouseover='gp(24);'>d6</span>) depending on opponents list. <br /> <br /> So guys, what do you think? Any last minute improvements? ]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 12:33:55]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Nope, it's strong. Now, practice practice practice. If you make one wrong move with the bomb it's game over. It's a lot of points but you can't just shove it down people's throats. You have to eat at the periphery, protect and deny objectives with your firelanes, and use <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to protect you from the worst of the worst.<br /> <br /> This is not a plug and play army. It's one of the harder Deathstars to become an expert with. With practice and guaranteed gate though, I think it's viable at the top.]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 14:43:00]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ef2c07eeee43c33f794e9a4399a556a1.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569687/6377523.page"><b>The Shrike wrote:</b></a><br/>Nope, it's strong. Now, practice practice practice. If you make one wrong move with the bomb it's game over. It's a lot of points but you can't just shove it down people's throats. You have to eat at the periphery, protect and deny objectives with your firelanes, and use <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to protect you from the worst of the worst.<br /> <br /> This is not a plug and play army. It's one of the harder Deathstars to become an expert with. With practice and guaranteed gate though, I think it's viable at the top.</div></blockquote><br /> <br /> Cheers for the advice and input! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 14:51:36]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Re:Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ So, the tournament came and went last weekend and I ended up a respectable 19th/120! <br /> <br /> Brief run through of the games:<br /> <br /> Game1 vs 45 Khorne Hound Daemons: At first I was like, get in easy game... I was given turn1, so set up, failed gate, loth was then snipped out by the Warp Table turn1 and things went down hill... still managed to scrap to a 12-8 loss (drew on primary, lost narrowly on secondary and tertiary objectives. <br /> <br /> Game2 vs 3 Riptides, 3Broadsides + 4 missile drones, Shadow Weaver, Swooping hawks, Buff Commander and Farseer: Well if ever a list designed to beat mine... well I gave it a shot, gate went off turn1! tried to take out 2 Riptides, but 9 5+ saves and 20 odd 2+ saves later... only a scratch caused on one Riptide.. the bomb was then deleted over the course of 2 turns... then it was mop up time for my opponent, if the game ends turn5 it's a 14-6 loss, but it goes another turn... so I lose 17-3.. was happy just to get points out the game... <br /> <br /> Game3 vs <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Nids (old dex): I gave my opponent turn1, he flew off the table, Mawlocks went under ground, I deleted 2 units of Termagaunts, turn2 everything shows up and does some decent damage to Skyrays and the Bomb, 2 Hive Tyrants and a Mawlock die turn2, turn3 Trygons die, turn4, doom + gaunts, turn5, rest of army bar a Tervigon on 2 wound... I lost most of my troops though... leaving me on 2 objectives to 1 and no tabling... 15-5 win! <br /> <br /> Game4 vs Biker/Mech marines: my opponent goes first in night fight as does no damage, I gate over and take out Thunderfire and Bike squad, Chapter Master who some how survived on 2 wounds... hits with his Ord strike and takes out loth, the bomb then deletes a squad or 2 per turn, I finish up on 2 objectives to 0, but have killed most of my opponents army for a 17-3 win!  <br /> <br /> Game5 vs <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Nids (old dex) Swarmlord and Hive tyrant on foot this time, with Hive Guard, Mawlocks and Tervigons... I seize on my opponent who has deployed super aggressive.. I take out the death star turn1, most of the rest turn2, he gets no reserves turn2 (I mean he has like 5 units in reserve and none turn up...) so he calls it quits... 