I've been having a flurry of thoughts regarding army lists of late. After reading Carrelio's post
, I wanted to use some of what I learned from his army list and incorporate it into something radically different.
Throughout 5th edition, I became a great fan of Farsight. It is true, on the face of everything, he's actually rather terrible. He is far overcosted (his wargear+stats gets him to maybe 150 pts), and has high restrictions on the army list.
And yet, the one advantage he does have, a Tau with a power weapon, was worth its weight in gold. The one weakness of the Tau, the basic inability to fight in CC, was overcome. To be sure, he couldn't go toe-to-toe with Thunderwolves or Nob Bikers, but no longer could my line be hindered by some outflanking marines that are just there to tie up my army. Suddenly, I had the capability to beat the snot out of them.
Of course, Farsight isn't really used unless he has a bodyguard with a plethora of shield drones to protect him from enemy shooting. In 5th ed, the unit abused wound allocation as much as possible. In 6th ed, there are different bonuses that can be used, in particular joining a second commander to the unit who has a Vectored Retro-thruster. The tactic is discussed here
, so I won't go into it now, but the main point is that as long as the commander and Farsight are alive, the entire unit can Hit & Run at Initiative 5.
Another reason to take Farsight is the new Warlord traits. Normal commanders generally don't benefit from all Warlord traits like other commanders do (who needs to charge an extra 1"?), but Farsight generally can. I usually take Personal for the traits, because he can benefit from them all.
The rest of the army list is a bit tricky. Farsight's unit takes up ~500 points. It does however have firepower, and acts (until it's needed in CC) a powerful crisis team. In my case it's outfitted with plasma rifles and fusion blasters (to compliment Farsight). The main thing is to ensure there is enough AT firepower to open transports and let Farsight deal with what is inside.
The last thing to note is that my gaming group came to a fair comprimise with FW models and Farsight. As the rules for Farsight's restrictions don't specifically include Tetras, Hazards, etc, RAW you could take multiple units. However we decided that to keep in the spirit of things (and so they let me use Tetras), the FW from the Tau update follow the 0-1 restrictions. On to the army list!HQ - Commander Farsight: 394 pts
2x Shas'vre; Plasma Rifle; Fusion Blaster; Targeting Array; HW Multi-tracker; HW Drone Controller; 2 Shield DronesHQ - Commander: 102 pts
1x Shas'el; Plasma Rifle; Fusion Blaster; Vectored Retro-thrusters; HW Multi-trackerElites - Crisis Team: 197
1x Shas'ui; TL Fusion Blaster; 2 Shield Drones
2x Shas'ui; Plasma Rifle; Fusion Blaster; Multi-trackerElites - Crisis Team: 167 pts
1x Shas'ui team leader; TL Missile Pod; Targeting Array; HW Blacksun Filter
2x Shas'ui; TL Missile Pod, Targeting ArrayTroops - Fire Warrior Team: 215 pts
1x Shas'ui; HW Drone Controller; Gun Drone
1x Devilfish; Disruption PodTroops - Fire Warrior Team: 215 pts
1x Shas'ui; Hard-wired Drone Controller; Gun Drone
1x Devilfish; Disruption PodTroops - Fire Warrior Team: 165 pts
1x Devilfish; Disruption PodFast Attack - Tetra Squadron: 115 pts
1x Tetra; Targeting Array
1x Tetra; Targeting Array; Target LockHeavy Support - Broadside Team: 278 pts
1x Shas'ui team leader; Targeting Array; HW Drone Controller; 2 Shield Drones; HW Target Lock; HW Blacksun Filter
1x Shas'ui; Targeting Array
1x Shas'ui; Target Lock
Farsight's unit is basically designed to hid hard, fast and leave death behind. The Shas'el goes with the team always, and generally stays behind the other models. And the unit generally does get markerlight support from the Tetras if needed.
The Broadsides and Tetras and Deathrain Crisis team are fairly self-explanatory. The Broadsides and deathrains are to deal with enemy armour. The Tetras are a general support unit relying on their 3+ cover save to stay alive. The other crisis team generally deep strikes. It acts as general support to Farsight's unit, deep striking so it can shoot at least once before it gets blown away. When this unit comes down, it sometimes becomes Farsight's job to eliminate a unit that would otherwise threaten the helios team
The Fire Warrior Teams primarily stay in their transports unless absolutely needed. When this happens, the two larger teams tend to work in tandem to eliminate a threat. As with Carrelio's list, the single gun drone is so that the team has I 4 for sweeping advances.
The smaller team stays in reserve. It's task is to go after objectives that the larger teams abandoned for tactical reasons. Generally this means they get the objective in my deployment zone.
So what are everyone's thoughts on the list? One change I can see making is making the smaller fire warrior team a cheap hammerhead instead, but I'd rather have a 3rd scoring unit.