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Ninja Tau Variations - Farsight
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Old 21 Feb 2009, 21:48   #1 (permalink)
Shas'Ui
 
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Default Ninja Tau Variations - Farsight

Ninja Tau Variations

While Ninja Tau is essentially a Hybrid force (With a radically different play style from pretty much any other 40k army) it has been interesting to see the various variations in the tactics to suit other more specialised lists – but still play in the Ninja Tau way!

So this Tactica is to talk about the various Ninja Tau concepts/play styles and see how they work/react with more established lists.


Ninja Farsight.

Normally a very BattleSuit heavy list! (At least that’s how I have always played it). With Farsight you have always had 2 choices when constructing a list, it’s either a standard list with Farsight Commanding, or you go Ball’s out with Farsight and the full Seven Samurai! (Farsight and 7 Bodyguards)

The constraints on the list are pretty heavy – No Kroot or Vespid (and the loss of the Kroot removes one of your key units from a standard list set up) and only 1 unit each of Stealth’s, Pathfinders, Piranha’s and all the heavy support. So all in all most of the main Ninja Tau units are limited or outright banned from the list.

So depending on what way you run the list your tactics will differ (they will be forced to differ).

Ninja Farsight and his Seven puzzled Samurai Chums!

Starting by looking at Farsight and the Seven Samurai. This is a hugely expensive points sink of a unit, it is also (or has the potential to be) one of the hardest single units in the game to kill.

You have several options for your Positional Relay Deployment here, and what you choose will affect the game massively! You can buy a separate Commander and equip him as a standard Relay’O – And then DS Farsight and the Samurai (this has the potential to go very very wrong). Or bring them on as a TER (Table Edge Reserve) later in the game. Depending on the mission the TER is the less risky option, but also probably not the most effective!

The other choice here is to give the Positional Relay to one of the Bodyguards and make it part of the Seven Samurai unit. The plus side here is that it will be nigh on impossible for you opponent to get the |Relay in the first 3 turns of battle – especially if you have gone fully balls out and included 14 Drones with the Samurai unit. The bad side here is that you most scary unit will be deployed on the table (probably on its own) from the get go! Drawing the full attention of your opponent’s army and depending on your point’s value you may well not have that much to bring on in support!

Pregame

Personally the best way that I can see to Ninja Tau this list in an Objectives game (Capture and Control, or Seize Ground) is to change your objective strategy. Instead of the Diagonally opposite Objectives 12” from the Table edge you want to put your Objectives in the Centre line of the Table, exactly 12 Inches from the Long Table Edge, and the other directly opposite 12” from the other table edge. In Capture and Control you want to do roughly the same thing and place your Objective on the centre line 12” away from the long table edge. By placing the objective centrally you achieve two things, you deny any chance of assault by enemy Out flankers and draw a concentration of your enemies army inwards, also the majority of your reserves will be DS’ing or Coming in from TER, which means anything coming in from TER will be able to reach your objective/base fast!. If you get a Table Quarters Draw on the Capture and Control place your base at least 13 Inches from the short table edge and 12 in from the Long Table Edge, giving your TER units the chance to get there targets and stopping most Outflankers from being able to assault you. If it’s a Seize Ground mission and you have a 3rd Objective to place put it as far away from any other objectives as possible! – It means taking it will cause your enemy to split his forces still further.




Deployment


I think the best option is to put the Relay on a Bodyguard and deploy Farsight on the objective in your deployment zone (far to terrifying to try DS’ing 700/1000 Pts of unit!) – This Objective is now yours. If you are playing Orks or Space Wolves move it at least 13” from the Long Table Edge (to avoid being attacked from behind). Farsight – 7 Tooled up Bodyguards and 14 Drones are going to take a whole lot of moving! Especially as in turn 2 you will start to bring on either Heavy Support or Fish Mounted Fire Warriors to support them holding that objective. (It may be worth deploying a unit of Heavy Support with them too to aid in the long range slaughter!


