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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ Thought I'd post the Farsight Enclave/Eldar list i'll be using at a local comp. It's not perfect yet so any suggestions would be awesome.<br /> <br /> Farsight Enclave (Bonded included in price where necessary)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> (177) Commander - Missile pod (x2); Target lock; Drone controller; The Talisman of Arthas Moloch; Marker drone (x2)<br /> <br /> Elites<br /> (235)Riptide Heavy burst cannon; Twin-linked <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>; Early warning override; Earth Caste Pilot Array, Velocity Tracker<br /> <br /> (210) Riptide Ion Accelorator; Twin-linked <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>; Early warning override; Velocity Tracker<br /> <br /> Troops<br /> (195) Crisis x3; x6 Plasma Rifles; x3 Shield Drones<br /> (200) Crisis x3; x4 Fusion Blasters; Air Bursting Fragmentation Projector + Cyclic Ion Blaster + Target Lock; x3 Shield Drones<br /> <br /> Fast Attack<br /> (84) Marker Drones x6 (joins commander)<br /> (41) Tetra Scout Speeder; Sensor Spines; Homing Beacon; Black Sun Filter (for precision deep strike of Crisis suits)<br /> <br /> Heavy Support<br /> (71) Broadside; <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>; Early warning override<br /> (71) Broadside; <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>; Early warning override<br /> <br /> Eldar<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> (70) Spritseer<br /> <br /> Troops<br /> (256) Wraithguard x8; Wraithcannons<br /> <br /> Heavy Support<br /> (240) Wraithknight; 2 Heavy Wraithcannons<br /> <br /> Total 1850<br /> <br /> So far I have tested this list out in about 6 games and have had solid victories in each game. Although its a relatively low model count army and each loss is a definite blow each unit has a purpose and can dish out some serious fire power. Fast moving and able to grab objectives, although only 3 in a non big guns or scouring missions. This list mostly relies on denying the opponent objectives my destroying scoring units while weathering and out-monuvering enemy fire power, then going for the table.<br /> <br /> Originally I wanted to use the Eldar as Iyanden to gain battle focus on the wraiths to mitigate their short range, but apparently you cant have 2 supplements allied together. Either way the Wraithguard and Wraithknight are a tough units able so far to weather a lot of firepower, distracting the opponent from the more vulnerable Crisis/Markerlights. They also provide awesome firepower once in range and with the Spritseer provide the Tau with physic benefits.<br /> <br /> The Tetra is one of the most important units in the list. According to the Tau codex (much like the Demon Icons and unlike the Space Marine Teleport Beacons), the Tau Homing Beacon does not need to be on the table at the start of the turn. This allows me to outflank the Tetra and precision deep strike the 2 Crisis units within 6' of of its location. The extra 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-markerlights are also a nice bonus to support the Crisis. This is where a lot of my tank busting and objective grabbing capabilities come in. Its only downfall is that it relies on reserve rolls (in larger 2k games I usually add another Tetra and a 10 man squad of Sniper Kroot.<br /> <br /> Tanks for reading, let me know what you think and if there's any improvements that could be made.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 15:48:34]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ I see this having a hard time against whoye scras as they will move faster than your guys and your marker drones will die turn one against triple thunderfire that white scars almoat always take. Youll epsically have a hard time against the death star that is the command squad. 4 grav guns, 1 apthocary, 1 irion hand chapter master, shield enternal thunderhammer and auspex. Captain khan, a liberain level 2 all on bikes with a 3+ cover if i turbo boost and a 4+ if i just move]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 16:23:35]]> GMT</pubDate>
				<author><![CDATA[ wpago]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ I see your point. Any tips on what I could do to shore up my defense. I think a fast bike army would be a hard counter to this list and they are becoming very common so it could be a big problem. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Are thunderfire barrage weapons? I wad planing to use <span class="glossaryitem" onmouseover='gp(278);'>jsj</span> to protect the marker drones while using the commander as a shield. Maybe I should swap 2 drones to shield drones? ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 18:14:22]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ Strength 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4 heavy 4 blast barrage<br /> Strength 5 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 6 heavy 4 ingores cover barrage<br /> Strength 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> - heavy 4 tremor barrage <br />  Those are <span class="glossaryitem" onmouseover='gp(224);'>th</span> mods a thunder fire cannon can shoot. One thing that will make that scary sqyad cry that i told you about is putting those wraith guard into a wave seperant and giving them those flammers. <br /> <br /> To deal with the thunderfirw you need to monuver your wraithknight to get shots on them early like turn 1. I have litterally won games while lossing everything but 2 flyers my chapter masters and my thunderfires. On average they kill 500 points every two turns. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 19:03:26]]> GMT</pubDate>
				<author><![CDATA[ wpago]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ Maybe for flexibility you break those crisis suits into:<br /> <br /> 3 w/ drones<br /> 2 w/ fusion 2 drones,<br /> 1 w/ <span class="glossaryitem" onmouseover='gp(268);'>cib</span>, abf, , drone.<br /> <br />  Then, move the target lock over to the fusion suits.]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2014 23:30:08]]> GMT</pubDate>
				<author><![CDATA[ rryannn]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b1563a78ec59337587f6ab6397699afc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/585582/6648231.page"><b>rryannn wrote:</b></a><br/>Maybe for flexibility you break those crisis suits into:<br /> <br /> 3 w/ drones<br /> 2 w/ fusion 2 drones,<br /> 1 w/ <span class="glossaryitem" onmouseover='gp(268);'>cib</span>, abf, , drone.<br /> <br />  Then, move the target lock over to the fusion suits.</div></blockquote><br /> <br /> Thats a decent idea and it would give me an extra troop choice. I would probably keep the 3rd drone with the fusion crisis as they tend to get in close to target due to melta range and it would mean they could loose one drone before taking a moral check. Its also pretty easy to hide one crisis out of line of sight. Thanks for the tip]]></description>
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				<pubDate><![CDATA[Thu, 20 Mar 2014 07:40:18]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ Solid list. I would drop the velocity tracker on the iontide and a shield drone off the unit not guarding the commander. Spend the points on another wraithguard to boost your scoring. The ion accelerator is not exactly the best <span class="glossaryitem" onmouseover='gp(805);'>AA</span> weapon, better to use the broadsides or the ECPA tide. Stick to the large blast intercept for the <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> <br /> <br /> The AFP is a bit meh for what it does. Unless your meta is blobs of guardsmen behind an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>, you could do just fine with a flamer or more dakka. I would drop the target lock and switch the AFP to a fusion blaster, as the cyclic ion can hurt everything but Av14.]]></description>
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				<pubDate><![CDATA[Thu, 20 Mar 2014 07:48:50]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>1850 Farsight Enclave with Eldar allies.</title>
				<description><![CDATA[ I quite like the AFP. Its the only barrage weapon in the tau armoury so can snip special characters or special weapons out of squads. as my army us very low model count this serves as my anti infantry solution aswell.<br /> <br /> im not sure how much difference 1 extra wraith would make to the units survivability and 2 riptides with skyfire has gotta be better than 1 right? Even just for grounding <span class="glossaryitem" onmouseover='gp(93);'>mc</span>'s]]></description>
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				<pubDate><![CDATA[Thu, 20 Mar 2014 19:21:49]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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