20-0 win! After a length chat about how we would both play the game, he heads off to get an earlier train home, I don't blame him. <br /> <br /> So I finished a respectable 19th out of 120. Room for improvement on the list: <br /> <br /> Farsight - did okay... took a challenge to the face from a Khorne Herald who rolled instant kill and Farsight failed the 1 4+ save required... no scatter deep strike is essential to the bomb! <br /> Commander - awesome buffs throughout the tournament! only died in one game (Tau game2, was almost tabled so meh..), I think he could be more useful than Farsight tanking out front! so <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> are needed on him! <br /> Bomb - was great, bar the Cyclic Ion Blaster... was greedy for the extra shot, when <span class="glossaryitem" onmouseover='gp(6);'>AP</span> plasma does the damage... dropped for another Plasma, still keeping 2x1 Missile Pod for range, should have listened to Shrike! (Sorry dude) <br /> Loth - hmm... I keep failing gate on him, even in my practice games and during the tournament a few times, only once did it really matter and that was game1 turn1!!... and not all upcoming tournaments allow <span class="glossaryitem" onmouseover='gp(39);'>FW</span>, so gonna drop the crutch and go for Tigurius! eeek! <br /> <br /> Kroot - outflanking Kroot were crap, all tournament... walking on were fine, outflanking I'm not sure if I wasn't using them/protecting them well enough, but they just got killed every game... in the end (game 4-5) I was only out flanking 1 unit and walking the rest on... I think this could be the way to go, saving pts on hounds. <br /> Scouts - The Storm was okay, I guess, game4 that really helped the army out, was cowering behind a wall with 2x10 kroot, 1x10 kroot died outflanking.. so scouts turbo boosted down flank turn4, turn5 killed a scout unit holding that objective and claimed that objective. Still not sure if Storm worth it... <br /> <br /> Skyrays - not sure on them... I think 2 will be enough for sure, 3 overkill/not effective enough, did well against the Nids, average against Marines, rubbish vs Riptide/Broadside Tau and did okay against the Daemons... I think 2 is the max I needed. <br /> <br /> Inquisitor - didn't really need him in the end... didn't die all tournament, even when nearly tabled <span class="glossaryitem" onmouseover='gp(84);'>lol</span>! But the 34pt tax probably isn't worth it... I was expecting to face lots of white scar bike armies, but I think a lot of people were expecting Servo Skulls so didn't bother... so I think I will drop him and hope the meta protects <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> So changes... <br /> <br /> Dropping Loth, Skyray, Storm, Inquisitor and  2 hounds from the kroot squads frees up a 380pts... enough for a Tigurius, <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> on the Buff Commander and a Storm Raven! Problem is, I want the 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save on Buff Commander... so he can tank against all armies... the problem is there a way to find those pts? <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 08:45:56]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Bravo, not a bad showing at all for a first time out with a bomb. Like I said, takes finesse and experience.<br />  <br /> 2 drones and a blacksun filter will do it....but how many drones would that leave you with? Remember, the shield drones have a 4++ as well, so serve a similar function to the buffmander. Do you really want him eating Ion accelerators and lascannons all day? He's the most important model in your army. <br /> <br /> I'm on board with the other changes. A stormraven adds a lot. You can just carry the couts who lost their ride inside its belly. They're invulnerable as long as you protect the raven. And you can just kick them out the back door late game.]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 15:49:19]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Re:Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Cheers! I was happy with that result, had only played about 4 practice games as well. Feel more prepared for the next event in 3 weeks. <br /> <br /> Shield Drones are a good shout, I seem to remember you suggested them earlier <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>, should have just followed your advise in the first place  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> <br /> <br /> I have 16 drones in the squad to play around with, if I go Shield Drones I could trade 4 Gun Drones for 4 Shield Drones to give the squad a bit more resilience in place of the Shield Generator, that could work nicely! <br /> <br /> The Storm Raven adds something different to the list, Scouts will ride along in every other mission than Purge, which makes it a great transport option, with speed and pretty handy fire power with 4 Str8 AP2 Missiles, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Multimelta and an <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon or <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon (not sure which yet). Yes, the Scouts can deep strike out as well <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> if I don't want to get into hover mode, the Raven really does add another dimension to the list, with Tig re-rolling reserves as well! It should come on turn2 if required or hopefully stay off if required.