Battle

The aim here is to blast away and make your opponent realise that taking this objective is going to be incredibly/incredibly expensive for him to take – especially when there are 2 – 4 other Objectives he can take with nothing on them. Your Battle is now to hold your objective and destroy anyone who looks at it twice! – As you have placed it centrally Outflankers are going to have a very hard time closing in! Ideally you want to bring your TER’s in to support/hold your objective and hold your Deep strikers off the table until turn 5 – Then in turn 4/5 bring them on and contest, contest, contest. Ideally you are only seeking to actively hold 1 Objective and to contest the others (unless there is another objective in striking range of Fire Warriors you can take and hold).

The Same Works in Capture and Control – Hold your Objective at all costs and try to contest your opponents.

Key Units.
Gun Drones – Yep, cheap nasty little Gun Drones. They are Cheap and they Can Deep Strike – and more importantly they can contest an objective by DS’ing onto it! (And possibly pin the unit holding it).

Piranha – You can only take one unit – I would take a unit of 2. They are the fastest long range unit you can bring in from TER with an effective Objective Contestation range of 27” – Ideal to bring on in turn 5 and drive straight at an Objective! – Good Contester so worth taking!

XV8’s – They Deep strike, and have a lot of Fire Power. – Ideal again to drop in and contest the objective. I would take at least 2 units but would be tempted to keep them cheap – TL Flamers would be an ideal option as you would be dropping down onto/beside an objective probably packed with Troops – TL Flamers will create Havoc!

Stealth’s
– Can Deep strike and lay down a Hail of Fire – can also infiltrate/outflank, a good contesting unit, and if you feel the need could Outflank rather than DS. (You can only take one unit).

Pathfinders
– Almost integral part of the list! – But only for there Devilfish and The DS Rerolls. With the need for precision DS’ing you will need to have one of these! (you can only take one). I would be tempted to keep costs low and take a minimal unit of 4 and OF them in the Fish the same time the Deep striking units come into play!

Fire Warriors – You only scoring unit – so they are key! (unfortunately). Put them in Fish and keep them there, Just to hold your Objective (if you have the points upgrade to Warfish).

- Everything else is optional but you will want Heavy Support on the table to help Farsight.

Kill Points

This is a lot easier fight for a Farsight Seven Samurai Ninja Tau List (Bit of a mouthful!) – Farsight and the 7 will cost a huge chunk of your Points, will be extremely hard to kill, and will have incredible destructive power! – However, they are also only worth 2 Kill points. The Farsight unit should be able to Easily kill more than its own Kill points worth of the enemy (even if it is eventually destroyed) – The Pay off here is the fact that your Relay Holder is virtually untouchable, and you can very very slowly bring the rest of your army onto the table as far away from the enemy as possible. – The rest of your army can lurk and take out soft targets. Farsight can take on the big stuff. – Another Point in your Favour is that Farsight Amies generally have a very low KP profile compared to other lists – The easiest Farsight Ninja mission you can get (and your lack of Out Flankers will not hinder you).


Normal Balanced Farsight List (for the more sane!).
This by nature is quite a constrained list, and the lack of a strong central unit (like the Samurai) and the limitations on the Normal Ninja Units will hurt it! But it can still be done effectively (in a far less death and glory manner than Farsight and the Seven lol).

You have the same options for your Relay – Give it to one of Farsights Bodyguards (If you have any) or give it to a separate Relay’O. In this case I would say a separate Relay’O would be your best choice, he will be far more survivable than a Bodyguard in a Minimal Farsight Unit.

Pregame
Again – you are going to lack Outflankers (1 unit of Pathfinders and 1 Unit of Stealth’s only) so the Pregame Advice above still holds true, abandon the normal Ninja Tau diagonal Objective Placement, and concentrate more on central objectives (away from Out Flankers) – However Holding just one objective is going to be more problematic here, and you will be very dependant on your Fire Warriors on TER to take/hold the objectives. So for a Seize Ground Mission you need to pay very very careful attention to when you want your Troops to come in – they need to be able to reach there target objectives, and you need to give them the time to do that.


