Preface:
Hi Guys, this is the continuation
of my last post, regarding the basics
of farsight bomb building. In this article, I hope to look at building the
farsight bomb itself. Specifically, I'll look at the so-called
"Raven", although I'll be referring to him simply as the support
suit. The name is silly and I refuse to use it. I then plan to look at the
signature systems that should be included on him, and the signature systems
that should be left elsewhere. I'll also look in depth at the weapon options
available to the farsight bomb, the drone options and I'll look more in depth a
the extra HQ options. I'll also include an important comment on the Comms
Relay, which, for all intents and purposes may as well be a part of the
The Support Suit
I need to get something clear right
now: As much as one can pretend that it is, the farsight bomb's support suit is
not optional. Farsight's squad wouldn't be anything more than two crisis
battlesuit teams mashed together were it not for this support suit. Since this
is covering the bomb itself, I will assume you're taking a Shas'vre as the
suit. There are a number of benefits to running a commander as the support
suit, as I will discuss later.
Firstly, let's understand that the support Shas'vre can take a potentially unlimited amount of signature systems. This is important, as it means that they can have potentially every signature system, while not having to worry about those same systems taking up a support slot. This means that the suit can carry its important systems - the Multi-spectrum Sensor Suite, that ignores cover, and the Command and Control Node, that allows all weapons to be twin-linked - and carry other useful support systems for the squad.
Without any extra upgrades, a Bodyguard with MSSS and C&CN costs 67 points per model. You still have 3 slots for certain upgrades. I will list your options quickly:
Weapons:
The only useful option is the
flamer. Although you shouldn't ever dream of using it during the shooting
phase, 2 or 3 extra S4AP5 shots on overwatch never hurt anything.
Support systems:
Lots of options here. The two most
useful are the VRT, for hit and run on Farsight's initiative 5 and the Drone
Controller - assuming you're not running a commander separately with a DC,
raising your gun drones to BS3 can change your shooting odds from about 15/28
hits to as much as 21/28 hits. definitely a consideration. If you decide to
equip your support suit. with XV8-02 armour, a stimulant injector is a good
idea - it's like a 5+ invulnerable save against anything >S10, and it makes
sure your support suit takes fewer wounds from small arms fire.
Another consideration is the
Positional relay - this costs the same as your flamer upgrade, while arguably
being more tactically useful. If you have your suit in the right place on Turn
4, you can ensure that your suit is in the right place (6" from a specific
board edge) and you can bring a kroot or scout squad to outflank onto an
objective.
An alternative to the Positional
relay is the CDS. This piece of kit will give your Drone-controller wielding
suit BS2 - meaning your Drones will be the most accurate units in the game on
overwatch.
Extra signature systems:
I've already had a look into the
two main systems (MSSS and C&CN), but there are a number of other systems
one should consider when building their farsight bomb. The most important for
the support suit is the XV8-02 armour. If you're taking a commander, this is an
auto-take - T5, 2+ save and a 5+ fnp on 4 wounds ensures that your support suit
won't die. It's still something to consider on a Shas'vre.
Other systems that should be
included are the Neuroweb System Jammer and the Puretide Engram Chip. I would
consider placing these on other models to your support suit - that way, if your
support suit gets sniped out, you don't lose all your special rules.
The Sub-commander
I've affectionately named the
bearer of the secondary support systems "Sub commander". He's not a
support system jockey - he's a normal Shas'(el)vre suit. I tend to make him a
Plasma gun / Plasma gun / Target lock suit - this way, he can use the NSJ while
being in an optimal shooting position. Realistically, it makes no difference
who carries the NSJ - it just seems silly to leave your support suit within
12" of enemy fire, unless you've already gone balls-deep - in which case,
it doesn't matter who holds the NSJ anyway.
Note:
I forget about the Neuroweb system
jammer every game. I highly recommend players write NSJ on their hand or
forehead so they might remember it occasionally.
PEC
The other system the sub commander
should carry is the Puretide Engram Neurochip. This fifteen point upgrade is a
beauty. It gives you one of five (three powers) every turn. I'll list
them quickly here:
Furious Charge: Doesn't transfer to the squad, not
very useful at all. 4 S6 attacks at WS2 won't even scrape a marine.
Counter Attack: Once
again, doesn't transfer to the squad, and is not very useful. 4 S5
attacks at WS2 won't even scratch a marine while he tears your suit's limbs
off.
Stubborn: Does transfer to the squad! This
power is the default - LD 10 means you won't get swept very often if the bomb
gets wrecked in assault, usually you can break off with hit and run after
passing your stubborn leadership check.
Hunters: both Monster and
Tank hunter transfer to the squad. Obviously, there's no point in using either
power if you don't have a monster or tank to shoot at. However, the turn you
come down, you can ensure your weapons do maximum damage against those primary
targets. Make this choice carefully. You can't take on both forms of this power,
so look at your targets - if you can bring down the tanks without tank hunters
(Melta range, for example), go monster hunters. if the monster is a daemon
prince or similar flyer, it's probably best to ignore it unless it is your
primary target.
The Protection Detail.
Here
I was going to look into detail about all the guns, but there isn't too much
insight I can give here. If you can't see that burst gun detail is covered by
gun drones and that flamers and special weapons are too situational to be useful,
I don't think I can be much use to you. I hate to be the guy telling you
"this won't work", but, well, this Burst cannons, Flamers, CIB and
AFP systems are all really bad for the farsight bomb.
