Author Topic: Farsight Enclaves expansion  (Read 1427 times)

MM3791

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Re: Farsight Enclaves expansion
« Reply #15 on: August 18, 2013, 11:31:28 AM »
I think a lot of Tau players use these rules, not sure about what fluff players choose though.

Grand Master Steve

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Re: Farsight Enclaves expansion
« Reply #16 on: August 18, 2013, 04:53:36 PM »
IDE like to have crisis teams as troops. The blades that you can get by having twin fusion blisters actually looks appealing

MM3791

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Re: Farsight Enclaves expansion
« Reply #17 on: August 18, 2013, 08:27:11 PM »
So you thinking of cheating on the marines to make out with the dirty xenos?

Grand Master Steve

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Re: Farsight Enclaves expansion
« Reply #18 on: August 18, 2013, 08:59:44 PM »
Actually I have been planning this for some time now.

MM3791

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Re: Farsight Enclaves expansion
« Reply #19 on: August 18, 2013, 09:47:50 PM »
Ah you sick bastard  :P Well fyi Riptides are really good, I think Farsight has an IC Riptide too

Grand Master Steve

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Re: Farsight Enclaves expansion
« Reply #20 on: August 19, 2013, 03:08:32 AM »
i know you have to be blind not to see that, and he does.

jhobin

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Re: Farsight Enclaves expansion
« Reply #21 on: August 19, 2013, 10:24:10 AM »
If you play Tau there's no reason not ally with Farsight, its pretty easy to reap the benefits of scoring crisis suits for a point a piece.

I'm on the fence about the fusion blades, they seem a little unreliable with the shutting down on a 1. What I really like is the amulet the fact that you can deny the witch on 4D6 is pretty big, but it also means you have to either forfeit the Tau signature systems or take a secondary suit HQ.
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MM3791

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Re: Farsight Enclaves expansion
« Reply #22 on: August 19, 2013, 12:42:30 PM »
6th has seen a dramatic rise in monsters and pskyers (especially with new space marines and rumored tyranids) , so I can see why a lot of people would choose that option.