Well this is a pure Farsight Enclave list using no allies a variant of my previous build. There are two reasons why this variant was created.
Ethereal, Blacksun filter
Ethereal, Blacksun filter
The ethereals are there to provide the needed buffs, moral and leadership needed to keep the army from running and make every unit with in range much more resilient and or effective. We all know what that means with their special buffs.
Riptide, Ion Accelerator, Twin-linked fusion blasters, velocity trackers, early warning override, earthcaste pilot array, talisman of arathas moloch
Riptide, Ion Accelerator, Twin-linked fusion blasters, velocity trackers, early warning override
The riptides role is heavy troop and tank hunters. They are the ones to bring down the hammer with overcharged ion accelerator blasts or fusion blaster fire. Not only that they do provide a much needed and if not scary barrier against flyers if they choose to close in to take shots at my army. One is equipped with the earthcaste pilot array and the talisman to ensure it will be a very effective in hits nova charges, shooting and giving units close by a much needed buff against physic powers.
Crisis Team 1; 3 crisis suits, 3 twin-linked missile pods, 3 missile pods, bonded
Crisis Team 2; 3 crisis suits, 3 twin-linked missile pods, 3 missile pods, bonded
Crisis Team 3; 2 crisis suits, 4 fusion blasters, bonded, target lock, flamer, shield drone
Crisis Team 4; 2 crisis suits, 4 fusion blasters, bonded, target lock, flamer, shield drone
Crisis Team 5; 1 crisis suit, 2 fusion blasters, bonded
Crisis Team 1 and 2 are built around dealing with light to medium tanks, troops, flyers and transports. They shore up the holes where my sniper drones are unable to be of use by providing much needed high strength weaponry on a target. Being on a crisis suit platform they are very mobile and deadly units with the weapons load out they carry making them more accurate then just the normally chosen dual missile pod suits by ensuring a good number of hits will land over all.
Crisis Team 3-4 are built around being a swiss army knife. The teams main focus is the elimination of any armor units they come across but at the same time they are able to handle taking out light troops as well. The addition of the flamer and target lock gives this unit the ability to multitask if necessary or deter (hopefully) a charging unit by killing a model or two in hopes they can't reach combat. Although the addition of the shield drone was taken to give the squad a chance to survive a ion accelerator blast or some other form of interceptor armor ignoring firepower. Granted its points that could be spent else place but even if one suit survives thanks to your shield drone eating a few insta kill hits its a successful deep strike no matter how it looks compared to a complete loss.
Crisis Team 5 is built around the same purpose as 3-4 but its role is to take out armor only or take/hold/hide on a objective to secure it if possible. I perfer to use him to steal objectives, table quarters or contest if he comes out late in game.
There were a few units I wanted to use but it would hurt my current synergy more so in the long run if I did. So I chose not to take any fast attack, it might hurt me some what in tournaments but I am not really worried about it.
Sniper Drone Team 1; 3 spotters, 9 sniper drones
Sniper Drone Team 2; 3 spotters, 9 sniper drones
Sniper Drone Team 3; 3 spotters, 9 sniper drones
Sniper drone teams are my primary marker-light sources they will work as follows. Target Priority... Monstrous Creatures And/or Serious threat > Strip cover (any target)> Heavy troops> Troops> Armor 12 or less. That being said it gives you an idea how I use them. The reason why I choose these units over pathfinders is for four very solid reasons. They are a BS 5 unit, they will hit very well. Secondly no matter how tough a creature, trooper or character is they are wounded on a 4+ and take a rend on a 6. They are hard to eliminate due to stealth and majority toughness 4 and armor 4. Lastly you can not out run them, they will catch you they horrible things to you.
Aegis Defense line, Iqris Lascannon
All honesty this is to help keep my crisis suits (missile pods) and a sniper drone team or two safe behind the aegis defense line's cover save modifiers. In addition I choose to take the lascannon as I been finding the quad gun more of a disappointment then it is of any use. All the while I seen the lascannon over all do more with the lesser number of shots and seams to be more effective so why not give it a try.
First off big tournaments in my area will most likely adopt the house rule that armies can ally with themselves.
For Example: Tau + Farsight Enclaves
Secondly, the local stores are already considering or have implemented the above house rule. And yes I have been told I am not nor anyone else is allowed to ally tau with Farsight Enclave in their local store tournaments. (Chuckle)