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Farsight Enclave Inquiry


Aothaine

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The range of the buff is too small to be useful on anything other than flyers and coldstars. Its okay on those though.

 

Otherwise its only real purpose is for a big battlesuit bomb, works well with command and control node & markerlight support as well.

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Hmmm I was thinking more along the lines of a list with like three Crisis Suit units with Fusion Blades and three Breacher teams in Devil Fish with Drone Support. Not idea what the the points are like now the codex is out. Maybe this is already over 2k?

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Only a Character can take fusion blades, so the regular Crisis suits will have to stick to other weapons like CIBs, fusion blasters, or plasma rifles.

 

Ohhh really? Damn. I thought that was something every Crisis Suit could take. I'm going to have to re-think this then. Is it just a weapon upgrade or a relic?

 

Edit: Nevermind, the wording makes it seem like a relic. Double Damn.

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Defo a character relic. You can take fusion blasters.

 

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

 

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

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Defo a character relic. You can take fusion blasters.

 

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

 

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

 

I wanted the to be melee though. :(

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Defo a character relic. You can take fusion blasters.

 

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

 

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

 

I wanted the to be melee though. :sad.:

 

 

Wrong army for that. :D

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Defo a character relic. You can take fusion blasters.

 

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

 

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

I wanted the to be melee though. :sad.:

Wrong army for that. :D

Maybe in 7th, coldstars are youre vest option for attempting this, decent WS

 

I cant remember if it was corrected in codex but ATS used to work on melee attacks

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Defo a character relic. You can take fusion blasters.

 

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

 

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

I wanted the to be melee though. :sad.:

Wrong army for that. :biggrin.:

Maybe in 7th, coldstars are youre vest option for attempting this, decent WS

 

I cant remember if it was corrected in codex but ATS used to work on melee attacks

 

 

Why should it get corrected? ATS is one of the reasons why GW changed the default CCW to AP0 instead of AP- in the first place.

Oh and Coldstars with ATS still suck in melee. It's still only 4 S5 AP-1 D1 attacks hitting on 3+. Going melee to damage the opponent is simply not a thing for T'au. ^^

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Wrong army for that. :biggrin.:

 

 

 

No no.. The idea was to have the suits with fusion blades and use the breachers in conjunction for a ton of high S short-ranged fire power then follow that up with the suits assaulting. Doesn't really matter now that I found out the fusion blades are only an option for commanders and they are limited to 1 per detachment.

 

Gonna have to rethink this a bit now. Still want to make my T'au from the Farsight Enclaves though.

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Defo a character relic. You can take fusion blasters.

 

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

 

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

I wanted the to be melee though. :sad.:
Wrong army for that. :biggrin.:
Maybe in 7th, coldstars are youre vest option for attempting this, decent WS

 

I cant remember if it was corrected in codex but ATS used to work on melee attacks

Why should it get corrected? ATS is one of the reasons why GW changed the default CCW to AP0 instead of AP- in the first place.

Oh and Coldstars with ATS still suck in melee. It's still only 4 S5 AP-1 D1 attacks hitting on 3+. Going melee to damage the opponent is simply not a thing for T'au. ^^

I know it still sucks, but one can still try.

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Wrong army for that. :D

 

 

No no.. The idea was to have the suits with fusion blades and use the breachers in conjunction for a ton of high S short-ranged fire power then follow that up with the suits assaulting. Doesn't really matter now that I found out the fusion blades are only an option for commanders and they are limited to 1 per detachment.

 

Gonna have to rethink this a bit now. Still want to make my T'au from the Farsight Enclaves though.

It's even worse. The Commanders are one per detachment but the fusion blades are one per army like any other relic. ^^

 

The best thing about FSE is the Crisis Stratagem. The Fusion Blades for one Commander are just the cherry on the top. The Sept Tenet is to be ignored for the most part unfortunately.

Oh and Farsight himself of course.

 

 

 

 

 

 

Defo a character relic. You can take fusion blasters.