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 06:49:25]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Most people seem to run <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> on the Raven for pure <span class="glossaryitem" onmouseover='gp(805);'>AA</span> duties but I'm not a math guy so you'd have to have someone else run the numbers as to whether <span class="glossaryitem" onmouseover='gp(5);'>AC</span> &gt; <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or vice versa.<br /> <br /> Yes you can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> out; gotta take a dangerous terrain test though.<br /> <br /> As for the drones, if I was at 14, as I believe you will be after reductions, I'd go 8 gun, 6 shield. With the buffmander's drone controller, those 8 gun drones are now BS5 (<span class="glossaryitem" onmouseover='gp(126);'>TL</span>!) so it makes up a bit for losing firepower on the number of actual gun drones.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 09:32:39]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Bravo. I believe I will run your new list in my next game.  Great job on your placing!]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 10:13:26]]> GMT</pubDate>
				<author><![CDATA[ Oscamus]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ I'm a maths guy and statistically the Assault Cannon is superior to the Lascannon against Vehicles. The ONLY reason to take a Lascannon over an assault cannon is range. Which isn't much of a reason on a flyer, though <span class="glossaryitem" onmouseover='gp(470);'>PotMS</span> on the turret can make a difference as you can engage a more distant 2nd target. Personally I tend to use the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> on <span class="glossaryitem" onmouseover='gp(470);'>PotMS</span> because it has the best chance of killing something on its own. But that is play style. Hope this helps.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 10:59:58]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote><div><cite>The Shrike wrote:</cite>Most people seem to run <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> on the Raven for pure <span class="glossaryitem" onmouseover='gp(805);'>AA</span> duties but I'm not a math guy so you'd have to have someone else run the numbers as to whether <span class="glossaryitem" onmouseover='gp(5);'>AC</span> &gt; <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or vice versa.<br /> <br /> Yes you can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> out; gotta take a dangerous terrain test though.<br /> <br /> As for the drones, if I was at 14, as I believe you will be after reductions, I'd go 8 gun, 6 shield. With the buffmander's drone controller, those 8 gun drones are now BS5 (<span class="glossaryitem" onmouseover='gp(126);'>TL</span>!) so it makes up a bit for losing firepower on the number of actual gun drones.</div></blockquote><br /> <br /> I will go for Assault Cannon, gives a bit of horde control and Multi Melta seems the obvious choice as secondary weapon.<br /> <br /> Hmm choices choices haha, go 14 drones, I don't think I will go 6 shield drones, just seems too many to me (but then again you've been right on everything else...) I was thinking with a Shield <span class="glossaryitem" onmouseover='gp(44);'>Gen</span> on Commander and a couple thinking 2 or 3 Shield Drones should be enough... <br /> <br /> Or I could drop the Shield <span class="glossaryitem" onmouseover='gp(44);'>Gen</span> on the commander and take an additional 2 or 3 Shield Drones? - but would that be worth it? <br /> <br /> I'm facing a nasty list on tuesday evening (<span class="glossaryitem" onmouseover='gp(134);'>UK</span> time), so will post up a report of that. It's a list that finished 5th at the same tournament, basically it's Tigurius, Bike Chapter Master with Shield Eternal, Power Fist and is there to tank the hits, Buff Commander with <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save and <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, <span class="glossaryitem" onmouseover='gp(126);'>TL</span>, Ignore Cover and PEN Chip, again to tank, then 5 <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurions, Riptide with Ion Accelerator, 3xBroadsides High Yeilds and missile drones then 10 kroot and 3x5 Bikes with Grav Guns. Lots of low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> shots.. so should be a good test either way. <br /> <br /> Luckily Dangerous Terrain tests are not that bad now, so <span class="glossaryitem" onmouseover='gp(471);'>DS</span> Scouts out the back of the Raven shouldn't be that much of a risk and could always go into hover mode. <br /> <br /> <blockquote><div><cite>Oscamus wrote:</cite>Bravo. I believe I will run your new list in my next game.  