1500 Farsight for Casual Tournament.

May 14, 2013 ·

I've been playing with a 1500 point Farsight list and having some success with it lately. I'm going to be taking this list with me to a small local tournament next week and wanted to share with everyone my list and my planned tactics.

So first, the list:

Farsight
Body Gaurds
3 Crisis - Plasma, Plasma, Flamer
2 Crisis - Fusion, Fusion, Target Lock
1 Crisis - MSSS, CnC, PnC, Flamer

Cadre Fireblade + 2 Marker drones

9 Man Firewarriors
9 Man Firewarriors
9 Man Firewarriors
5 Man Pathfinders
5 Man Pathfinders

Hammer head - Railgun + submuntion + SMS

3 Piranha (squadroned) - Fusion + 2 seeker missiles a piece

Aegis Line with Lascannon

Ok so now how am I going to use this list? (This is really the most important part)

Farsight lists personify the Tau fighting style of the patient hunter. In this case the lure is our oh so fragile Firewarriors. The Fireblade will go with a squad behind the Aegis while the two others wait in reserve. With the exception of Farsight and friends every thing else begins on the table.

Deployment is critical and if it's botched up can mean the end of the game. My force will be set up on a single side of the board in what's known as a refused flank. Everything will be spread out enough that a first round template shouldn't hurt too badly and will keep damage from drop podding antic to a minimum. The whole point of this setup is too both take advantage of my long range firepower and draw the enemy forward. You see, the more spread out they become, the better it gets for me.

When Farsight eventually drops (hopefully turn two) I need to be extremely careful about where he lands. It's true I've got a ridiculous amount of low AP shots in this unit but I need to use it wisely. Plasma will go towards troops and fusion towards artillery. The best way I've found it to drop them as far into the enemy backfield as possible. Now my opponent is in the midfield faced with heavy fire in the front, and a deadly unit in his backfield. If he ignores one the other will tear him to pieces.

I've also got a fair number of marker lights and seeker missiles in this list. This means I can hide behind cover and volley AP3 shots or race forward with fusion weapons. If Farsight drops on time these units will be good forward suppport for him, but if he takes him time then I still have some anti-tank options.

So how can this list go wrong? A lot of ways actually:
1. Farsight doesn't drop early. This can be mitigated by taking a comms relay on the Aegis but I've chosen to give myself some skyfire instead.
2. Indirect fire. Hits from IG templates will obliterate the forces I have on the table. However I have a couple of troop units I can protect via reserving them.
3. Getting into assault. The bomb needs to be shooting every turn, so I need to keep them from being tar-pitted. Hopefully the overwatch shots from the flamers and Farsights I5 attacks will keep me safe... anything that that doesn't deter I shouldn't be close to in the first place.

So that's it. It's not a perfect list, but I've had a lot of fun playing it. Most of the shortcomings in this list can be mitigated through carefully planning and good tactical decisions. I still have a few days so I would love to here what everyone has to say and any last minute improvements.

8 comments:

DimmyK said...
May 15, 2013 at 3:02 AM  

Why 9man firewarrior teams? (Just out of curiosity)

Embrace Your Inner Geek said...
May 15, 2013 at 6:28 AM  

I’m also drawn to running a Farsight list – the idea of Farsight and the 7 samurais dropping in and crippling your opponent’s army in a turn of controlled fury is very appealing. But I struggle to see how it would work as an all comers tournament list.

The problem I see is that you wrap up too many points in one unit. Worse, it’s a unit that you do not have on the board until turn 2 at best. And when if comes on you need to put it in harms way to get the benefit from Farsight’s Warlord Trait. Sure it will kill 2 things on the turn it comes down, but what then? You only need to kill the equivalent of 18 marines to wipe it out completely – losing a VP in the process. Most armies will still have enough fire power to kill the Bomb, even after losing 2 units. It also has horrible match up problems as an all comers tournament list.

So, for example – what happens if you play a double hell drake list (even at 1500pts there were loads of them at the last Throne of Skulls – my son even played a triple HD list)? Even with the Fireblade on the Iccarus you’re chances of intercepting the HD is not great, and even then it will have vector struck the Bomb before you get to fire the cannon. And once those Helldrakes are on the board, they will murder Farsight and his suits. Or what about a Ravenwing list or a Khorne demon list with Flesh hounds that will be in combat with the fire warriors turn 2? Or what about a guard list that doesn’t need to close with the fire warriors to kill them, and will still have fire power to spare to kill Farsight and his buddies?

