Just because I don't think the bomb works, doesn't mean I wont paint the model! |
Using
Commander Farsight to create a large unit of suits that deep strikes into your
opponents lines is a classic Tau List – often called the “Farsight Bomb”.
Firstly I should say I have never used this sort of list. In the old codex the
problem was that Farsight gimped your FOC, in that he limited the other choices
you could take. As well as that, I always doubted the wisdom of (a) keeping so
many points off the table for possibly 2 turns, and then (b) delivering it
(including your warlord) into your opponents lines – sure he’ll kill 3 units,
but what happens next? Most armies will have enough left over to retaliate
effectively.
So this post
comes from a position of skepticism over the basic concept, and (helpfully!) a
lack of real experience in running the army. Theory Hammer at it’s worst! What
I hope is that somebody who plays a Farsight list can jump in, tell me I’m
talking nonsense, and then explain how it all works.
The whole
point of a Farsight list is the 7 Shas’vre bodyguards that Farsight can take in
one unit. Combined with Farsight’s Warlord trait (i.e. no scatter on deep
strike) the basic concept is that Farsight drops in turn 2 and causes
sufficient devastation that he cripples your opponent’s army.
However, it
seems to me that this basic concept immediately creates a number of “issues”
that you need to build your list around. As I see it they are
·
The bomb
is very expensive (500+points), so it limits what else you can take in your
army.
·
Because it
doesn’t come on until turn 2 (at best), you need to make sure that the rest of
your army can survive 2 rounds of shooting/assault, from your opponents army
(if they go first) before the Bomb comes on, without being crippled.
·
And on
that point, you need some sort of reserve manipulation to make sure that the
Bomb does come in on turn 2.
·
The Bomb
needs to have an answer to anti deep strike tactics i.e. it has to be
able to do something about bubble wrapping units, it needs to have an answer to
warp quake, to interceptor fire, and to Cortez’s “I’ve been
expecting you” rule.
·
It has to
be utterly devastating when it does come in, and;
·
It needs
to be able to survive retaliation.
So with that
in mind, lets start thinking about a list.
First take is
Farsight (duh!) and his bodyguard. You can take up to 7 Shas’vre all in one
unit. You might not want to …. you might want to save some points for the rest
of the army, but let’s assume for now that you want to build the “big bomb” and
I’ll go with 7 suits. So how to fit out the suits? Well there are 2 criteria it
seems to me. The Bomb needs to be (a) devastating, and (b) survivable, in that
it needs to be able to survive interceptor fire and return fire/assaults on the
turn after it arrives.
If the Bomb
is going to cause maximum devastation then it probably needs to kill 2 or 3
targets on the turn it comes down. To do this, at least some of the suits will
need to take target locks. Also, you never know what you’re going to be trying
to kill when you come in, so you’ll need a variety of weapons to deal with a
variety of targets. Finally, you need to be absolutely sure you’ll kill what
you shoot at, so as many “buffs” as possible please. As for survivability, you
probably need to work in some Iridium Armour for at least one 2+ save, and probably
some Drones for ablative wounds, and if one of the suits has Vectored Retro
Thrusters so the unit can hit and run out of assaults (at Farsights iniitative)
that would be good too.
So, here’s my
attempt at a Farsight Bomb.
Bodyguard
1 – Support Shas’vre – 2 Flamer, Command & Control Node, Multi Spectrum
Sensor Suit, Vectored Retro Thruster.
This guy is
your support suit. The C&CN makes all your weapons twin linked, and the M3S
grants the whole unit the Ignores Cover special Rule. The only weapons are the
flamers because if he uses the C&CN or the M3S, he can’t fire any weapons
in the shooting phase. The flamers are there to fire on overwatch. The VRT is
there to give the whole unit hit and run on Farsight’s initiative (5).
Bodyguard
2 – 2 Fusion Blasters, Target Lock, 2 Gun Drones
Bodyguard
3 – 2 Fusion Blasters, Target Lock, 2 Gun Drones
These guys
are for killing armour. The target locks are there so they can do it while the
rest of the squad targets something else. I’ll come back to the Gun Drones.