Competitively im finding theres limited value in spreading your suits across multiple units. Stratagems just synergise well with a larger unit. If i had a decent number of command points i might go for 2 units and use the stratagems across 2 turns, with the turn 1 restriction probqbly talking turn 3 to get everything though.

With decent ranges and the ability to freely split having one squad isnt that much of a restriction anymorr

I wanted the to be melee though. :(
Wrong army for that. :D
Maybe in 7th, coldstars are youre vest option for attempting this, decent WS

I cant remember if it was corrected in codex but ATS used to work on melee attacks

Why should it get corrected? ATS is one of the reasons why GW changed the default CCW to AP0 instead of AP- in the first place.

Oh and Coldstars with ATS still suck in melee. It's still only 4 S5 AP-1 D1 attacks hitting on 3+. Going melee to damage the opponent is simply not a thing for T'au. ^^

I know it still sucks, but one can still try.

Seriously though against an army that also doesnt want to be in combat (and doesnt fly) it can be surprisingly effective. I mean you still want guns, but tying opponents up and still being able to shoot can be really useful.

Aside from that its only the relics and farsight thatll actually kill much

I know that tying enemies up with Battlesuits is strong. Hence why I specifies melee to deal damage is not a thing for T'au. ;)

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  • 3 weeks later...

I made a guy rage quit in 6th by shooting carbines into his thunderhammer stormshield terminators, and charging them first. He lost 2 in the shooting and then I rolled 4s and 5s and he rolled 1s.

 

He said ":cuss you, :cuss this game, :cuss you all" and left.

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I made a guy rage quit in 6th by shooting carbines into his thunderhammer stormshield terminators, and charging them first. He lost 2 in the shooting and then I rolled 4s and 5s and he rolled 1s.

He said ":cuss you, :cuss this game, :cuss you all" and left.

My response would have probably been "Saw that coming", but then again I'm used to that kind of luck. I might have even called it before I rolled saves. Then again, my termies are Chaos, so you would have had to survive the guys with power weapons first too.

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I made a guy rage quit in 6th by shooting carbines into his thunderhammer stormshield terminators, and charging them first. He lost 2 in the shooting and then I rolled 4s and 5s and he rolled 1s.

 

He said ":cuss you, :censored: this game, :censored: you all" and left.

 

Well yeah luck is part of the game. My Devilfish constantly kills Terminators, Wolf Lords on Thunderwolve and Deathwatch Veterans in cover. They never see it coming. :biggrin.:

It kinda became known for doing that. I think some of my most feared units now are my Devilfish, my Dal'yth Railside (for the sheer durability with a 1+ save and two Marker Drones nearby) and my Flamer Crisis with tons of Shield Drones lol

Oh right and Dal'yth Stealth Suits turn 1 ... even if they get charged (last game they soaked up a charge of 4-5 TWC with Thunderhammer and whatnot)

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I still keep my drone R9, who I would intentionally use to finish off my friend's Avatar of Khaine (he hated that I called it Aang). He's finished off primarchs too. He was celebrated as a heroic drone.

 

The thing that always kicked my butt was Loyalist Possessed-I mean Wulfen.

 

I used my firewarriors like guardsmen-keep the suits shooting, no matter the cost. Don't worry about objectives-if everything is dead you win. In 6th and 7th my Tau were the Punitive Army to Face in my group.

 

They killed space marines. I had 30 crisis suits, every list began with 30 crisis suits and I filled out the rest. I was a wizard at deep striking, and dangerous with my jump shoot jump rolls.

 

8th was a bitter, bitter pill for me to swallow.

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I've honestly tried so often to write elite-ish Crisis focussed lists with the current Codex just to give up on it because I always end up with a small horde of Drones so it would be more like a Drone list than a Crisis list sigh

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FSE tenet is too situational. Needs to be at 12" range to at least be somewhat competitive with the other Sept tenets. If it was re-rolling ALL wounds, then we have a keeper!

 

Still have plans on having the Onager Gauntlet, Fusion Blades and Farsight in the one FSE army...and have them get stuck in combat to satisfy melee needs for a Tau army lol.

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