Deployment


Seize Ground and Kill point’s are going to follow the normal deployment rules for a Ninja Tau force – Capture and control will be slightly different, depending on your opponent – And your Game Objective! – Capture and control is the hardest fight for Ninja Tau, and from the start you will have to make a decision – Play for the win or the draw!

Playing for the WIN. (Capture and Control)

If you are fighting (for instance) a Marine Drop Pod army, you will want to go with a full reserve approach, if you are going against Orks or Nids (Horde) you may want to deploy part of your army on the objective to thin there numbers before they get to you (Without Kroot or a Full Farsight Unit its going to be hard to sweep them off the objective in the last few turns – so ideally you want to stop them getting there). And Bring in your TER’s to support/protect your base. Then in the last few turns bring in your Deep strikers to contest the enemies base (which may well be lightly defended).

Playing for the DRAW (Capture and Control).


Sometimes in Capture and Control it can be a good idea to play for the Draw rather than the Win, generally it depends on where the bases are placed and your Outflankers/holding units coupled with the potential of the opponents list. With a Farsight Ninja List it’s far easier to go for the draw here (and obviously a less challenging fun battle) – To play for the draw you go full Ninja Tau, and Deploy your Commander as far way from both bases as possible! Your opponent will probably occupy his own base and position himself to attack yours – so your Relay’O should be relatively safe. Over the next few turns bring on your long range fire and pepper the enemy from a distance (make no attempt to close with or go anywhere near the bases).
Turn 5 – Bring it all on and flood both objectives with Troops (Would be a good idea to have Farsight in TER so he can charge the closest base and get some CC nastiness in). All your Fire warriors coming on in there Fish and Tank Shocking, rapid firing etc anything on your Table Edge base, and the rest of your TER Troops supporting them.
And your Deep strikers Hitting the enemy objective in force to contest it. – End Result should be 2 contested objectives.

You can still turn playing for a draw into a win, if you think it’s possible that with a bit of support your TER troops could clear the objective then send in some DS support to help them! While the others contest. If your opponent is really inept (or has never faced Ninja Tau before) he might leave both bases lightly guarded and send his army after your Relay’O and long range fire – in which case you can sweep both objectives with ease.

Battle (Seize Ground).

Can be played in the standard Ninja Tau way, again concentrating on your TER’s rather than the outflanking. The Major difference is that Farsight will be relying heavily on Fire Warriors to take and hold the objectives (Normally within there Devilfish). The best thing to do is choose 1/2 Objectives and make them your targets, remember to give your self plenty of time to Reach the objectives – for example if the objective is 24 inches away from the Long Table Edge and you want to reach it with a Devilfish full of FW’s you have to come on in turn 4 at the latest to get your 2 turns of movement and travel the 24 inches. – Again your Deep strikers (+ Piranha) contest the others.

Kill points

As always – Ninja Tau’s strongest point! – Fine to play it the normal way (with added Farsight :P ).

Key Units.

The Same as the above, with the same configurations/reasons. The difference is the emphasis on Fire Warriors – You have to load up on them in this one (sadly) as they your only scoring units – But make sure you take them in Devilfish (Warfish preferably)! You need it for the survivability and manuvrebility it offers – both to make it to the objectives and to claim them.
XV8’s could also be good here with TL MP’s and TA – Long Range Dakka in the extreme on TER.


Conclusion.

That’s the Farsight Ninja Tau, they are probably more of a challenge to play (because of the unit limitations) but can be played under the Ninja Tau Guidelines competively.
Will follow up with Ninja Mech and Ninja Static soon. Will also have a think on Aggro Ninja, but I am not sure the Ninja Tau style would mesh well with the sheer aggression and aggressive playing style of the Aggro list – they seem very opposite play styles! Ninja Tau is sneaky sneaky and dirty tricks, Aggro is direct in your face blood and guts killing! But it could be interesting!