Great job on your placing!</div></blockquote><br /> <br /> Cheers <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Its a good list! Just trying to finalise the small details, like Shield Drones vs Gun Drones or drop Shield Generator on the Commander for more Drones :p <br /> <br /> Let us know how you get on! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <blockquote><div><cite>FlingitNow wrote:</cite>I'm a maths guy and statistically the Assault Cannon is superior to the Lascannon against Vehicles. The ONLY reason to take a Lascannon over an assault cannon is range. Which isn't much of a reason on a flyer, though <span class="glossaryitem" onmouseover='gp(470);'>PotMS</span> on the turret can make a difference as you can engage a more distant 2nd target. Personally I tend to use the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> on <span class="glossaryitem" onmouseover='gp(470);'>PotMS</span> because it has the best chance of killing something on its own. But that is play style. Hope this helps.</div></blockquote><br /> <br /> Yeah I'm thinking the same, Assault Cannon over Lascannon it is and Multi Melta seems the obvious choice as secondary weapon. <br /> <br /> Cheers for the input guys, much appreciated <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 11:56:47]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Ass Can vs Lascan <br /> <br /> AV10 1.778 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.889<br /> AV11 1.185 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.74 <br /> AV12 0.592 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.592<br /> AV13 0.592 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.444<br /> AV14 0.395 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.296<br /> AV15 0.198 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.148<br /> <br /> They are equal against AV12 against any other <span class="glossaryitem" onmouseover='gp(9);'>AV</span> value the Assault Cannon is superior. It is also superior vs infantry and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> due to number of shots. For damage out put it really is a no Grainger between the two.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 12:45:05]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ Lots of exaltation for FlingitNow and the maths! Haha, thanks man. <br /> <br /> Wow, that list your facing is a tough nut. I would certainly play to the mission and eliminate his scoring as quickly as possible. Are you playing book missions or <span class="glossaryitem" onmouseover='gp(421);'>TO</span> design? This is important info.<br /> <br /> Give us some details about the game and we can help you stratagize!  ]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 16:12:22]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite>Ass Can vs Lascan <br /> <br /> AV10 1.778 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.889<br /> AV11 1.185 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.74 <br /> AV12 0.592 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.592<br /> AV13 0.592 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.444<br /> AV14 0.395 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.296<br /> AV15 0.198 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> vs 0.148<br /> <br /> They are equal against AV12 against any other <span class="glossaryitem" onmouseover='gp(9);'>AV</span> value the Assault Cannon is superior. It is also superior vs infantry and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> due to number of shots. For damage out put it really is a no Grainger between the two.</div></blockquote><br /> <br /> Wow thats awesome mathhammer! Thanks! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> To be cheeky... what damage would each do to current meta <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, IE Daemon Princes, Wraithknights and Riptides :p <br /> <br /> <blockquote><div><cite>The Shrike wrote:</cite>Lots of exaltation for FlingitNow and the maths! Haha, thanks man. <br /> <br /> Wow, that list your facing is a tough nut. I would certainly play to the mission and eliminate his scoring as quickly as possible. Are you playing book missions or <span class="glossaryitem" onmouseover='gp(421);'>TO</span> design? This is important info.<br /> <br /> Give us some details about the game and we can help you stratagize!  </div></blockquote><br /> <br /> Mission will be randomly rolled before the game. (Same as the tournament) <br /> <br /> My opponent is someone who I've played a few times and last time out (Hammer and Anvil deployment) he deployed out of rapid fire range of the plasma, with the Riptide behind, Broadsides a new unit (replacing his Storm Raven), so I guess those will start near his Centurion Bomb (which is armed 2 Grav Guns, 3 Lascannons, 5 Missile Launches), so out ranging him is a no no, tactics? I'm not sure could go after his Death Star or try to hide my death star for a turn or 2 and wait for his reserves and take them out as they arrive, his Death Star is fairly slow, so will struggle to get into range of objectives if I spread mine out? But would mean it had free rain... hmm what do you guys think? <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 19:05:07]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Tau, Marines, Inquisition, 1850pts Farsight Bomb </title>
				<description><![CDATA[ His deathstar isn't optimized but the list is still strong. I would still advise playin cagey and eliminating his scoring. The bomb is great for getting first blood. Ensure you get it; them play defense using gate to out manouver him. It sounds counter intuitive but your best move after getting <span class="glossaryitem" onmouseover='gp(153);'>FB</span> might be to find a nice big hunk of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain and make him come to you to rest you from it. <br /> <br /> He's got you on firepower quite honestly. BUT, the raven is great at eliminating troops (and decent against riptides as well) and your skyrays excel at eliminating backfield troops too. <br /> <br /> I'm rambling; few plans survive contact with the enemy. But generally speaking; play this one for the secondaries from the word go.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 01:16:03]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Re:Tournamnet Farsight Bomb 1850pts </title>
				<description><![CDATA[ So game time tonight! <br /> <br /> Just to post my updated list in full: <br /> <br /> Sticking with the 14 Drones idea, switching to a 4 Shield/10 Gun Drones mix and keeping the idea of a Shield Generator on the Buff Commander to make room for this I'm dropping a hound, which then gives pts for Neuroweb System Jammer and a second Blacksun Filter. <br /> <br /> Warlord Farsight - 165<br /> Commander - Command & Control Node, Purtide Chip, Multi-Spec Suit, Iridium Armour, Drone Controller, Vectored Thrusters, Shield Generator, Stimulant Injector, Neuroweb System Jammer, 2 Shield Drones - 215<br /> 7 Bodyguards:<br /> 2x Fusion Blasters, Target lock, 2 Gun Drones - 91<br /> 2x Fusion Blasters, Target lock, 2 Gun Drones - 91<br /> 2x Plasma Rilfes, Target lock, 2 Gun Drones - 91<br /> 2x Plasma Rilfes, Target lock, 2 Gun Drones - 91<br /> 2x Plasma Rifles, Target lock, 2 Gun Drones - 91 <br /> 2x Plasma Rifles, Target lock, 2 Gun Drones - 91 <br /> 2x Missile Pods, Target lock, 2 Gun Drones - 91<br /> <br /> 10 Kroot - 60<br /> 10 Kroot - 60<br /> 10 Kroot - 60<br /> <br /> Skyray - Blacksun filter, <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 116<br /> Skyray - Blacksun filter, <span class="glossaryitem" onmouseover='gp(388);'>sms</span> - 116<br /> <br /> Space Marine Allies:<br /> <br /> Tigurius - 165<br /> <br /> 5 Scouts - Close Combat Weapons <br /> <br /> Storm Raven - Multmelta, Assault Cannon - 200 <br /> <br /> Total: 1849 <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 07:47:17]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ Good luck! Be cagey!]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 08:52:16]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Re:Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ So as much as it pains me to type this! <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> We rolled Crusade (4 objectives), Vanguard Strike. <br /> <br /> 2 Objectives bottom left, 1 objective top right and 1 dead centre. <br /> <br /> Nightfight turn1! <br /> <br /> My list which you can see bottom of page1 but for the lazy: <br /> <br /> Commander with all the toys <br /> Farsight <br /> 7 Bodyguards, all target locks, 4 double plasma, 2 double fusion, 1 double missile pod<br /> 10 Kroot<br /> 10 Kroot <br /> 10 Kroot <br /> Skyray blacksun and <span class="glossaryitem" onmouseover='gp(388);'>sms</span><br /> Skyray blacksun and <span class="glossaryitem" onmouseover='gp(388);'>sms</span> <br /> Tigurius <br /> 5 Scouts <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> <br /> Storm Raven <br /> <br /> My opponents list: <br /> <br /> Chapter Master - Bike, Shield Eternal, Artificer Armour, Power Fist <br /> Tigurius <br /> 5 Bikes, 2 Grav Guns <br /> 5 Bikes, 2 Grav Guns <br /> 4 Devastator Centurions - 2 Grav Guns, 2 Lascannons, 4 Missile Launchers, Omniscope <br /> Commander - Command and Control Node, Stim Injector, Shield <span class="glossaryitem" onmouseover='gp(44);'>Gen</span>, Pen Chip and Multi Spec Suit, 2 Gun Drones <br /> 10 Kroot <br /> 10 Kroot <br /> Riptide - Ion Acel, Early Warning, <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> 3 Broadsides - High Yield, 6 Missile Drones<br /> <br /> My Tig - Crush, Gate and Prescience <br /> Opponents Tig: Precognition, Prescience and Missfortune<br /> <br /> My opponent makes me go first, which is worst case scenario.. as he's chosen the side that has a mount Everest size hill about 26" away, he can hide is entire army behind... I deploy in a line along my deployment zone, ready to gate to either flank of the hill he doesn't deploy hjs deathstar, to play the you cannot see me all game, game, the Skyrays deploy at the back behind my <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain (ruined bastion), 1 kroot unit outflank, scouts in raven and 2xkroot walk on. <br /> <br /> My opponent deploys behind/biased towards the left flank of the hill with the death star, Riptide right in the corner, broadsides biased towards the right, kroot outflank and Bikes go in reserve. <br /> <br /> Turn1<br /> My opponent then seizes... and I realise I've been careless with deployment... the Deathstar (<span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurions, Commander, Tig and Chapter Master) walk round the hill, the Riptide moves to a side and gets <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to the Skyrays and the Broadsides fail to get onto the hill but 2 Drones do. <br /> <br /> Shooting and the Chapter Master brings down a Orb Bombard which lands on 3 Battlesuits.. then scatters into the perfect location to catch 5! and kills the lot... the rest of the shooting kills off 5 Drones, the missile drones from the Broadsides take out another couple of Drones, the Riptide does nothing to the Skyrays (again scatter is kind and catch's both tanks which are 3" apart... so when the dust had settled I have 2 double plasma suits, Farsight, Commander, 4 Shield Drones, Tig and 3 Gun Drones.... <span class="glossaryitem" onmouseover='gp(84);'>LOL</span><br /> <br /> My turn1<br /> I Gate after the Bomb and am looking to kill either Tig or the Chapter Master on bike, who are the 2 closest. <br /> <br /> The Skyrays shuffle, the remnants of the bomb unload into the Deathstar and do a decent number of wounds, putting the Chapter Master down to 1 wound and Tig down to 1 wound.... <br /> <br /> Turn2<br /> My opponent gets 1 unit of kroot who outflank onto the right flank, no where near any objectives? a squad of Bikes also arrives centrally, the Deathstar trundle forwards after the bomb after Missfortuning them, the Broadsides move onto the hill, the Riptide moves back a little, keeping <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to the Skyrays. Shooting does little this time?? Commander does pass about 5 or 6 <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> hits! Leaving just Farsight, Commander, Tig and both Battlesuits, the Riptide does nothing again, the Broadsides help chip away at the Bomb killing a couple of drones as does the Bikes, leaving the above. <br /> <br /> The Deathstar charges my bomb and kills a Battlesuit, takes 2 wounds off Tig.. I take out both Drones and put a wound on a Centurion, I fail moral and my bomb falls back, but auto rallies. <br /> <br /> My turn2, 1 squad of Kroot walking on from reserve, the Bomb gates behind the hill and goes for the Broadsides, killing just 2, the Skyrays then unload with all 12 Missiles and kill the Bike squad centrally. <br /> <br /> Turn3<br /> My opponent gets both the Kroot and remaining Bikes, Kroot come on bottom left near an objective bikes go top right again near an objective. Deathstar moves towards my lines, the Lascannons and Missile rip into both Skyrays (split fire) and 1 is glances and penned (stunned) the other the same with help from Riptide support), the Bomb is then taken out by the Broadside (plus drones) and Bikes combined fire.... giving away Warlord. <br /> <br /> My turn3 <br /> Storm Raven come on right flank, as does a Kroot squad, 1 more Kroot squad stays in reserve, the Broadside intercepts the Storm Raven getting 4 hits (out of 4 shots <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) and then 2 Pens and Glance... I fail to jink save any so it crashes and burns killing 4 scouts... the Kroot shoot up the Bikes and cause about 6 wounds, 1 Bike dies. <br /> <br /> Turn4<br /> The Chapter Master moves and turbo boosts towards an objective