Farsight Enclaves 1k Starter List

Cadres who fought and bled under 6th edition rules.
Bartali
Shas
Posts: 3

Farsight Enclaves 1k Starter List

Post#1 » Mar 24 2014 03:59

Hi folks. New to Tau, would like some advice on a 1k starter list. I regularly play against Tyranids, White Scars, Space Marines, Chaos Space Marines and Orks.
Ideally I want a mobile suit force, however I have a couple of Broadsides from experimenting with Tau allied into BA. These will be replaced eventually

Farsight
Riptide w/ HBC, SMS, VT, EWO, Earth Caste Array
3x Crisis w/ TL-Plasma, Fusion
3x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod
1x Broadside w/ TL-High Yield Missile Pod, TL-SMS, EWO
1x Broadside w/ TL-High Yield Missile Pod, TL-SMS, EWO

Broadsides, Riptide and 3x Missile Crisis start on the table, everything else in reserve. Farsight with the Plasma/Fusion Crisis team.

Any advice or comments welcome !

User avatar
davidmournestar
Shas
Posts: 134
Contact:

Re: Farsight Enclaves 1k Starter List

Post#2 » Mar 24 2014 08:57

Bartali!

Welcome to ATT! While we definitely appreciate your participation we highly suggest you read the ATT membership primer located Here


We'd love to help you with your lists and thoughts on such, but first you have to give us a bit more as to your choices and why. Otherwise this is a kind of "rate my list" sort of thread and we don't do well with those on this site.


Thanks for your time!
Meliora Cogito!

Bartali
Shas
Posts: 3

Re: Farsight Enclaves 1k Starter List

Post#3 » Mar 24 2014 11:05

Thanks for the reply.

As per my original post, I'd trying to build a mobile suit list. Theoretically I always try to aim for a TAC list, but in reality I know it's an increasingly difficult proposition in 6th.

I'm trying to incorporate shooting to deal with meq, meq bikes, light infantry, MCs, FMCs.
The missiles hopefully provide some general shooting as they work on most things. SMS to help with light infantry. Riptide as primary anti FMC. Plasma/Fusion suits for MEQ, MCs and the odd vehicle.
I'd ideally like to fit Torchstar in for the MSS with either the Riptide or Plasma/Fusion suits, but that'll probably be reserved for higher points as the list grows.

Single Crisis suits as primarily for objectives, the two groups of three are perhaps more sacrificial

User avatar
Jochmann
Shas'Ui
Shas'Ui
Posts: 413
Contact:

Re: Farsight Enclaves 1k Starter List

Post#4 » Mar 24 2014 11:42

Have you read the guides regarding list building on ATT? Please do so and change your list accordingly.
Here you can find these guides: [Article] A Guide to List-building and the sticked topics on this page: http://www.advancedtautactica.com/viewforum.php?f=48

Hints: You are still low on tactics and strategies regarding your choices and why you deem those choices being able to fullfill their appointed tasks.

User avatar
davidmournestar
Shas
Posts: 134
Contact:

Re: Farsight Enclaves 1k Starter List

Post#5 » Mar 24 2014 01:56

I'm trying to incorporate shooting to deal with meq, meq bikes, light infantry, MCs, FMCs.
The missiles hopefully provide some general shooting as they work on most things. SMS to help with light infantry. Riptide as primary anti FMC. Plasma/Fusion suits for MEQ, MCs and the odd vehicle.
I'd ideally like to fit Torchstar in for the MSS with either the Riptide or Plasma/Fusion suits, but that'll probably be reserved for higher points as the list grows.


Bartali,

Some things I was thinking about in your listing; also some things on your choices. Per this statement
Broadsides, Riptide and 3x Missile Crisis start on the table, everything else in reserve. Farsight with the Plasma/Fusion Crisis team.


I feel that this is a VERY small contingent to start on the board. You may or may not be facing full armies or armies doing what you are doing. Either way I find that you might be hard pressed to keep everything alive for things to arrive on the board.

Another thought:
3x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod


this is what is in reserve, MP's have high range why are we keeping them in reserve? With a 6" move and 48" range you're talking about covering 54" across the board. Seems like a waste to keep them in reserve for a chance to put them where you want them. 54" of reach from placement seems like they'd be better of being placed in more strategic areas compared to deep striking.

Another thing that sort of makes me wonder: your statement seems to be that you fight a lot of MeQ's and MC's while MPs are a good way to deal with that you still need them to fail they're 3+ save. Seems a lot to bank on. I might suggest an Ion on the riptide, or even a Hammerhead or Ionhead. Bikes move incredibly fast and is something you will have to contend with given the low volume of shots that your list outputs you may want to rethink TL MP's and put in 2x MP. While this makes the points jump up it ups the amount of fire power your list has by a factor of 2. From my experience it gets infuriating to wait for them to fail an armor save only to FNP, I say ignore the save all together which brings up my next point.