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Old 22 Feb 2009, 00:44   #2 (permalink)
Shas'Ui
 
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Default Re: Ninja Tau Variations - Farsight

Who cares about sanity? F7SaN is for me! ;D But how do you kit out the 7 guys? Should you include different weapon configs and TLs, or Fireknives (since they would have to be prepared for everything)?
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Quote:
Originally Posted by Jedibean
Quote:
Originally Posted by Khathecleric
My love runs her Sisters with melta, so it does get rather hot for my suits when she's around. :P
I just gotta comment that I LOVE all the inuendo in this statement right here... hehe
Quote:
Originally Posted by GyrfalconXV25
Quote:
Originally Posted by Watchdog
Quote:
Originally Posted by GyrfalconXV25
Is that penetration only for vehicles?
What else would you like to penetrate?
Sisters of battle for starters.....
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Old 22 Feb 2009, 04:17   #3 (permalink)
Shas'El
 
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Default Re: Ninja Tau Variations - Farsight

If you're deepstriking commander farisght the most important thing is to maximize damage on the turn that you arrive. I personally like to give them all target locks no matter what weapon configuration they have. Generally I like to give them fusion blasters and plasma rifles. It's a very reliable weapon configuration. It's capable of dealing with anything but a Necron Monolith. Of course 7 helios crisis suits and farsight can be somewhat overkill against some units, but generally those units against which they're overkill are really not capable of killing farsight in return and can be safely ignored. You'll also want to take him with as many shield drones as you can jam into that unit. This will provide you with a safe buffer of drones that will save your battlesuits for a turn or 2 of shooting.

As always target prioritization should be the most important thing when you hit the ground. The most important targets to kill are tough assault units, particularly any type of terminators or assault marines or monstrous creatures. Farsight is about as good as it gets for Tau units in close combat but there are plenty of tough assault units out there that could either beat them in combat or tie them up in close combat all game and nullify their effectiveness.

If you've got the shooting to spare then you'll also want to shoot up any vehicles that they have. Exploding vehicles can potentially kill enemy units in close proximity. With helios suits with target locks you have the potential to blow up a LOT of vehicles, especially if you land in melta range. On the subject of vehicles you'll also wanna take down any vehicles that have one of those nasty strength 8 ap 3 blast templates or if there's a landraider redeemer with the strenght 6 ap 3 flamer. Both are incredibly annoying and can put a hurting on farsight once his drones are gone.

Another great option is to take another Shas'o HQ and put him in the unit with commander farsight. He's another unique character to tack wounds onto and if you give him a shield gen, stim injector and iridium armor he's damn near unkillable. So basically you end up with an unkillable character within an unkillable unit. Which is very survivable.

Lastly, and most importantly is that farsight and his 7 bodyguards (plus 1 additional shas'o) cant win you a game alone. They need support. Basically you want to make sure that you're using the rest of your army to kill as many things as you can in the turn that he arrives. Use pathfinder to markerlight the biggest threats. Also, you'll wanna use railguns (preferably broadsides) to kill the heaviest vehicles from around you.

This is all very general advice. But it's stuff that I've found is effective. Farsight isn't going to be able to wipe out an enemy army all by himself but the real key to victory with commander farsight is to drop a big enough, scary enough, unit on your opponent that they wont have any choice but draw all of their attention towards. In an objectives game this will allow your scoring units to slip past and get to where they need to be. In a kill points game, Farsight really excels because he and his unit are incredibly tough to kill. Similarly, he can be extremely deadly and his unit of battlesuits with target locks can kill multiple units and vehicles in a single turn of shooting and assault.