Now clever play will combat lots of these weaknesses – but as an “optimal” list, I can’t persuade myself that the Farsight bomb is the way to go. Having said that, it will be huge fun to play, probably for the very reason that it’s not optimised!

TBH you “ninjaed” me with your post. I was about to post up my own thoughts on a Farsight list. If you have no objection I could still do that, or alternatively put it over on Apostates Anonymous for your thoughts.

EYIG

Casey Roberts said...
May 15, 2013 at 4:03 PM  

EYIG: I completely agree that a Farsight list is not the most optimized, and as a hardcore take all comers it doesn't hold up. However you hit the key point on the head. It's FUN! Dropping in a bunch of suits and laying waste doesn't get old.

In the case of double or triple held rake lists... Well I'm not sure any armies have a great response to that without designing their list solely for that purpose.

DimmyK: I've seen some mathhammer showing that 9 is an optimal number, but personally after about of year of playing with squad sizes I've found it to be the sweet spot of firepower vs. cost vs. survivability. Now that being said I may cannabilize one squad to max out the squad with the fire blade to make the most of his volley fire rule.

Bottom Banana said...
May 16, 2013 at 6:44 PM  

Ever since seeing Farsight in the new codex he has been my favorite unit, and have been playing around with him nonstop. If you don't mind adding space marines allies, you can really make full use of his ability.

This is the 1500 list i took a couple weeks ago to a tournament and had a great time with it going 4-1-0 with it.

Space Marines

HQ
Librarian - Epistolary

Troops
10X Tac Marines - Multi-melta, Flamer, Drop Pod


Tau Empire

HQ
Cadre Fire
Commander Farsight

Crisis Body Guards
1X Crisis - PR FB, Vectored Retro-Thrusters
1X Crisis - PR FB
1X Crisis - PR FB
1X Crisis - Multi0spectrum, Command and Control, Neuro Web, PEN Chip
2X Shield Drones

Troops
10X Fire Warriors
09X Fire Warriors


Fast Attack
5X Pathfinders


Heavy Support
Hammerhead - Ion Cannon


Broadside - Railgun Velocity tracker
85

Broadside - Railgun Velocity Tracker
85

Aegis - QuadGun
100


If you haven't seen the combo, The librarian will have Gates of Infinity and Avenger/Nullzone, and will simply teleport the farsight blob willy nilly with perfect accuracy causing havoc.

I prefer the combo over pure Tau cus then farsight gets to be on the board killing from turn 1 and I don't have to rely on that reserve roll to get him in. Also the marines give you a aggressive troop choice for taking mid field objectives.

Also have you tried putting vectored Retro-Thrusters on one of the crisis in your blob? Only 1 needs it and it gives the entire blob Hit & Run at Farsight's I5.

I also prefer a smaller blob with the shield drones just being extra wounds as its cheaper and I've found just the four suits are able to wipe any unit off the field, especially at 1500

Embrace Your Inner Geek said...
May 17, 2013 at 1:01 PM  

Does that work? Farsight's power only works when he's "arriving by deep strike". Gate allows you to place the models on the board "using the deep strike rules". Not sure that's the same thing.

The key differences is the word "arriving". If you're already there, but are simple replaced, have you really "arrived". I would want to check that one with a TO before taking the combo to the a tourni.

EYIG

Casey Roberts said...
May 17, 2013 at 2:46 PM  

Looks like I have my excuse to make some Blood Ravens!

I think you would certainly want to check with a TO or your gaming group, but it seems to me that anytime you are moved from somewhere to somewhere new you "arrive". Now that could just be me splitting hairs because I want to do it!:D

Bottom Banana said...
May 18, 2013 at 6:48 PM  

It works in Dark Angels with Belial and a Librarian as well.

Gate of Infinity (SM Codex pg 57).
The Librarian, and any unit he is with, are removed from the table top and immediately placed back together anywhere within 24" using the deep strike rules.

Through Boldness, Victory (Tau Codex pg 32).
"Your Warlord, and any unit he joins, does not scatter when arriving by Deep Strike."

And looking in the BRB at deep strike the only verbage I can see being used is "arrive", so in order to be removed from the table and replaced by deep strike They have to arrive. I would think at least

ygtarslan said...
June 29, 2013 at 1:02 PM  

seriously? you guys havent heard about shadowsun/farsight bomb yet?

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