The bomb was very shooty, and could target multiple units. However, keeping them alive was a conundrum, and deep striking in was always risky.
Farsight, plus a Raven (Support'Vre), and 6 other bodyguards with two of the primary weapons and a Target Lock ran about 665 points. This didn't include drones, but now you had a big incentive to bring them because you could take 2 per suit and you could boost their ballistic skill to 3.
Really, it was the signature systems that made it so potent. They allowed the unit to target multiple enemies with exactly the right weaponry, with an accuracy boost, stripping cover, and a damage boost against MC's or vehicles. All this while being able to deep strike with no scatter and land in the exact right spot. To add insult to injury, Shadowsun could be taken as the second commander and added to the bomb (pre-FAQ). This made the bomb incredibly hard to kill at range, especially when you had 3++ drones and auto-pass Look Out Sir.
In an edition where Interceptor was rarer and Death Stars ruled, the bomb was probably at its peak.
Components of the 7th Ed Farsight BombYou have probably figured it out by now, but the basic components of a Farsight bomb are these:
- Farsight (duh): he is no longer required for the large unit, but you still need him for the No-scatter deep strike. On a budget you can try to get by without him and use homing beacons or just plain old balls-of-steel to bring your bomb in.
- XV-8 Crisis Team: up to 9 models with their choice of weapons (usually high S low AP) and a target lock. You don't have to pay the bodyguard tax! Winning!
- Raven or Buffmander: necessary to make your initial attack as potent as possible.
- Drones to Taste: primarily for anti-infantry shooting, especially with the Buffmander. 18 drones = 36 shots, S5 AP5, twin-linked, ignores cover, pinning. Wow.
Alternate "Bomb" Build
- 9 Crisis Suits w/ Missile Pods and/or Plasma Rifles and target lock
- Marker Drones to taste (more than 6 is probably overkill at BS5 twin-linked)
Weapon ChoicesThe crisis suits have lots of options, but not as many as you might initially think. Burst Cannons, Airburst Frag Projectors, and Flamers are nice, but it is usually better to leave anti-infantry to the Gun Drones. Gun Drones were just an option before, but today they are nearly mandatory to get the most of your bomb.
- Missile Pod: excellent weapon, though you might have S7 spam elsewhere in your list.
- Cyclic Ion Blaster: another excellent weapon, The extra S7 shot essentially makes it a better Missile Pod on the turn you Deep Strike.
- Plasma Rifle: the low AP makes this ok, the extra shot at 12" makes it devastating in the bomb but it lacks punch against AV13+ or T7+.
- Fusion Blaster: my personal favorite. S8, AP1, and Melta make it the weapon of choice against most targets. It is also the most point-efficient against most 'valuable' targets.
So I put FB's on 5 of my suits and the rest carry CIB. This seems to satisfy the minimum to kill Knights and makes me a tad more efficient vs Wraithknights toting invulnerable saves.
Synergistic UnitsScreening units like Kroot are great for keeping the bomb out of CC. But a VRT and Farsight's high initiative can do that too.
Fast blocking units like Piranhas. A piranha is amazing for positional play, and a unit of 3 can come out of nowhere to block an enemy advance and grant some intervening cover to the bomb. They can also move fast enough to get into the enemy zone where Farsight has likely landed. They even bring their own screening drones.
Homing Beacons on Stealth Shas'vre, Tetras, or a Recon Drone will be handy when running the bomb sans Farsight. This can be quite tempting since Farsight is not cheap and you no longer need him for the large unit size.
The comms relay in an Aegis or Bunker can help bring in Farsight+Bomb sooner.
Markerlights do not help as much as you'd think. The whole unit doesn't benefit unless the whole unit targets the same unit. They are already twin-linked and ignore cover, so you would only need two hits to boost the unit to BS5. I actually am not sure if a model using a Target Lock can use a marker hit. If they can't then in most cases only the Drones could have their BS boosted. Either way, markerlights aren't necessary for the bomb to work.
There is one very good reason to bring Markerlights though: Invisibility. If you need to kill an invisible unit, like an opposing Deathstar or some other heavy hitter, then you will need the marker hits. So something like a Drone Net formation could be handy for getting large quantities of markerlights onto the board.
A hilarious use could be having the Crisis team portion of the bomb be a part of the Ethereal Honor Guard formation. This allows it to conduct massive redeployment to get closer to their prey or to create distance. The only problem you have is that redeploying them within 3" of the lynchpin could be tricky.
- Commander with PEN, CCN, M3S, DC, Iridium, Talisman of AM, Fusion Blades, VRT
- XV8 Crisis Team
- Shas'Vre with 2 FB, Target Lock
- 4x Shas'ui w/ 2 FB, Target Lock
- 3x Shas'ui w/ 2 CIB, Target Lock
- 10x Gun Drones
It has 34 wounds to chew through and is a very credible threat in close combat. It can fire at multiple targets and (after the turn it arrives) it can charge another target. It can tie up a unit, keeping the bomb "safe" from enemy shooting, and then Hit-and-Run back out.
Sorry the post ended up so long! Thanks for reading!