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Caleidah

Eloquent Lunatic

PostPosted: Tue Mar 03, 2009 7:32 am



Alright. I'm looking at maybe picking up a few Tau models on a "Just for the hell of it" sort of whim, and as such I'm wondering what the general consensus is on Commander Farsight. The fact that he allows multiple units of Crisis Suits looks rather appealing on the surface, but I'm not sure if his other limitations make him really worth taking.
PostPosted: Thu Mar 05, 2009 4:06 pm


Caleidah

Alright. I'm looking at maybe picking up a few Tau models on a "Just for the hell of it" sort of whim, and as such I'm wondering what the general consensus is on Commander Farsight. The fact that he allows multiple units of Crisis Suits looks rather appealing on the surface, but I'm not sure if his other limitations make him really worth taking.


sorry, i dont know much of anything about Farsight, just pointing out the fact that you doubleposted.. the same post...

RevlinHeartsblood


Caleidah

Eloquent Lunatic

PostPosted: Thu Mar 05, 2009 7:36 pm


Neogoth666
Caleidah

Alright. I'm looking at maybe picking up a few Tau models on a "Just for the hell of it" sort of whim, and as such I'm wondering what the general consensus is on Commander Farsight. The fact that he allows multiple units of Crisis Suits looks rather appealing on the surface, but I'm not sure if his other limitations make him really worth taking.


sorry, i dont know much of anything about Farsight, just pointing out the fact that you doubleposted.. the same post...


Remedied.
PostPosted: Fri Mar 06, 2009 1:40 am


Farsight is out of first Tau codex, and was not reprinted in second. He can be used in frienfly games as long as opponent allows, anyway.
In game terms, O'Shovah can be taken as an HQ choice for a Tau army. He is armed with a plasma rifle, shield generator and the Dawn Blade, a powerful alien artifact that makes him deadly in hand to hand combat. Farsight Enclave armies are trained more extensively in close combat, especially against Orks. Several units in the army are restricted, capable of using only one single unit of each type, and none of the alien races allied to the Tau. O'Shovah may take a bodyguard of up to seven Crisis Suits, making his army boast the largest number of Crisis Suits ever. Due to the restrictions O'Shovah's forces are often forced into assaults, as his armies are almost always lacking in long range weaponry. O'Shovah is also hated by many Tau, mostly by Commander Shadowsun and Aun'Va, therefore cannot be in the same force as the other two aforementioned heroes.

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PostPosted: Fri Mar 06, 2009 2:29 am


Farsight is in the current Tau Empire codex.
PostPosted: Fri Mar 06, 2009 11:59 am



*thwacks my hand against said codex, borrowed from a friend*
And I'm wondering how he fares gameplay wise, not in the fluff and background.

Caleidah

Eloquent Lunatic


Oryn

PostPosted: Fri Mar 06, 2009 6:16 pm


Van Evok
Farsight is out of first Tau codex, and was not reprinted in second. He can be used in frienfly games as long as opponent allows, anyway.

Lies. O'Shovah is in the current Tau Empire dex. The special character we lost was Aun'shi. Although, I am confused, seeing as despite your impression that Farsight is no longer being in the codex, you give a synopsis that details his rules from the current codex, rather than the 3rd ed one.

Caleidah

Alright. I'm looking at maybe picking up a few Tau models on a "Just for the hell of it" sort of whim, and as such I'm wondering what the general consensus is on Commander Farsight. The fact that he allows multiple units of Crisis Suits looks rather appealing on the surface, but I'm not sure if his other limitations make him really worth taking.

Farsight's okay. He doesn't really change all that much about Crisis suit units. As it is, you aren't restricted from taking Crisis suits in a normal army; you can fit 15 of them in a normal list. (9 elite and 6 HQ). O'Shovah just forces you to take one elite slot of suits, and ups the max number of suits you'll can field to 20(9 elite and 11 HQ).

The big downsides are that he restricts your access to tanks and auxiliaries, and he doesn't even count as your required Crisis commander, which is pretty BS right there. Commander Farsight doesn't count as a Commander? On top of that he just doesn't synergize that well. He's a combat hero providing combat bonuses in a shooting army, and not great ones either. At least Aun'va and Shadowsun, in thier lackluster way, help fill gaps in the Tau skillset by providing leadership and morale bonuses. Farsight doesn't really have any advantage except to provide a big unit of Crisis suits that have a power weapon with them. He's more of a fluff hero than a utility one. Shadowsun, is in my mind, the best of the Tau special characters at the moment, and if nothing else, makes a great basis for a commander conversion.

I have to admit though, with our old codex and the 4th ed ruleset, Farsight was a BEAST. He was an IC (untargetable unless closest model), and counted as a MC in combat. That meant that he could get to combat with relative impunity since he was an IC and didn't count as an MC until he got there. Once there, he counted as 10 models for outnumber purposes, denied armor, and had 2d6 armor penetration. These days, outnumber's gone and he doesn't provide anything special except a shiny sword. (And Preferred Enemy Orks, but that's of limited utility.)
PostPosted: Fri Mar 06, 2009 8:54 pm



Thank you very much, Oryn. On seeing that whole analysis, I think that I'm going to nix him out of my list. That and I love Hammerheads far too much to want to be limited on them. That was the one stipend on him in the Codex that kinda turned me off of him, but I was wondering if he was still a monster.

Caleidah

Eloquent Lunatic


GamerChik240

PostPosted: Mon Mar 09, 2009 11:01 am


just a quick question.. i recently purchased two squads of fire warriors and I'm not sure if it's better to have one pulse rifle and one pulse carbine, or mix it up a little?
PostPosted: Mon Mar 09, 2009 11:59 am



I personally would say to mix it up a little, but I'm not sure. I personally would say to just forgo the Pulse Carbines. Given the number of things that just kinda ignore pinning by some means or another, you'd do better to keep your superior range.

Caleidah

Eloquent Lunatic


GamerChik240

PostPosted: Mon Mar 09, 2009 7:39 pm


okay... well thanks
PostPosted: Mon Mar 09, 2009 9:20 pm


GamerChik240
okay... well thanks


If you do indeed want to use them, I'd suggest to put two or three in each unit. Don't specialize, and keep the firepower spread around.

Caleidah

Eloquent Lunatic


Oryn

PostPosted: Tue Mar 10, 2009 3:36 am


GamerChik240
just a quick question.. i recently purchased two squads of fire warriors and I'm not sure if it's better to have one pulse rifle and one pulse carbine, or mix it up a little?


Skip the carbines. If you're going mobile, the extra shot at 12" is easily achievable with Devilfish and more useful than pinning. If you play static, then the extra 12" of range plus the extra shot when things get too close for comfort is WAY more useful. Perhaps in a future version of the Tau codex Carbines will be more useful, but right now Pinning is so naff that it's simply not worth it.
PostPosted: Sat Mar 14, 2009 8:49 pm


GamerChik240
just a quick question.. i recently purchased two squads of fire warriors and I'm not sure if it's better to have one pulse rifle and one pulse carbine, or mix it up a little?

i agree with the other two before me
carbines arent really worth it if you want them for the pinning, or if you want to use the rapid fire, unless your willing them to be one time use units, fire warriors tend to get dead when something gets within 12" of them
i personally use them because of fluff, and fluff only.
i think it looks cool with a unit of carbine equipped firewarriors, sets themself up infront of a unit of rifle equipped warriors.
they work okay as a meat wall that fires faster as whatever is running at me gets closer.... to a point i suppose. either way, they keep my rifle warriors alive, and do a good job of it when i need to retreat the rifle unit

RevlinHeartsblood

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