I hope this helps. good tactica.
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Old 22 Feb 2009, 12:28   #4 (permalink)
Shas'Ui
 
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Default Re: Ninja Tau Variations - Farsight

Great advice indeed Jedi. But this is an aggressive build of F7Sam, I wanted a defensive one as mentioned in the tactica. Which means the aforementioned tactica about having one of the 'vre carry the PSR and the whole 7sam sitting pretty, looking scary, but otherwise waiting on the 1 objective while the support trickles in, instead of DSing in themselves. I've never done this kind of F7Sam before, so I was thinking about throwing the idea around for a bit more.

Thanks in advance!
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Hail to the God-Emperor, Baby!

Quote:
Originally Posted by Jedibean
Quote:
Originally Posted by Khathecleric
My love runs her Sisters with melta, so it does get rather hot for my suits when she's around. :P
I just gotta comment that I LOVE all the inuendo in this statement right here... hehe
Quote:
Originally Posted by GyrfalconXV25
Quote:
Originally Posted by Watchdog
Quote:
Originally Posted by GyrfalconXV25
Is that penetration only for vehicles?
What else would you like to penetrate?
Sisters of battle for starters.....
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Old 22 Feb 2009, 13:14   #5 (permalink)
Kroot Warrior
 
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Default Re: Ninja Tau Variations - Farsight

this is a great tactica for farsight. I've always wanted to try a farsight list but I don't have enough Crisis suits to do it. I want to add that you can add a Failsafe detonator in one of farsight's bodyguards. This will assure Farsight and his team to escape assault (if they fail) without needing to test for initiative test. Farsight and his team are a powerful unit and can pretty much handle assault but they're are dedicated units such as genestealers, Nob Bikers etc that can beat them in assault or at least tie them up. A failsafe detonator will ensure that farsight and his team will be able to get away as well as causing some damage to the enemy.
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Old 22 Feb 2009, 19:57   #6 (permalink)
Shas'Ui
 
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Default Re: Ninja Tau Variations - Farsight

I would echo Jedi here - wether you are playing Farsight offensively or defensively Target Locks are the way to go! - This unit has so much offensive firepower its not true! - And the ability to switch it between targets makes it even more effective.

Look at it this way - you have a unit of tatical Marines either side of you - with out the Target Locks you can fire (and assualt) just one of them. With the Target Locks you can declare firing at one unit, use the Lock to swap everyone round so they are shooting the other unit (which will wipe them out/hurt them massively) - you can then assualt the original unit you declared firing at! (Farsight, 7 Samurai with 14 Drones ='s 54 attacks on the charge, 5 of which give no saves and 26 of them are S5 [with the 28 attacks from the Dones being I"4]).

So - Without the Target Locks you can wipe out/cripple 1 unit - With the Target Locks you can Wipe out/Cripple 2!

They are also extremely useful for firing you different weapon types at various different targets, ie. Your Anti Tank on the Tanks and your Anti Infantry on the Infantry

Quote:
Originally Posted by Kreossjmw
this is a great tactica for farsight. I've always wanted to try a farsight list but I don't have enough Crisis suits to do it. I want to add that you can add a Failsafe detonator in one of farsight's bodyguards. This will assure Farsight and his team to escape assault (if they fail) without needing to test for initiative test. Farsight and his team are a powerful unit and can pretty much handle assault but they're are dedicated units such as genestealers, Nob Bikers etc that can beat them in assault or at least tie them up. A failsafe detonator will ensure that farsight and his team will be able to get away as well as causing some damage to the enemy.
Could not agree with this more - The Failsafe Detonater is an essential component of a Samurai unit! - It is the only way Tau have to get free and clear from CC with no chance of being hacked down by a sweeping advance. - And if you do fall back as another tip every single suit in the Seven Samurai can have a Bonding Knife free of charge! - Lose Combat and fall back, the Detonater stops the enemy consolidating and the Bonding Knifes mean you can regroup and fire (even if you are under 50%, which with a Farsight unit could just mean losing 11 Drones).

