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==That's the [[fluff]], here's the [[crunch]]== [[File:Farsight Model.jpg|300px|thumb|right|The old and new Farsight models.]] [[File:The_Eight_battle.png|300px|thumb|right|They are quite possable tbf]] While popular fluff-wise even among non-Tau players for his badassery and generally cool backstory, Commander Farsight wasn't actually all that useful on the tabletop at first because he came with a shit ton of limitations. See back in ye-olden-times to access additional rules we would call a 'sub faction' you had to either have a supplement to give you those rules or have a special character whose rules let you mess with how your army functioned. In Farsight Case his changes made it so you could have no auxilaries, 0-1 tanks or [[Pathfinder]]s and so on, in exchange he got a massive bodyguard blob that was [[Deathstar|too expensive and risky]] to use and additional battle suits slots. The limitations got removed as of the 6th edition codex, however, and Farsight can now even bring Ethereals with him (even though fluff-wise Aun'Shi is the only Ethereal he'd associate with). On top of that, Farsight, along with his retinue of samurai—uh, I mean battlesuit aces, is now a beatstick. He can bring a unit of <s>seven</s> '''NINE''' (It's 7th ed Shas'la) non-scattering bodyguards with him and give them all meltas, plasma rifles and target locks to allow the squad to fire at several tanks with meltas or blast the enemy [[MEQ]]s and [[MEQ#TEQ|TEQs]] on turn 2. Moreover, Farsight can now be taken in a game of any size. Although with 7th ed he isn't needed for a massive blob of mechas to rain from the sky, he merely provides the means of entry, and beacons can do the same already. Farsight is one of very few Tau units who you actually want to be in an assault as opposed to shooting. So few everyone else will be hard pressed to keep up with him. His Tau-standard plasma rifle and BS5 are merely supplements meant to soften the enemy up before he charges in (or, rather, jetpacks in) to get to slicing and dicing with the Dawnblade, which is pretty easy with WS5, S5, I5 and 4 attacks. He's also pretty durable; basically a [[Space Marine]] captain with an extra wound: T4, W4, 3+ Save and a 4++ Invulnerable with his shield generator. Surprisingly, despite having a sword that eats souls and adds their would-be lifespan to Farsight's, he doesn't have eternal warrior, leading to him getting his face smashed in by anything with Str 8. He's not meant to be a one-man (or one-Tau) badassery show, though; have him work together effectively with his elite battlesuit brethren for [[Rape|best results]]. Additionally, the Tau Empire has a whole Farsight Enclaves Supplement now, where you can take battlesuits as Troops AND his own crazy retinue of special characters! Surprisingly, Farsight himself is rarely taken in Enclaves armies, mostly because his giant Crysis deathstar really benefits from the standard Tau <s>relics</s> systems. Welcome to the future! With the latest codex a Farsight Enclave army can actually take the standard Tau systems together with their own! === 8th Edition === [[Warhammer_40,000/Tactics/Tau(8E)#Special_Characters|Here's the Tactics page.]] He's the only unit so far with the {{W40kKeyword|FARSIGHT ENCLAVES}} keyword (aside from the Eight who are now a Lord of War choice, although of course you can pick Farsight Enclaves as your wildcard Sept for most other units), and buffs the melee abilities (and, if they're targeting {{W40kKeyword|ORKS}}, shooting too) of all nearby Farsight Enclaves units. He's also still a beast in melee, although he's not much good against larger targets - his sword may be AP-4, but he's only got <s> 5 Strength to swing it with. </s> Strength 8 now! His incredible accuracy (WS2+ with reroll 1s) and decent number of attacks will see him happily carving up lower-Toughness units whether they're armoured or not though, and if he gets in over his head he's always got the ability to Fall Back while shooting thanks to being able to {{W40kKeyword|FLY}}. Limitations on Commanders, no ethereals, and lack of units that can keep up with Farsight <s>drag his sept down in comparison to others though. No one said going your own way was easy.</s> Are you nuts? Coldstar Commanders with Fusion Blades in melee with him can wreck some serious havoc against characters and vehicles. Rerollable 1's to wound with an Y'vahra and Breacher Teams are nothing to sneeze at, and a stratagem that actually makes Crisis Suits accurate (with or without markerlights) really helps you get the most mileage out of them. Until you realize Y'vahra with any sept except for Borkan is an overpriced statue Sure you have to play them as a high risk high reward Deep Strike heavy army that likes to get up close and personal... but chances are you were going to do that anyways if you play FSE. All in all he is fluffy, but in modern meta high risk isn't compensated with high reward, because for reasons unknown crisis bodyguards are still short-sighted and look like downgraded aggressor primarines on jetpacks. ===9th Edition=== [[File:Farsight_(2023).jpg|300px|thumb|right|Farsight's new [[XV86 Supernova Battlesuit|9th edition model]]. Now in plastic and with 100% more [[Skub|tactical]] [[Deep Rock Galactic|rock]] and [[Weeaboo|samurai vibes]].]] With the new Codex Farsight lost his Supplement and with it came a tragedy worthy of Shakespeare: [[FAIL|no more fusion blades]]. Otherwise the subfaction is awesome! You get the classic "Markerlights within 9 inches" and a single wound reroll per unit. In addition you get to bring 2 Suit Commanders, one of which can be good ol' Farsight himself. Your relic, The Talisman of Arthas Moloch, is an auto take if your opponent has any psychic prowess with its free DTW with an innate +1 once every turn. The strategem is also ''phenomenal'' with the full rerolls it grants to Crisis Suits that Manta Strike. Lastly, Master of the Killing Blow is a fun alternative to Precision of the Hunter as it grants -3 AP with a wound roll of 6 and makes it impossible for your wounds to be ignored. For a brief but glorious moment, the FSE were even one of the more broken subfactions, mostly because of how broken Farsight's preferred philosophy of Mont'ka was: rerolling wound rolls of 1, additional AP, and being able to count yourself as stationary for the first three turns gave them a considerable advantage, especially when you consider that Kauyon players had to wait til turn 3 before they could even get started. GW quickly nerfed them to force some variety in Tau lists, but FSE are still quite good despite it all. <s>However, there's even more hope for FSE because [[Games Workshop|GeeDubbs]] seems to be tickling our balls with hints at a supplement for FSE again so join the prayer in the return of Fusion Blades.</s> We go diddly and fucking squat in terms of new rules; not even new rules for Far Sight’s new model! Hopefully 10th brings something good for us. Even if we don't get that supplement, FSE has retained that wonderful CQB flow from 8th which is still tons of fun if we can't laser everyone to death. One of the best Commander builds right now is a Commander with a special-issue 2D flamer that can [[Awesome|act as a melee weapon]], with all of those attacks being extra to your Onager Gauntlet (which isn't limited to 1A anymore!). One of these Commanders, fully-kitted out with complementary guns and WLT, can be a wonderful distraction to keep the heat off Farsight for once. They also may update his rules to be on-par with Shadowsun and other Supreme Commanders considering they gave him a larger base. Once you're done wacking one out to the new Farsight model, go and play some games and have some fun. {{Tau-Characters}}
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