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		<title><![CDATA[Latest posts for the thread "1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?"]]></title>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ Looking for feedback on a tournament list where Knight *are* allowed. Idea is to deepstrike crisis suits to hit knights on multiple armor facings. Missile pods since they give sufficient range to avoid explosion and assault, but still offer good opportunity to take down Hull points. Thanks!<br /> <br /> FARSIGHT- PRIMARY<br /> <br /> Farsight<br /> O'vesa<br /> <br /> Kroot (sniper) x 10 w/ 1 hound<br /> Crisis (<span class="glossaryitem" onmouseover='gp(518);'>MP</span>, <span class="glossaryitem" onmouseover='gp(518);'>MP</span>, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, bonded) x3 w/ 2 marker drone<br /> Crisis (<span class="glossaryitem" onmouseover='gp(518);'>MP</span>, <span class="glossaryitem" onmouseover='gp(518);'>MP</span>, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, bonded) x3 w/ 2 marker drone<br /> Crisis (PR, <span class="glossaryitem" onmouseover='gp(153);'>FB</span>, target lock, bonded) x 3 w/ 3 shield drones<br /> <br /> Riptide (TLFB, Ion, VT, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>) 2x shielded missile drones<br /> <br /> Pathfinders (bonded) x5<br /> <br /> Sunshark (TLMP, decoy launchers)<br /> <br /> <br /> TAU EMPIRE - ALLIED<br /> <br /> Commander (CCN, PEN, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, Iridium, VRT, flamer)<br /> <br /> Fire Warriors x 10<br /> Kroot x11 w/ 1 hound<br /> <br /> Pathfinders x5<br /> <br /> Broadside (missiles, <span class="glossaryitem" onmouseover='gp(658);'>ewo</span>) x3 w/ 3 missile drones<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 01:20:45]]> GMT</pubDate>
				<author><![CDATA[ Invasive Rhamnus]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ I don't imagine this would do much to 3 knights plus their allies.<br /> <br /> You would probably do well with units of 1 crisis with duel <span class="glossaryitem" onmouseover='gp(153);'>FB</span> and <span class="glossaryitem" onmouseover='gp(471);'>DS</span> them behind the knights with the threat of missiles in front.]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 01:26:03]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ The following are things that are said to death on other army lists, but I will reiterate what is considered general wisdom on this forum for these armies.<br /> <br /> Never give crisis suits two weapons with different ideal targets. Example the plasma rifle's ideal target is a terminator, a fusion blaster's ideal target is a tank. It is okay to have squads with mixed weapons, but ideally those are fielded like this.<br /> <br /> Crisis Suit: 2x Plasma Rifle<br /> Crisis Suit: 2x Plasma Rifle<br /> Crisis Suit: 2x Fusion Blaster, Target Lock<br /> <br /> This way the plasma rifles can be used on heavy infantry, and the fusion blasters can be used on tanks.<br /> <br /> Marker drones should not be used with anything, but pathfinders. In crisis teams the marker lights cannot be used by the team itself. the marker lights fire at the same time as the crisis suits, and the marker light tokens must be used before you roll to shoot, so they cannot benefit from any tokens put their by their own squad. Also nine times out of ten your suits will kill what they shoot at, so no one else will benefit from them either.<br /> <br /> Aside from that cool list.]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 01:31:50]]> GMT</pubDate>
				<author><![CDATA[ OzTeG8ndPwRfl]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ So, do you think my standard Taudar list is better, even if knights are going to be lurking around? I could maybe add a bunch of EMP grenades or take a Sunshark if I drop jetbikes or the ethereal or something.<br /> <br /> Commander (CCN, PEN, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, flamer, VRT, iridium)<br /> Ethereal<br /> <br /> Fire Warriors x 8<br /> Fire Warriors x 8<br /> Kroot (snipers) x 16<br /> kroot x 10 w/ hound<br /> <br /> Riptide (TLFB, ION,VT, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>) w/ 2 SMDs<br /> Riptide (TLFB, ION,VT, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>) w/ 2 SMDs<br /> Crisis (PR, <span class="glossaryitem" onmouseover='gp(153);'>FB</span>) w/ 3 shield drone - I mix them since I want to have some anti-tank and generally  a <span class="glossaryitem" onmouseover='gp(153);'>FB</span> is just as good as a PR for infantry since I don't want to be within 12"<br /> <br /> Pathfinder x5<br /> Pathfinder x5<br /> <br /> Broadside (missiles, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>) w/ 3 missile drones<br /> <br /> Farseer (jetbike)<br /> <br /> jetbikes x3 (cannon)<br /> jetbikes x3 (cannon)]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 01:43:28]]> GMT</pubDate>
