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====[[Farsight Enclaves]]==== <div class="toccolours mw-collapsible mw-collapsed"> {| |rowspan=3|[[File:Farsight_Enclave_Banner_Flag.PNG|150x150px]] |In the grim darkness of the far future, freedom isn't free. |- |Thematically, the Farsight Enclaves are patriot rebels, aspiring to the tenets of the T'au'va away from what they perceive to be the corrupt and tyrannical rule of the Ethereals. They are also highly aggressive, a trait born of necessity when the only support they have is each other and the few allies they have in the main Empire. |- |On the tabletop, they play as a highly aggressive mobile attack force not unlike Eldar, subverting the ranged stereotype of the Tau with plenty of close-range shooting tricks and even some melee tools. Playing FSE means to always be on the offensive, potentially blindside an opponent expecting a static gunline. ''If you would do away with Tau stereotypes and bring the fight to the enemy, then suit up with the Farsight Enclaves and redden the skies''. |} <div class="mw-collapsible-content"> ;Tenet - Devastating Counterstrike: Each time this model makes a ranged attack against a unit within 9", the target is treated as having a markerlight token. Each time a unit is selected to shoot or fight, it can re-roll one wound roll. ;*A very strong buff, as it makes close-quarters combat all the more devastating. The Q2 2022 Dataslate has nerfed the range of the auto-markerlight buff, now forcing you to be very much within charging range, but you'll remain as lethal as ever on overwatch. ;Warlord Trait - Master of the Killing Blow: Whenever this warlord makes an attack, wounds lost due to that attack cannot be ignored; and 6s to wound improve the attack's AP by -3. ;Relic - Talisman of Arthas Moloch: The bearer can deny one power per psychic phase and has +1 to deny. ;Stratagem - Drop Zone Clear (2-3CP,Battle Tactic): Use in your movement phase, when a {{W40Kkeyword|FARSIGHT ENCLAVES BATTLESUIT}} unit arrives from reserves via Manta Strike or Homing Beacon. Until end of turn, when a {{W40Kkeyword|BATTLESUIT}} model in that unit makes a ranged attack, re-roll the hit roll and the wound roll. Costs 3CP if the unit has 4+ {{W40Kkeyword|BATTLESUIT}} models, 2CP otherwise. A hands down better Stratagem compared to the generically accessible Drop Threat Acquisition one, for the same CP cost. =====Units===== ======HQ====== *'''[[Farsight|Commander Farsight]]''': The rebel melee commander got better with the codex. Now that reserves and deepstrike scatter no longer exist, Farsight's focused on his one true calling: Close. Quarters. Combat. Statwise he's a WS2+ A5 Crisis Suit Commander with a 4++, and the following abilities and gear (he has 3 weapons and a support system, and no drones): **'''High-intensity Plasma Rifle''': 36β Assault 2 S8 AP-4 D3, i.e. he just has 2 plasma rifles with +6" range. **'''Dawn Blade''': 2 profiles, both Melee (remember, he's WS2+): A5 Sx2(10) AP-3 D3 or A10 S+1(6) AP-2 D1. **'''Master of War<sup>Aura</sup>''': {{W40Kkeyword|CORE}} models in friendly {{W40Kkeyword|FARSIGHT ENCLAVES CORE}} units within 6β re-roll 1s to hit. **'''Tactical Acumen''': In your command phase, pick a friendly {{W40Kkeyword|FARSIGHT ENCLAVES CRISIS CORE}} unit within 9β. Until the end of this turn, it can shoot and charge after falling back, and its ranged attacks can ignore any or all hit modifiers. **'''Way of the Short Blade''': At the start of the fight phase, select one {{W40Kkeyword|FARSIGHT ENCLAVES CORE}} unit within 6β. Until the end of the phase, {{W40Kkeyword|CORE}} models in that unit gain +1 to hit with melee attacks. =====Tactics===== Your Sept Tenet encourages aggressive MSU, and rewards you substantially for getting up close, and personal. You're essentially getting free Markerlights when shooting within 9" (meaning you are less bound on stringently adding enough Markerlight units to your lists - compared to the other Septs), and your Flamers (now within range), are also getting one extra re-roll to wound per unit. Combined with Mont'ka (amazing synergy with this Tenet), close-range units like Breachers are naturally getting +1 to hit, re-roll 1s to wound, and one extra re-roll to wound, at their preferred shooting range. Your Crisis units with their Stratagem, are probably the most deadliest out of all the Septs; this is really where the Crisis/Farsight Bomb not only lives - but thrives! Your Tenet is one of the stronger Tenets alongside Tau Sept's - <i>if</i> you prefer to get close enough to see the whites, blacks, greens or reds of the enemies eyes...just before you pull the trigger! </div> </div>
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