bottom left, the Kroot move towards another objective bottom left, the Riptide goes after the Kroot as do the Bikes, shooting and the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurion Deathstar remove both Skyrays, into combat and the Kroot hold there own... killing a Bike and the 4 guys that survive pass moral. <br /> <br /> My turn4 and the remaining Kroot arrive bottom left, the Kroot that arrived along with the other squad bottom left shoot dead my opponents Kroot squad in the area, in combat and the Kroot survive with just 2 blokes dying (2 left), they pass moral <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, holding the Bikes and Riptide for another turn. <br /> <br /> Turn5<br /> The <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Deathstar moves to get <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to the Kroot that arrived, with frag missiles cause about 14 hits and get 10 wounds... so remove that squad, the Chapter Master moves round the ruined bastion, charges the Kroot, kills about 4 and they cause about 4 wounds back, but no failed saves and they fail moral and get swept, leaving just 2 kroot which are killed by the 3 Bikers... <br /> <br /> Tabling win for my opponent (who isn't on a single objective turn5! :( )<br /> <br /> Well being seized on really hurt, but I learnt a lot from that game: <br /> <br /> 1) not until I type this now that I realised Nightfight effects the Chapter Master who couldn't see the Battlesuits.. who were easily 50" away... so shouldn't of had the ord bombard which sniped out 5/7 Battlesuits! This leaves the bomb at practically full strength bar a few dead Drones... this means the Broadsides are dead turn1 as I don't have to kill the Chapter Master (who did what I wanted to stop...) and it would have been a totally different game... my head probably wouldn't of gone so down... <br /> <br /> 2) Storm Raven I should have brought it on the other flank and gone after Kroot... but as the Kroot had outflanked right, I wanted to support them, being intercepted killed by 1 snap firing Broadside was shockingly unlucky and it cost me bad, had I got left flank, the Raven would have taken out most of the kroot, freeing the other unit to run the 2" behind a nice hill they could have hid a couple of models, so the blast wouldn't of wiped that unit out. <br /> <br /> 3) Commander with <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and 4+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save without missfortune would have tanked every single hit from the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurion bomb and another Bike squad, but missfortuned he still tanked like a boss for 4 wounds, before failing a 2+ save in combat, so the 4+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> are here to stay, being able to Auto <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> is massive when on 1 wounds. <br /> <br /> 4) Drones, I liked the Shield Drones, with missfortune, they were a little poor, but better than no save at all and I'm not likely to be in the same situation again, so won't be needing to within missfortune range. <br /> <br /> I was disappointed to be tabled... but a few rolls really didn't go my way... like being seized on, failing to deny Missfortine and the Storm Raven being shot down by 1 Highyield Missile Pod, which just shows how powerful my opponents list really is with a bit of luck and how weak the rest of my list is once the bomb goes down! Had I got turn1, I think the game would have gone another way, being able to take out the Broadsides turn1, being out of sight to the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurion Deathstar, which would have still hit the Farsight bomb, I think I would have lost a good portion of my bomb, but not enough to stop the Riptide from dying. <br /> <br /> Next up tomorrow night is a fight against a Beastpack! <br /> <br /> My opponent has asked to borrow some figures as I used to run a Beastpack, he wants to try it out for the first time, so has sent me a list of models he wanted already... which basically equates to 1850pts... so going from the model list I think he will run a list like this:<br /> <br /> Eldrad <br /> Farseer - Jetbike, Runes of Witnessing, Shard<br /> 3 Jetbikes <br /> 3 Jetbikes<br /> 3 Jetbikes <br /> 3 Jetbikes <br /> 8 Warp Spiders <br /> 7 Warp Spiders <br /> Wraithknight <br /> Wraithknight <br /> Baron <br /> 5 Warriors <br /> 5 Beastmasters, 25 Khymera <br /> <br /> Again random mission etc<br /> <br /> If I go first I'm going after the Beastpack, I have too if I don't want to give up board control, if I'm going second I will have to play defensive, I know the Beastpack will try to push the Bomb back, but I can gate to a side away from the Baron chip away at it. But will have to stay at extreme range. <br /> <br /> Should be another bruising encounter either way!  ]]></description>