Bodyguard 4 – 2 plasma rifles, Target Lock, 2 Gun Drones
Bodyguard 5 – 2 plasma rifles, Target Lock, 2 Gun Drones
Bodyguard 6 – 2 plasma rifles, Target Lock, 2 Gun Drones
Bodyguard 7 – 2 plasma rifles, Target Lock, 2 Gun Drones
These guys
kill heavy infantry or Monstrous Creatures. Again the target locks are there so
they can fire at one thing while the Drones and the Fusion suits fire at
something else.
The Gun
Drones are there because they are cheap (12pts each), Twin Linked, and if we
include a Drone Controller (coming to that) they take the users BS.
So the idea
of the unit is that it can come down and shoot at 3 different things – the
Fusion Suits can melt a vehicle, the Plasma Suits can kill a unit of heavy
infantry or an MC, while the Drones can fire 28 S5 twin linked shots at light
targets. Everything is twin linked, and everything ignores cover.
So it’s got a
hell of a lot of fire power - but what about durability? Well, the unit has to
do 3 things to be useful – survive interceptor fire before it can shoot,
survive a turn of shooting after it shoots, and then survive an assault so it
can do something next turn.
How you play
the unit is probably the most important aspect of getting it to survive where
you come in, how you position the unit, and what you kill are all crucial…. but
as far as list building goes, what could I do to make the unit itself more
survivable? Well there are 2 obvious answers – include a Commander with Iridium
Armour, or include Shadowsun – the Commander will give you a T5 Independent
Character (who automatically passes LOS! Rolls) with a 2+ save and, if you
invest even more points, Feel No Pain and a 4++. Shadowsun give the whole unit
Stealth and Shrouding.
If I go the
Commander route I could give him Iridium Armour, a Puretide Chip, a target
lock, a Drone Controller (giving all the Drones BS5) and 2 Shield Drones. For
weapons I would give him a Plasma Rifle and a Fusion Blaster for 168pts.
If Shadowsun
then I would take her 2, 3++ shield drones, for 175pts.
On balance I
think the Commander brings more to the unit, in particular the Puretide Chip
and the BS5 Drone Controller .
HOWEVER, the
unit with the Commander and Farsight comes to 1004pts…….! Well, I’ll press on
with the rest of the army for now, and see what I can do, but I think I need to
come back and trim this unit!
The rest of
the army needs to do 4 things – it needs to score, provide some sort of reserve
manipulation, be durable, and provide long range fire support to the Bomb
(which needs to include some AA)…. and all for 846pts!
If we are
going to do all of this for 880pts then the units need to multi task. Looking
at Tau scoring options it’s not looking good. However, I could ally in some
durable scoring. Two squads of 30 orks score and are pretty durable (I know, I
know, Orks with Farsight!…. but let’s be clear - fluff’s the stuff between your
toes!). Add in a KFF Mek and we tick durability and scoring, for a reasonable
price of 445pts. Add in 2 squads of Kroot with a hound each for compulsory Tau
troops and we’re OK for scoring (note… not “good!). That brings us to 575pts.
Add in an Aegis with a comms relay and we have our reserve manipulation,
bringing the total to 645pts. I have 201pts to give the Bomb some fire support.
First
question is – does it need fire support? The answer must be “yes”. There is
nothing to deal with flyers and 2 Helldrakes will murder the bomb. It would
also be good if something (!) could thin out the other side’s army before
Farsight comes down, or at least pick out any big threats (e.g. Collosus
Mortars, anything with interceptor). The problem is, not much you can do with
201pts!
Best I can
come up with is to drop some orks and take a couple of Skyrays. By trying to go
second (!) you can get their flyers on the field before the Bomb comes down,
pray that your Skyrays survive a flyer alpha strike, and then hope you take
down 2 ….! Hmmmm … I think I want to do better than that.
So lets look
at the Bomb again. With the Commander the bomb comes in at 839pts.