Farsight with the Plasma/Fusion Crisis team

Farsight is an odd duck, he himself is good at assault but none of his teammates are. He's packing a plasma gun so his placement is to take out TeQ's and hope they're all dead once the dust settles. I might suggest his team mates also take a double plasma (burning eyes) and that should take care of any heavy infantry in front of Farsight. I'm guessing that the fusion blaster is there to try and handle any heavy armor your encounter. Take one or two of your monats and give them that job with a double fusion blaster between that and the strength of the MP's you've got all armor ranges covered.

I have had mixed results with an all suits Farsight list. The problem I encountered was the same problem with Grey Knights (back in 3rd ed) there is a just a ridiculously low model count. Therefore you have to maximize fire potentials and terrain. The bane of your existence will be fast moving units, ones you can not outrun their torrent of fire or assault range. Therefore to counter this you have to bring a lot of firepower. I personally say forget the TL and just run dual weapons, think about marker light support as your next step up from 1k. Or just do what i did and run everything minus the riptide and hammer head with 2 BC's....not much survives that kind of gatling, but I also have a fetish for BC's. (24 shots for a team of 3....is 9 points more than a full FW squad but much more mobile.)
Meliora Cogito!

User avatar
Unusualsuspect
Kroot'Ui
Kroot'Ui
Posts: 600

Re: Farsight Enclaves 1k Starter List

Post#6 » Mar 24 2014 04:35

Regarding this statement:
Broadsides, Riptide and 3x Missile Crisis start on the table, everything else in reserve. Farsight with the Plasma/Fusion Crisis team.


To clarify, it will be the 2 Broadside units, the Riptide, and all three (or at least two) of the Monat Deathrains, correct? Because you need at least 5 units to begin the game on the table, as per the reserve rules (pg 124, Preparing Reserves).

I personally feel that with Broadsides and Riptide on the table, the chance of being tabled before reserves arrive are very slim, barring poor placement or extraordinary opponent rolling luck.

Was it a deliberate decision to go with TL Missile Pod suits rather than dual Missile Pod suits, the result of point economics? While a bit more expensive, there is a serious firepower increase. You don't have Markerlights in your list, so you won't be able to make perfect use of them, but I feel the principle of quantity having a quality all its own fits perfectly here.

That might drop a monat from your list, which would decrease your unit count. That means you could get by with 4 units on the table as a minimum rather than 5 (gotta love rounding!), and thus have as little as a single monat escorting your broadsides and riptide.

User avatar
Jochmann
Shas'Ui
Shas'Ui
Posts: 413
Contact:

Re: Farsight Enclaves 1k Starter List

Post#7 » Mar 24 2014 05:35

davidmournestar wrote:MP's have high range why are we keeping them in reserve? With a 6" move and 48" range you're talking about covering 54" across the board.
Where do you take the 48" from? Mpods are at 36", plus 6" movement, I am at 42". Is there a trick to get extra 12"?

Bartali
Shas
Posts: 3

Re: Farsight Enclaves 1k Starter List

Post#8 » Mar 25 2014 08:16

Thanks for the comments folks.

Re: Reserves.
Half of your units can be placed in reserve, rounding up. So, my list would be :-

On Table (Four units)
3x Crisis w/ TL-Missile Pod
1x Riptide
1x Broadside
1x Broadside

In Reserve (Five units)
Farsight
3x Crisis w/ TL-Plasma, Fusion
1x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod
1x Crisis w/ TL-Missile Pod

At 1k points I think there will be enought on the table to survive turn 1. I'm not adverse to starting everything on the table though - depends on the opponent.
I'm keeping the Monat(?! - New here !) Missile Suits in reserve as their main job is to score, with shooting secondary. If I can see to shoot with them, my opponent can see them to shoot back !

Re: Versus MEQ and 3+ Save
Whilst having shooting that ignores armour is nice, if I'm taking AP1/2 shooting for MEQ I really, really want ignore cover too. For White Scars bikers, I'm trading that 3+ for a 3/4+ cover save. Perhaps I should try to fit Torchstar in, even at 1000pts - would perhaps mean dropping the broadsides though and convert the Riptide to Ion.

I have had mixed results with an all suits Farsight list. The problem I encountered was the same problem with Grey Knights (back in 3rd ed) there is a just a ridiculously low model count. Therefore you have to maximize fire potentials and terrain. The bane of your existence will be fast moving units, ones you can not outrun their torrent of fire or assault range. Therefore to counter this you have to bring a lot of firepower. I personally say forget the TL and just run dual weapons, think about marker light support as your next step up from 1k. Or just do what i did and run everything minus the riptide and hammer head with 2 BC's....not much survives that kind of gatling, but I also have a fetish for BC's. (24 shots for a team of 3....is 9 points more than a full FW squad but much more mobile.)


I'm a veteran Deathwing player, and get nervous whenever I'm playing with 30+ models ;) I understand the problems all too well.
I may well convert to double weapons rather than TL - running the math, number of hits generated on a per point basis is roughly the same - however potential number of hits is far greater with double guns.

Return to “Archival Datacore - 6th Edition”

Who is online

Users browsing this forum: No registered users and 3 guests

cron