![farsight enclave the eight farsight enclave the eight](https://64.media.tumblr.com/89f5f668b71ac3b226b6d0ece4903060/tumblr_mvz8gjkGr81qe2p32o1_1280.jpg)
As such it's easy to tailor make it to what you want with only the requirement of a couple of choices for what's needed. The only big justification there is for lumping all of them together is the variety of battlesuits, with Crises, Broadsides, and even one Riptide, all listed under it. This means that when you do deploy them you're going to need to spend a vast amount of points in HQ choices and rely heavily upon HQ choices for firepower. Even for a standard codex this is an obscene amount to give to a book and to be honest their use within the book is fairly limited as they're always going to be deployed as bodyguards to Farsight. For all Iyanden's problems it is worth giving that book some praise in keeping the number of special characters fairly low, as here their numbers completely exploded.īesides Farsight himself, there are a grand total of eight new characters here serving as his personal lieutenants. Others however like Way Of The Short Blade and Through Surety Destruction felt either fairly useless, or far more limited in their overall use in the game, or veered towards the above problem.įurther problems in the HQ department besides the odd choices of Warlord traits are the characters. It felt more like an ability leaders should have, working alongside troops rather than just being combat monsters with 1337 PWNZRD special rules. This was a trait which made your Warlord of choice fearless, and anyone within "6 around him Stubborn. While opinions will vary of course, the only one which seemed to have real merit behind it for a Tau list was the Fire Unquenchable.
![farsight enclave the eight farsight enclave the eight](https://spikeybits.com/wp-content/uploads/2018/03/Farsight-2.jpg)
It looks like many areas were developed very quickly or had no time to really think about how they would work, especially when it comes to the Warlord traits. The real problem here however is that there's a distinct lack of polish when it comes to many areas of the book. They felt like a group who had seen far more of the galaxy's dangers than the Tau Empire. Furthermore, despite my misgivings with the direction the book went in, it did give Tau players something many had wanted for a long time: The ability to take Crisis battlesuits as troops, even without being forced to take them exclusively as troops. Furthermore many of the upgrades which were added such as the replacement Warlord traits and (some of) the signature systems fitted well with the army's backstory. Many problems such as the heavy emphasis upon HQ choices still remain, but that's an issue which has been a growing issue for two editions now. More time and effort seems to have actually been put into making this a unique faction of a bigger force in the same way many of the lesser space marine codices, with it sharing the same units but utilising them with different combat doctrines. The initial obvious step up in the rules department is that there are more than two pages of it this time. The supplement codex deserves a chance to stand up on its own merits and analyse the intentions of the author without being caught up in one problem. As such this review won't comment upon the many typos and confusingly written rules errors, but it will still bring up badly thought out or worded rules. As obviously sloppy as the editing was, and the multiple problems which came as a result, Games Workshop is supposedly correcting them.
![farsight enclave the eight farsight enclave the eight](https://i.redd.it/hnx1otgnl7l31.jpg)
If you want to see them they can be found here. Now let's make one thing clear: I'm not going to hold the multiple rules typos and editing goofs against the book.