The easy
thing to do would be to lose the Commander. You could put the Puretide chip,
the Iridium armour, Drone Controller and a couple of Shield Drones on a
Bodyguard, however. it’s not nearly as effective. You “only” have two 2+ wounds
rather than 4, you do not automatically pass LOS! rolls to the drones, and you
only have BS3 on the Gun Drones rather than BS5. In addition, to get that Drone
Controller you need to drop a target lock from one of the Bodyguards, meaning
that he will be firing with the Drones (I would probably give him 2 burst
cannons so that he simply adds more weight of fire to the Drones rather than
shooting plasma at a target that probably doesn’t warrant it).
Bodyguard
1 – Support Shas’vre – 2 Flamer, Command & Control Node, Multi Spectrum
Sensor Suit, Vectored Retro Thruster.
Bodyguard
2 – 2 Fusion Blasters, Target Lock, 2 Gun Drones
Bodyguard
3 – 2 Fusion Blasters, Target Lock, 2 Gun Drones
Bodyguard
4 – 2 plasma rifles, Target Lock, 2 Gun Drones, Puretide Chip
Bodyguard
5 – 2 plasma rifles, Target Lock, 2 Gun Drones
Bodyguard
6 – 2 plasma rifles, Target Lock, 2 Gun Drones
Bodyguard
7 – 2 Burst Cannons, Drone Controller, 2 Shield Drones, Iridium Armour
So you have 6
Plasma Rifles, 4 Melta guns, and 30 S5 shots at light infantry. This version
comes in at 676pts, saving you 163pts.
Alternatively
you could lose 2 of the Plasma Bodyguards, and swap the Fusion gun on the
Commander to a Plasma rifle, keeping up the number of Plasma shots. So it looks
like this
Commander,
2 Plasma Rifles, Puretide Chip, Iridium Armour, Target Lock, Drone Controller
Bodyguard
1 – Support Shas’vre – 2 Flamer, Command & Control Node, Multi Spectrum
Sensor Suit, Vectored Retro Thruster.
Bodyguard
2 – 2 Fusion Blasters, Target Lock, 2 Gun Drones
Bodyguard
3 – 2 Fusion Blasters, Target Lock, 2 Gun Drones
Bodyguard
4 – 2 plasma rifles, Target Lock, 2 Gun Drones,
Bodyguard
5 – 2 plasma rifles, Target Lock, 2 Gun Drones
So you still
have 6 Plasma Rifles and 4 Fusion Guns. The reduction is in S5 shots, down from
30 to 16. However they’re shooting at BS5 rather than BS3. With all of them
being twin linked, that’s probably a reduction of around 6 hits in total.
This version
costs 657pts, so you save 182pts. For the loss of 6 S5 hits, I think I prefer
this version.
So, if I cut
2 Bodyguards from the Bomb, and keep everything else the same, what sort of
fire support can I get for 383pts? By dropping a few orks here and there I can
come up with 4 options.
3 Skyrays with Black Sun filters and D’pods –
402pts
2 Riptides with Early Warning Overrides and
Velocity Trackers 420pts
2x2 Broadsides with Velocity trackers and missile
drones 436pts
2x3 XV8’s with 2 missile pods each and velocity
trackers. 432pts
The Skyrays
are tempting. Bunkered behind the Aegis and surrounded by 60 orks they are
pretty resilient. They pump out an impressive alpha strike (18 S8 AP3 missiles
at BS5), and will (with a little luck) down a couple of AV12 flyers in a turn
of shooting). However, once they’ve shot their missiles they’re pretty
worthless. They can support the Bomb with marker lights, but given the Bomb is
twin linked, and ignore’s cover anyway, it’s not that helpful.
The Riptides
are a threat to everything, and are pretty durable. The only problem is they
have no marker light support so they’re inaccurate. Also, not sure how happy I
am lobbing inaccurate AP2 large blast at the enemy when the Bomb will be up
close and personal!
The
Broadsides are the most expensive option (I would need to lose 9 Orks), but are
pretty flexible. My concern would be durability without a Commander tanking
wounds. I would also have a slight concern about Vendettas staying out of range
and picking them off with lazcannons.
Finally, the
XV8s push out roughly the same number of hits as the Broadsides. However they
sacrifice durability for maneuverability. Not sure I need maneuverability here.
