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Old 30 Oct 2013, 01:09   #6 (permalink)
ColdCast
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Location: United States of America
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In a Farsight detachment, the Commander Team is an optional unit taken in place of the Bodyguard Team. The supplement states that you cannot take the normal bodyguard unit with Farsight in an Enclave List. As such, any rules that apply to the bodyguard team do not apply here. Essentially, they function like normal Unique and Independent Characters. Without the restriction, I would say you can deploy them however you please, and they can leave the Farsight "Unit" at any time.

Fusion blasters are fantastic anti-tank weapons because they're meltaguns just with some extra range. If you want any vehicle dead, fusion blasters are better. The reduced strength an AP of the missile pods means they are generally best used for killing light vehicles and transports. Their extra range makes it easier to keep your suits alive and can put a dent in light infantry squads, but they won't be taking down tanks.

That said, keep in mind crisis suits have deep strike. If the extra close ranged anti-vehicle firepower is what you need, dropping a squad in with fusion blasters will eat tanks alive. For a ranged support unit, the missile pods are definitely the best option, but you'll have to look elsewhere to kill heavy vehicles and heavy infantry.

Farsight is fairly tough, and getting the most out of him will mean him being around 12" from his target for rapid fire. He doesn't share the low WS weakness of Tau either, but keep in mind he is NOT as good as the close quarters powerhouses of most other armies. What we can be used for well is a team leader for killing vehicles and heavy infantry. His dawn blade and high WS makes him solid against vehicles in CC, and attaching him to a mixed fusion blaster / plasma rifle crisis team makes for a deadly, close ranged team. With 4 wounds, and a 4+ invuln Farsight can tank even anti-tank return fire for at least a turn or two. The biggest weakness of a team like this in CC is getting swamped by a large squad. The high strength but low WS of crisis suits they get few hits, but those hits tend to do damage. If you do take him into combat, make sure his unit gets to initiate, and that it's against a unit with a small number of wounds to go around.
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