Quote:
Originally Posted by Kaphias Kha
Who cares about sanity? F7SaN is for me! ;D But how do you kit out the 7 guys? Should you include different weapon configs and TLs, or Fireknives (since they would have to be prepared for everything)?
This is a difficult question to answer and it really depends on your points and plan. The absolute cheapest points cost you can achieve with a Seven Samurai unit is 478 - That is Farsight, and 7 Suits with TL Flamers and Black Sun Filter. It also the most ineffective Farsight unit you can have!

For a truely effective, balls out destruction Farsight unit you are looking at between 800 - 1000 points....It is a huge points sink!

As a tip you should always try to equip everything slightly differently! This means that all seven suits (Well 8 Suits including Farsight) will be unique models for Wound Allocation purposes - So each Suit would have to take a Wound before you could lose 1 - it effectively adds another 7 Wound buffer to the unit.

- Weapons.

Missile Pods - Long Range, High Strength, Excellent for killing Dreads, Light Vehicles, Medium Infantry and Monstrous Creatures - at long range!

Plasma Rifle - Rapid Fire, excellent MEQ, TEQ killer, High Strength.

Fusion Blaster - High Strength, Good TEQ, Good Anti Vehicle etc.

(also consider weapons like the Cyclic Ion Blaster and AFP)

Essential Equipment.

Positional Relay (If playing Ninja/Defensively)

Failsafe Detonater - For the Resons Above

Bonding Knife - Its Free and could be useful, as a rule give it to every one in the unit - however sometimes it can be a sneaky way of making a Model different for Wound Allocation Purposes - 2 Models the same? Just give one a free Bonding Knife - Hey Presto - its a different model.

Target Lock (can be hardwired) - For the Above Reasons

Multi Tracker (can be hardwired) - allow you to fire 2 Weapons, and can be incredibly useful on a Farsight unit.

Drone Controller (can be hardwired) - Gives you access to Drones, which boost your numbers, protect you, add fire power etc. - Essential for a really really nasty unit.

Shield Generator - Very useful for extra Protection, but not essential if you have Shield Drones. - If you have a Key member give one to him.

Drones.

I tend to run the Drones like this (in a defensive unit) - 7 x Shield Drones, 7 x Gun Drones. The shield Drones are essential, they have invunerable saves and boost the units Majority Tougness, the Gun Drones are slightly cheaper, and thanks to 5th will also have a 4+ Cover Save alot of the time. - They also have added firepower! You can even add in Marker Drones if you want to boost the unit BS.

If you take Gun Drones they will not be able to seperate there fire, so they will always have to fire at the unit that you declare firing at. However this can work in your favour! Your Drones may Pin the unit before you assualt them (while you are shooting at the other unit/targets) which can have big advantages for you.

If you split the drones to two different types you also have more unique units for wound allocation

With the HW options open to the bodyguard as well you can give them all a TL weapon, another weapon - and the HWMT means you can fire both in a single turn! (and you can still have a HW TL and HW DC).

Be careful though! - With all the options open to you, you may find the points cost mounts rapidly!

It can be very worth it though - Its always going to be fun watching a Marine Drop Pod Armies opponents face when he ralises that yes - he can send 3 Pods in on the first turn, but the only unit you have on the board is a Farsight unit that is going to blast them all into oblivion - Watch the Drop Pods fall miles away from you lol!

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Old 25 Aug 2009, 05:19   #7 (permalink)
Shas'Ui
 
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Default Re: Ninja Tau Variations - Farsight

Pardon the necromancy, but I thought I could add on to this thread:

I've been crazy enough to play Farsight 7 Samurai Ninja Tau for 1500pts, and despite the mixed success it's hell fun to play. I've been tooling and retooling the group to figure out what works and what doesn't, and I've concluded that:

1) You don't need a drone cloud on F7S while facing the horde alone.