But here’s a
thought, what about taking a Skyray and 3 Broadsides, dropping the Velocity
Trackers on the Broadsides, relying on the Skyray’s skyfire marker lights to
boost the Broadsides snap shots at flyers to BS3. That also helps with the
problem of the Broadsides being out of range of sniping Vendettas, and gives
more long lasting fire support after the Skyray has shot its missiles. If you
added Early Warning Overrides to the Broadsides to discourage deep striking
that would bring in the whole lot at 413pts. Boost one of them to a Shas’vre
for leadership 9, and you have 423pts. Drop 7 orks and your done.
So the list
would be
Farsight
Commander,
2 Plasma Rifles, Puretide Chip, Iridium Armour, Target Lock, Drone Controller
Bodyguard
1 – Support Shas’vre – 2 Flamer, Command & Control Node, Multi Spectrum
Sensor Suit, Vectored Retro Thruster.
Bodyguard 2 – 2 Fusion Blasters, Target Lock, 2 Gun
Drones
Bodyguard 3 – 2 Fusion Blasters, Target Lock, 2 Gun
Drones
Bodyguard
4 – 2 Plasma Rifles, Target Lock, 2 Gun Drones,
Bodyguard
5 – 2 Plasma Rifles, Target Lock, 2 Gun Drones
10
Kroot, 1 Kroot Hound
10
Kroot, 1 Kroot Hound
Skyray,
BSF, D’pod
3
Broadsides (one a Shas’vre) , HYMPs, EWO, 6 Missile Drones
Aegis
with Comms Relay
Big Mek
with KFF
27 Boyz
26 Boyz
It’s the best
I can come up with, but I’m still not convinced. It’s too much of a one trick
pony, with far too many points invested in one unit, which while devastating,
is still just one unit. Also, still not persuaded that the Skyray and the
Broadsides are the way to go. The Skyray sticks out like a “sore thumb” as the
only vehicle, and would be taken out by a couple of vendettas reasonably
easily.
What do you
think?
I would love
it if somebody with experience of using a Farsight Bomb would chip in and
explain how they work their list.
EYIG
I really enjoyed this post. Even though you've never played the "Taulie-Bomb" list, you covered the ups and downs of it.
ReplyDeleteI have a 1375 (weird level, no?) tournament this weekend, and I decided to rock the bomb. (in our tournaments giving up counts as tabling, and tabling grants all objectives)
Here's the list Im taking:
Farsight
Shadowsun
Kingfisher BG - (Drone Con, jammer, onager gauntlet, c&c node, MSS sensor, Puretide chip, Iridium b-suit)
2x Sunforge BG (2x fusion, target lock)
2x Burning-eye BG (2x plasma rifle)
10x gun drones
2x 10 kroot snipers w/ hound
2x (2suit) Missilsides
Skyray
ADL w/ comms relay
I was thinking of dropping the onager gauntlet for target locks on the Burning-eyes.....
Overall; I think the kroot will be sitting in reserve waiting to come on late game... haven't had much luck keeping them alive very long.
Yes, I do realize I'm a little Marker-light (lol...) but with the bomb twin linking, I don't think it will be much of an issue.?
What do you think?
The worst of what I expect to see is Cron Anny Barges, though there may be a few demon players.
Although I still contend that the space marine Librarian combo is the way to go, I thoroughly enjoyed reading this. forcing rerolls on Invuls, having marines to aggressively score objectives and starting having the blob rolling form turn 1 is too good to pass up imo.
ReplyDeleteI never thought of including all the drones, the ability to pound 3 separate targets in one turn seems to have alot of potential, although in using the drones, I would worry about the size of the blobs footprint and the opponent not giving them a place that they could land.
A couple questions though, why orcs? Wouldn't you get much more out of a 50 man w/commissar IG blob? they could go to ground behind aegis for a 2+ and then stand up the next turn. Or you could do a 40 man w/commissar and take 4 autocannons too. All for 375.
Also why the missile drones on the broadsides? is 72 points worth BS 2 Drones that will force a leadership test on your broadsides?
Thanks guys, glad you enjoyed the post.