				<author><![CDATA[ Invasive Rhamnus]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ EMP grenades will be of no benefit to you against an IK, they attack first and their stomp attacks have a significant chance of killing all your EMP toting warriors before they even bet a hit in. Firewarriors are useless against IK, they can't even hope to hurt them. A list of all crisis would be your best bet. <br /> <br /> I suggest taking squads of three crisis suits armed with two fusion blasters. You might even want to take up to 6 gun drones or shield drones in each squad to maximize the survivability of your special weapons. Just remember to keep the drones between you and the IKs. You might also consider taking team leaders with the crisis teams as this will raise your leadership to 9. <br /> <br /> Never forget that your models only have to have 1 and 15/16ths of an inch between them to be in coherence. If you keep them spread out the IK player should never be able to get more than 4-5 hits per large blast template. <br /> <br /> Broadsides are a bad Idea vs IK, bring a hammerhead if you want to accomplish something. Riptides are a good bet, though I question whether the heavy burst cannon might actually be better against IK than the ion accelerator. <br /> <br /> I adamantly stick to my position that mixing weapons on a crisis team is a mistake. You are choosing to make a perfectly decent unit sub par, but then this is your choice to make. <br /> <br /> Good Luck man, and long live the greater good.]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 13:43:15]]> GMT</pubDate>
				<author><![CDATA[ OzTeG8ndPwRfl]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ Stomp attacks are at initiative 1. So the fire warriors would get to use the grenades. <br /> I would also suggest fusion blasters as others have said. Also I think the broad sides with rail rifle looks pretty good as well. Any pens that get through will be ap1 so increases your chance of the extra d3 hull points taken off with explosions. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 13:56:34]]> GMT</pubDate>
				<author><![CDATA[ Warboss Brokentoof]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ I disagree on the middilesides, remember there are still other armies out there he will be fighting so tailoring his army to fight only knights is a bad idea.]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 14:35:39]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>1850 Farsight-Tau Tourny List. Anti-Knight but still effective for tourny?</title>
				<description><![CDATA[ If the guy has two riptides they will handle any enemy vehicles pretty well. A Riptide with a buffmander is infantry hate, so that problem is not an issue.  <br /> <br /> I would take the following:<br /> <br /> Farsight primary detachment:<br /> Commander:<br /> Fusion blaster x2, talisman of arthas moloch, target lock, drone controller<br /> <br /> Crisis Team #1:<br /> 3x suits w/: <br /> Fusion blaster x2, target lock, gun drone x2<br /> <br /> Crisis Team #2:<br /> 3x suits w/:<br /> Missile pods x2, early warning override, gun drone x2<br /> <br /> Crisis Team #3:<br /> 3x suits w/:<br /> Missile pods x2, early warning override, gun drone x2<br /> <br /> Riptide #1:<br /> ion accelerator, twin-linked fusion blaster, vector tracker, early warning override, shielded missile drones x2<br /> (Insert Tau detachment commander here)<br /> <br /> Riptide #2:<br /> heavy burst cannon, twin-linked fusion blasters, vector tracker, earth cast pilot array<br /> <br /> Pathfinders:<br /> x6<br /> <br /> Tau secondary detachment:<br /> Commander:<br /> Iridium armor, shield generator, stimulant injector, drone controller, command and control node, multi-spectrum systems suite, puretide engram neurochip<br /> <br /> Kroot:<br /> x10 w/ hound <br /> <br /> Kroot:<br /> x10 w/ sniper rounds<br /> <br /> Pathfinders:<br /> x6<br /> <br /> This list should be more than capable of dealing with a great many types of lists and should make short work of knights.]]></description>
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				<pubDate><![CDATA[Wed, 2 Apr 2014 17:37:47]]> GMT</pubDate>
				<author><![CDATA[ OzTeG8ndPwRfl]]></author>
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