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		<title><![CDATA[Latest posts for the thread "Farsight newbie - Need advice / development brainstorm"]]></title>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(119);'>SM</span>. 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!<br /> <br /> 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! <br /> <br /> ----------------------------<br /> <br /> Updated probably legal list:<br /> <br /> Farsight - 165<br /> <br /> Crisis A - 2 m pods v tracker - 219<br /> Crisis B - 2 <span class="glossaryitem" onmouseover='gp(166);'>plas</span>, stim inj - 204<br /> Crisis C - 2 dual flamer 1 dual fusion target lock (farsight rolls with this crew) - 144<br /> Fire warriors x12 - 120 <br /> <br /> Riptide ecpa + velocity tracker- 235<br /> <br /> Marker Drone squad x10 - 140<br /> Gun Drone squad x10 - 140<br /> Piranhas x3 fusion, disruption pods - 195<br /> <br /> Broadsides <span class="glossaryitem" onmouseover='gp(657);'>hymp</span> x2 - 132<br /> Sniper drones - x9 - 148<br /> <br /> ----------------------------<br /> <br /> Original illegal list:<br /> <br /> Commander w/puretide and <span class="glossaryitem" onmouseover='gp(656);'>MSSS</span> - 120 (purely to buff broadsides and/or riptide)<br /> <br /> Crisis 1 - (x3) dual plasma, stim injectors - 201<br /> Crisis 2 - (x3) dual burst cannons, shas'vre, drone controller, 4 gun drones - 192<br /> Crisis 3 - (x3) missile pods, velocity trackers (these guys can deal with flyers) - 216<br /> <br /> Riptide - 2 shielded missile drones , ion, stim injector - 270<br /> <br /> Drone squad - 7 markerlight drones - 98<br /> Drone squad - 7 markerlight drones - 98<br /> <br /> Broadsides - (x2) h y missile pods, drone controller, missile drone x4 - 186<br /> <br /> total (without bonding knives) = 1,381<br /> <br /> ----------------------------<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 23 Feb 2014 10:56:20]]> GMT</pubDate>
				<author><![CDATA[ tldr]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ The MS3 and PEN Chip are Tau only sig. systems.  Farsight Enclaves have their own set of Sig Systems.]]></description>
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				<pubDate><![CDATA[Sun, 23 Feb 2014 16:56:50]]> GMT</pubDate>
				<author><![CDATA[ Median Trace]]></author>
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				<title>Re:Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ 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.<br /> <br /> 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!<br /> <br />  ]]></description>
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				<pubDate><![CDATA[Sun, 23 Feb 2014 18:27:37]]> GMT</pubDate>
				<author><![CDATA[ tldr]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ You can only yake the eight if farsight is your warlord.<br /> <br /> 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.<br /> <br /> And the earth caste pilot array on an hbc riptide is fun.]]></description>
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				<pubDate><![CDATA[Sun, 23 Feb 2014 23:33:05]]> GMT</pubDate>
				<author><![CDATA[ DirtyDeeds]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ Okay take two:<br /> <br /> Commander w/ 2 missile pods, drone controller, velocity tracker  (join marker drone squads to increase <span class="glossaryitem" onmouseover='gp(14);'>bs</span> + double role of hunting flyers) - 143 <br /> <br /> Crisis 1 - (x3) dual plasma, stim injectors - 201<br /> Crisis 2 - (x3) dual burst cannons, shas'vre, drone controller, 4 gun drones - 192<br /> Crisis 3 - (x3) missile pods, velocity trackers (these guys can deal with flyers) - 216<br /> <br /> Riptide - 2 shielded missile drones, HBC, velocity tracker, earth caste pilot array - 280<br /> <br /> Drone squad - 7 markerlight drones - 98<br /> Drone squad - 7 markerlight drones - 98<br /> <br /> Broadsides - (x2) h y missile pods, drone controller, missile drone x4 - 186<br /> <br /> total (without bonding knives) = 1,414<br /> <br /> <br /> Looks like I've got some hoard control - some <span class="glossaryitem" onmouseover='gp(652);'>teq</span> control - flyer control - no heavy tank control. do you reccomend a longstrike equipped hammerhead? suicide melta suits?]]></description>
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				<pubDate><![CDATA[Tue, 25 Feb 2014 04:15:43]]> GMT</pubDate>
				<author><![CDATA[ tldr]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(329);'>PG</span> 68 of the Codex, Drone Controller does not boost the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of Missile Drones.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> plays.  <br /> <br /> 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?<br /> <br /> Here's a Farsight tactic I have seen that has potential of being incredibly effective...<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(84);'>lol</span> at your opponent.]]></description>
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				<pubDate><![CDATA[Tue, 25 Feb 2014 05:40:22]]> GMT</pubDate>
				<author><![CDATA[ DirtyDeeds]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ 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.<br /> <br /> Two ways of dealing with this I have found (I have played a white scars opponent a few times).<br /> <br /> #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.<br /> <br /> #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 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, which you will want to do. You have less range to play here.<br /> <br /> 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. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 25 Feb 2014 08:46:09]]> GMT</pubDate>
				<author><![CDATA[ turgon868]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ @turgon868,<br /> 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?]]></description>
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				<pubDate><![CDATA[Wed, 26 Feb 2014 03:06:03]]> GMT</pubDate>
				<author><![CDATA[ tldr]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ Okay what about this list:<br /> <br /> Farsight - 165<br /> <br /> Crisis A - 2 m pods v tracker - 219<br /> Crisis B - 2 <span class="glossaryitem" onmouseover='gp(166);'>plas</span>, stim inj - 204<br /> Crisis C - 2 dual flamer 1 dual fusion target lock (farsight rolls with this crew) - 144<br /> Fire warriors x12 - 120 <br /> <br /> Riptide ecpa + velocity tracker- 235<br /> <br /> Marker Drone squad x10 - 140<br /> Gun Drone squad x10 - 140<br /> Piranhas x3 fusion, disruption pods - 195<br /> <br /> Broadsides <span class="glossaryitem" onmouseover='gp(657);'>hymp</span>  x2 - 132<br /> Sniper drones - x9  - 148]]></description>
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				<pubDate><![CDATA[Thu, 13 Mar 2014 00:27:24]]> GMT</pubDate>
				<author><![CDATA[ tldr]]></author>
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				<title>Farsight newbie - Need advice / development brainstorm</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4c615e7b302f4fb210003379424eca78.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/581434/6575700.page"><b>turgon868 wrote:</b></a><br/>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.<br /> <br /> Two ways of dealing with this I have found (I have played a white scars opponent a few times).<br /> <br /> #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.<br /> <br /> #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 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, which you will want to do. You have less range to play here.<br /> <br /> 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. <br /> <br /> </div></blockquote><br /> <br /> A few things....Plasma is actually not much more effective that burst cannons against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Against <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> 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,]]></description>
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				<pubDate><![CDATA[Thu, 13 Mar 2014 00:37:51]]> GMT</pubDate>
				<author><![CDATA[ Feasible]]></author>
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