ReplyDelete@PartyBoy - agree with dropping the gauntlet for target locks. The gauntlet is IMHO a gimmick, and you want to be able to hit as many units as possible when you drop in. Are the drones attached to the bodyguard squad? If not might be an idea to do that, which allows the bomb to hit another unit with pulse fire when it comes in, and then gives it ablative wounds. Also, you are aware that you cant attach Shadowsun to the Bomb and infiltrate them? Think you're ok for marker lights. As you say the Bomb is pretty much self sufficient with the C&CN and M3S.
More generally I wonder whether the bomb works at such low pants levels? You have so few scoring units that you are really relying on the Bomb killing everything to win.
@BB I think we maybe discussed whether gate of infinity actually works with Farsight's Warlord Trait over on Warhammer Tau. Re-reading it again, I'm still not sure. The issue is whether being removed from the table and then coming back on via Gate,counts as "arriving" via Deep Strike. I can see it both ways, but it's not really clear.
I've not tries the gun drones in the bomb yet, and I hear what of say re footprint. Being able to place the unit will help here though.
As for the orks, well it's what I played under the old codex (ork allies that is rather than an ork army) so it's what I have and what I'm used to. I guess a guard blob would do the same thing. It would be a damn sight more fluffy!
The missile drones are there to soak up lazcannon shots and anything else that might double out the Broadsides and/or defeat their armour. With the 'vree in the unit they're leadership 9, so I'm not too worried about leadership tests.
The Drones are attached to the BGs... Yes, I know all about the non-infiltration (sucks, but she's there for the cover save).
ReplyDeleteI vassal'd out a few games against the Cron nemesis, and won 3 quickly (tabling when I got first turn), won 2 by tabling on turn 5 (going second), and lost 2 (going second and loosing by objectives.).
I dropped the Gauntlet and 1 hound ,added the Locks.
I do believe this will be the list I will take.
Ill have 2 b-side teams deployed behind Aegis, with kroot backup (on objective?), and Skyray floating around the backfield.
Bomb, and a unit of kroot in reserve (outflank).
Now, how it will work against Daemons is another story.
OK, so it didn't go so well. Ha!
ReplyDeleteReliably got the bomb turn 2 in all three games.
Played Team Edward Muhreenz with 2 vindicators and droppod.
(focused on tanks, then HQ squad... tied up in CC, lost, failed I check to have 4 suits Shadowsun and some drones cut down! LAME!!
Game 2: Fish on Fish action. Played another tau player rocking 2 hammerheads, a crisis Hq, and another Crisis unit, backed up with a lot of Fwarriors, pathfinders and STEALTH SUITS??
The Bomb dropped and took out his tanks and concentrated on a unit of fwarriors, crippling his objective holding. Meanwhile his pathfinders in conjunction with STEALTH SUITS did the same to me. TIE.
Game 3: Vs. Vanilla Muhreenz rocking 2 vindicators, 2 preds, 2 rhinos, stearnguard Cato. I got first turn and pretty much de-tanked him leaving everyone to walk. Almost a table with only an outflanking rhino (empty) and a predator (far far corner) remaining.
Lessons learned:
MORE TROOPS!!! (or hide them better)
the bomb takes ALOT of damage jumping in and out of cover. I lost more to this than anything else!!
Muhreenz don't care about Missilesides.
Skyray, while neat on paper, really doesn't do too much for me.
Anyway, Thanks a lot!!
Thanks for coming back and posting up your experience. I thought that a lack of troops might be an issue. Surprised what you say about missile broadsides amd meq. I've always found weight of fire to be the best way to put marines away, rather than plasma.
ReplyDeletePlease come back and let me know how you get on as your list develops.
EYIG
I actually feel that the way to go is a Libby, some scouts, a heap of kroot, Shadowsun, the blob of doom (outfitted how you did, more or less, although you do realise you can put the PEN on the support suit right? Also, multitracker doesn't work on overwatch, so the support suit doesn't need two flamers), and a few deathrains. Basically, the kroot score and turn up behind enemy lines for harassment, the deathrains JSJ to target light tanks, and the blob teleports to kill whatever it feels like (I personally think that gate does work with Farsight, needs a FAQ though). Loved the article, very engaging
ReplyDelete