
Originally Posted by
zawyvern
So seeing some interesting lists out there made me consider that maybe I could pull off a fun and hopefully all comers Farsight list. I think the key is to not look at it as just a chance to spam crisis suits. But rather take a "balanced" list that gets a shooting advantage against a potential horde army, orks. There is also the bonus that Farsight is now one of the few characters left with a weapon that ignores armor saves. Not that he has a bodyguard decent in CC to back him up, but it might help in a pinch.
So the list is:
HQ
170: Farsight - Shield Generator, Plasma rifle, Dawn Blade, Ork Fighter, Blood brothers
Elites - 503
167: 3 Crisis Suits - Twin Linked Missile Pods, Targeting Array, Team Leader w/HW blacksun filter
194: 3 Crisis Suits - Missile Pods, Plasma Guns, Multi-tracker, Team Leader w/HW blacksun filter
142: 3 Crisis Suits - TL Flamer, Burst cannon, Team leader w/ HW DC, 2 gun drones
Troops - 845
191: 8 Fire Warriors - Photon Grenades, Team leader w/Blacksun filter
Devilfish - Sensor Spines
191: 8 Fire Warriors - Photon Grenades, Team leader w/Blacksun filter
Devilfish - Sensor Spines
181: 8 Fire Warriors - Photon Grenades, Team leader w/Blacksun filter
Devilfish
181: 8 Fire Warriors - Photon Grenades, Team leader w/Blacksun filter
Devilfish
101: 8 Fire Warriors - Photon Grenades, Team leader w/Blacksun filter
Fast Attack - 150
150: 5 Pathfinders
Devilfish
Heavy Support - 331
168: 2 Broadsides - Targeting Arrays, Team leader w/Blacksun filter
163: Hammerhead - Railgun, Burst Cannons, Blacksun Filter, Flechette Discharger
1999 points
I could save points by incorporating the last firewarrior squad into the other squads
and drop a devilfish but am trying to stay mobile and flexible about objectives with more units. Want to be more aggressive with them than usual tau and engage from mid-range near the objectives. Still iffy on the Pathfinders as not sure they will be able to keep up with the rest of the force, and thus be more exposed to attack, but the bonus to hit and remove cover could be great for the broadsides and hammerhead at the beginning to take out transports in the 1st turn. I could fanagle the point to get a sniper squad in there instead.