This
leaves the three viable options as the Plasma Gun, Missile Pod and the Fusion
blasters. I'll explain what you should consider when kitting out your suits.
Before I continue, I've pretty much gone off most other support systems that
aren't called the Target lock. At least for the farsight bomb, there really
isn't a much more useful tool.
I'll
also explain my priorities system: I'm trying to give my readers an idea of how
their fire selection should be split up. These will not apply to every
situation, nor should you assume they will - if you need a T3 model with no
save dead because it's the only thing holding an objective, it is more
important than a higher priority target.
I'll
start with the easiest.
Fusion
Blasters: S8AP1
melta can deal with anything. Give it twin-linked, ignores cover, Tank/Monster
hunters and potentially force your opponent to re-roll successful invulnerable
saves*, and you're looking at the most versatile weapon in the game. The only
issue Fusion blasters face is that there's simply never enough of them in terms
of dice rolled. That said, I wouldn't take more than 4 - they simply don't put
out enough shots.
Support
systems: Target Lock.
Priorities:
AV13/14,
Monstrous Creatures. T4 W2+.
Secondaries:
AV12,
T6 (that isn't a monster.)** Terminators
Tertiaries:
Scoring
troops, AV10-11.
Plasma
Guns: Not nearly as
good as the Fusion blaster, but having four shots makes this tool ideal for
dealing with threats that it is identical to the fusion blaster against.
Consider
no more than 3.
Support
Systems: Target Lock or ATS on no more than 1.
Priorities:
AV11,
Terminators, Scoring troops / Marines.
Secondaries:
AV12
or 10, Monstrous creatures.
Tertiaries
T7+
(that is not a monster).
Missile
Pods: One usually
takes Missile Pods for their long range but a farsight bomb likes to go
balls-deep. For this reason, I do not advise that the player takes missile pods
- their range simply won't make up for the AP4 in the long run. Consider no
more than 2.
Support
systems: Target Lock.
Priorities:
T5+
(with a save worse than 4.) 4+ armour saves, AV10/11.
Secondaries:
Monsters,
T6+. AV12.
Tertiaries
Tactical
marines, terminators.
Drones
Believe it or not, Drones are the best
part of the Tau Codex. The unspoken 12 point heroes. Here, I'll discuss the
three kinds of drones available to each suit, the benefits of each kind of suit
and why it may be useful to you.
Gun Drones
I've tried to write this paragraph seven or so times. I can't find
the right words to describe how useful gun drones are. Let's look at what you
get. For 12 points, you get a T4 fire warrior who's slightly less accurate but
has a better initiative and is faster. On top of this, we get a twin-linked
Pulse Carbine. Let's have a look at a twin-linked pulse carbine for a moment.
At BS 2, one pulse carbine (shooting two shots) kills .246 of a
marine. That means four gun drones kill about 1 marine. This means 14
gun drones kill about 3.46 marines. A Pulse Carbine also has the
pinning rule. At Ld9, a model has a 1/4 chance of failing his pinning check.
Assuming you cause just a single unsaved wound, This is a 1/4 chance that you
will ensure that that squad does nothing next turn.
How about on overwatch, right? even if you don't run with a
CDS, you're looking at .135 unsaved wounds per gun drone. this means about 7
drones are needed to kill a Tactical marine. Guess what? You still cause
pinning on a 25% chance. A pinned squad can't assault you.
Two lessons to take from my notes on Gun Drones:
Pinning is really powerful, when you give it a chance to work.
Gun Drones make for very accurate overwatch.
Tactics: IF you're running shadowsun and you're capable, put these
guys out the front of your unit, preferably in area terrain. In Area terrain,
they do have to take a dangerous terrain check, but they then get a 2+ cover
save. This means very little firepower can actually get through to your suits -
even in the open, put them in front. Also, try to keep only one suit in
coherency of the drones then keep them in coherency with other drones. This
way, if a drone does die, the next target will most likely be another drone.
The most important tactic is to roll multiple dice. roll 2 dice if
you have a 4+ save. Roll 3 if you have a 3+ save if you have a 2+ save, roll 6
(or as many wounds as you've taken.) If you have one drone with a 2+ cover
save, and the first roll you make is a one, you lose that 2+ cover save - if
you roll 6 dice and roll two ones, the drone has to take a wound, as does the
next model but is considered to have passed all the 2+ saves - this means that
your 2+ drone can tank 4 S8AP3 wounds for the battlesuit hiding behind him.
Eighth times the charm, eh?
Shield Drones:
Before I continue, I want you to think of how many commonly used
weapons have AP4 (or better) and ignores cover. Most of them are flamers,
right? Other than a few barrage weapons, your opponent's gonna have to come
within 12" to use the weapons that will deny all the saves available to
your drones, but, that doesn't stop them being viable ways to deal with the
farsight bomb. While I wouldn't consider having fewer than 10 gun drones in any
farsight bomb, you should consider a few shield drones if your meta contains
lots of S6+ AP3- weapons that ignore cover.
Marker Drones
Markerdrones are a conundrum. If you shoot 4 marker drones at BS3,
you get 2 markerlights on a target, ensuring your riptide can ruin it. The
problem with this tactic is that usually, 14 gun drones will wreck a target
that 10 gun drones couldn't. For this reason, I don't recommend Marker drones.
IF they had networked markerlights, we'd be singing a different tune.
What's next?
This ends the part of my tactica on building your farsight bomb.
Next time, I'll look into more detail on the things I haven't finished today -
that is, Independent characters and fortifications. Until next time, lads!
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