Even 7 GDs and 7 SDs is too much a point cost increase; I'm already spending 743 on 1 HQ, non-Capturing unit, no need to make it worse! The massive unit becomes too difficult to hide in cover, while just 8 bodies work better. Use the cover save as your invulnerable. Probably just my preference, and that I don't encounter Marbo that often.

Though the one time I did, the PSR carrier and 2 others went down instantly. Whoever gave Rambo a meltabomb is crazy-awesome!!! At least by then it had served it's purpose, and the rest of the force TER'd and deepstruck into the party.

2) You don't need plasma rifles.

You heard me. You don't need plasma rifles. Try to avoid Fireknives; expensive and not enough shots, and that marine is probably going to have a 4+ cover save anyway. Might as well bring more dakka in the form of cheap Firestorms, pwn everything else and leave the termination of Terminators to that 2nd HQ squad of Helios. With the lack of railguns in a F7S list, you're almost definitely bringing a set of Helios when you have the points (I don't mainboard them at 1500, and sideboard them in when I know I'm dealing with lots of tanks) so let them do their job, and the rest of the list do theirs.

3) Firestorms are the new Fireknives.


They cost 50 a pop, and 300 fills up 2 elite slots nicely. They have medium range, medium effectiveness on medium targets. And they have more wounds and shots than knives at the same cost while operating at safer distances. What's there not to like about their perfect half-assedness? :P

Anything that they are weaker at dealing with is meant for specialist units, which you will bring, just not in that many numbers. That's what I love about F7S. You are made to think a bit more than the average cushy Tau'la, and you are duly rewarded when you figure out that magic formula of efficiency.

4) You don't need that many troops.

Am I crazy? I'm already playing F7S and saying that it works; you don't get any crazier than that. :P

Jokes aside, I'm sticking to this notion in the era of 5th Edition. GoneFishing highlighted that in his original proposal that with this Ninja-F7S list you are hoping to hold one objective and deny/contest the rest. As such, why not go balls out and run only 2 troops, and fill the rest with all the suits, tanks and the works you can find?

At 1500, I run F7S, 3 x Firestorm duets, a duet of broadsides and 2 x 8 FW shas'la. I keep the FWs off the board as long as I can using the PSR, bringing 1 in first to beef up the F7S holed up at an objective and leaving the last group for the last. For most of the game, it's about balancing destroying threats to your forces and removing the ability of the enemy to hold objectives.

Troops as far as I can tell across the board tend to be the weakness of the list, or at least are rather paper-thin if they come in masses. By running more shots rather than more S or AP, you can hope to mow down the masses and, by running more of everything than troops, outshoot the outnumbered elites as the opposition has spent points to bring more troops.

At the same time, your own FWs are hiding on the safest place in the game: Off the table. And you have 2, you only need one, so when one gets fried another can quickly take its place.

And if you roll Annihilation, there's no worries left. Just jump in and party, Farsight 7 Ninjas style!

~~~~~~

After giving my $0.02 worth, I'm going to try and inflate the list to 2500. It would be a very maximized list, packing in 24 suits (counting stealths and sides), a railhead and a skyray, and a meager 2 x 8 FWs. However, this is completely unknown ground for me, so I'd like to know what you guys encounter at that points level usually. Is going everything but troops and holding desperately to that 1 objective going to have any hope of working?
__________________

Hail to the God-Emperor, Baby!

Quote:
Originally Posted by Jedibean
Quote:
Originally Posted by Khathecleric
My love runs her Sisters with melta, so it does get rather hot for my suits when she's around. :P
I just gotta comment that I LOVE all the inuendo in this statement right here... hehe
Quote:
Originally Posted by GyrfalconXV25
Quote:
Originally Posted by Watchdog
Quote:
Originally Posted by GyrfalconXV25
Is that penetration only for vehicles?
What else would you like to penetrate?
Sisters of battle for starters.....
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Variations on a Theme. Lex Artwork 1 15 Mar 2008 23:57
Carnifex Variations? ShadowCrawler Tyranids 7 30 Oct 2007 16:30