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				<pubDate><![CDATA[Wed, 29 Jan 2014 06:22:42]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ Well, 1) his entire victory was predicated on an illegal shot; so there's little value we can draw from this other than "that was not a cagey deployment....."<br /> <br /> 2) was it impossible to play defensively, i.e., not deploy so aggressively and stay out of his range largely? Was the corner with 2 objectives on his side? Broadsides really struggle in vanguard; and centurions as well. I'm actually encouraged by the game. No illegal shot and you win I think.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jan 2014 08:20:24]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ef2c07eeee43c33f794e9a4399a556a1.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569687/6487061.page"><b>The Shrike wrote:</b></a><br/>Well, 1) his entire victory was predicated on an illegal shot; so there's little value we can draw from this other than "that was not a cagey deployment....."<br /> <br /> 2) was it impossible to play defensively, i.e., not deploy so aggressively and stay out of his range largely? Was the corner with 2 objectives on his side? Broadsides really struggle in vanguard; and centurions as well. I'm actually encouraged by the game. No illegal shot and you win I think.</div></blockquote><br /> <br /> 1) <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> yeah that was not a cagey deployment... I was supper aggressive as I've always been when deploying first with the bomb, but I think with good reason..this time... I should have taken a photo.. basically I had a bastion, hill that could hide a few kroot (maybe 4??) a wall (about 2" high) and.. wrecked flyer terrain about 1" high and 6" square, so no place to hide my bomb, the only bit of terrain to hide behind on the table was the Everest size hill (about 16" long, 12" deep and 5-7 in places" high <span class="glossaryitem" onmouseover='gp(84);'>lol</span>), going first I would have made it, I think that strategy should still be employed being in that situation again. <br /> <br /> But on the flip side, going defensive... that Bastion was about 2" back from the edge of my deployment zone and towards the right, so I could have stuck most of the Drones and Battlesuit behind it, bunched, but behind it, the problem is, my opponent could have deployed the Riptide top centrally, Deathstar to the right of "THAT" hill, as the Bastion was quite far into the table, it could be flanked easily, meaning no matter which direction I shift the bomb turn2 he's hitting it... with either, plus the Skyrays are in the open from the off, A tough choice for sure. <br /> <br /> 2) was almost definitely the case of impossible to play defensive, I had 2 objectives bottom left (I wanted him to take that side.. but didn't take the bait), <br /> <br /> I think you could be right, like I said, I just take out everything bar the deathstar which has to come after my bomb, which means it doesn't kill my troops or Skyrays which means I kill more troops and I win the game on objectives turn5/6.. 7 and his death star will till be operational... and I have troops in the open... <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 29 Jan 2014 08:54:05]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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				<title>Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ If the commander was with the chapter master, or if the centurions had an omniscope then he ignores night fight.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jan 2014 13:09:33]]> GMT</pubDate>
				<author><![CDATA[ Jpr]]></author>
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				<title>Tournamnet Farsight Bomb 1850pts: list updated 28/1/14</title>
				<description><![CDATA[ Very true JPR! Damn! <br /> <br /> So my opponent pulled out last second last night, we've rescheduled for the weekend. <br /> <br /> Gives me more time to for a solid strategy against this list: <br /> <br /> Eldrad<br /> Farseer - Jetbike, Runes of Witnessing, Shard<br /> 3 Jetbikes<br /> 3 Jetbikes<br /> 3 Jetbikes<br /> 3 Jetbikes<br /> 8 Warp Spiders<br /> 7 Warp Spiders<br /> Wraithknight<br /> Wraithknight<br /> Baron<br /> 5 Warriors<br /> 5 Beastmasters, 25 Khymera <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 30 Jan 2014 08:27:32]]> GMT</pubDate>
				<author><![CDATA[ Embolden40k]]></author>
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