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Games Workshop 99120113055" Warhammer 40,000 Tau Empire Start Collecting Game

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Cyclic Ion Blasters and an Advanced Targeting System – This maxes out your Commander’s shots, giving them 9 shots while helping get the ion blaster’s AP up to a respectable -2 to ensure they at least push your opponent to their invulnerable save. These are your best loadout, and the reason to take Enforcers and XV8 Suits.

Wisdom of the Many – 1CP: Use in the movement phase. Select one Ethereal unit from your army. Until the end of the phase you can invoke one additional elemental power. Note that you can’t double up on powers. I mean, yup – you frequently want both Storm of Fire and Strength of Stone and now you don’t have to choose. Yay. That’s it. This isn’t complicated. A A more “all-in” unit loaded up with cyclic ion blasters or missile pods, ATSes with a few models specced for defence. These have turned up in a successful list as exactly and only a delivery mechanism for the Farsight Enclaves Firestorm stratagem. Fortifications Tidewall Shieldline, Tidewall Gunrig, Tidewall Droneport At her peak Shadowsun was potentially in competition for one of the very best units in the game, but she’s come down in power a bit (while still being good) thanks to an updated datasheet and a shift in the metagame away from Tau Sept. Failure Is Not An Option – A 6″ aura that allows an Ethereal to lend its Ld to nearby units for Morale Tests. This is helpful for the +2 Ld boost it offers, but isn’t particularly amazing. It’s best benefit is on helping the Ld 6 drones in your castle avoid losing additional models due to morale.

Start Collecting Tau

The first loadout tots up to just under 300pts for a full squad and shines in metagames full of horde armies like Orks, whom they will just evaporate. They’re also a nightmare for horde armies to charge, as the Gatling burst cannon extra hits still trigger on overwatch. If you feel you need even more firepower, one model can also take a drone controller and you can bring a bunch of gun drones along as well. Supernova Launcher: Relic airbursting frag projector. Assault d6, 18″ range, S6, AP-2, D2, and doesn’t need LOS. An interesting relic weapon. Potentially funny on a Coldstar Commander running this and 3 Airbursting Frag Projectors, where the ability to spit out 4D6 shots per shooting round at a target out of LOS is potentially a very scary threat. B+ Contents: 1 Terminator Captain (HQ), 10 Tactical Marines (Troops), 1 Venerable Dreadnought (Elites)

Warriors of the Farsight Enclaves just get two Sept Tenet abilities? Why? Why not! Taken together, they mean that a Farsight unit within 6″ is always re-rolling hits and wounds on shooting, making them appropriately deadly up close and adding some serious attraction to shooting units that want to get in the enemy’s face like Breachers, Stealth Suits and Crisis Teams.

QUESTIONS & ANSWERS

We use DHL for our main courier. The delivery guide for this is next working day to 2 working days. The longer period is for areas such as the Highlands and Islands of the UK. Strike Teams are your bread and butter Tau unit, being made up of a group of Tau and their …. 30″ Rapid Fire 1 S5 rifle and 4+ armour save for 7 points??? Strike Teams form a key part of most Tau armies, though often only 15 of them hanging around filling out a Battalion. Breachers do now see actual use, but Strike Teams are still more common. They have a multitude of uses – screening your castle, providing FtGG overwatch fire, taking objectives, popping out bonus markerlight shots – and they’re surprisingly tough with a 3+ save in cover. They also throw out absolutely withering firepower with the addition of the Volley Fire aura from a Fireblade. Earlier in the edition you tended to see more of them, especially when Tau brigades were more of a thing, but they’re quite vulnerable in Marine meta and you can squeeze more performance out of taking the absolute maximum of Elites and Heavy Support, so they’ve tended to fall down the priority list to merely filling up detachment slots in Battalions. Breacher Team

Aun’va: A T’au Sept-specific Ethereal who can invoke two elements per turn and has a hilarious ability that allows him to add the AP of incoming weapons to his save rather than subtract them. He also gives re-rolls for Morale tests to all friendly T’AU EMPIRE units on the battlefield. The ability to invoke two elements per turn is neat, but it’s not good enough to overcome the fact that this guy is an expensive version of a unit whose value comes from being a cheap slot filler. The Sky Ray (Heavy Support) - it's a good vehicle, but hardly employed in armies under 2000 point games, especially when you only have three Heavy Support slots and Broadsides, Hammerheads and Sniper Drone teams to fill them... Seasoned Sniper– 1CP: A Firesight Marksman can character snipe till the end of the phase. This is weird – Firesights don’t have a gun that kills stuff, so what this does is gives you a chance to gamble on landing a Markerlight on someone. If you’ve swung a Commander round and are planning to try and assassinate someone that can help, but you could also just use Aerial Targeting or bring Cross-Linked Stabiliser Jets. CWarlord Trait – Seeker of Perfection: When your warlord makes a hit roll of 6+, add one to the wound roll. This blue-skinned Xenos race evolved on an unassuming planet, with some T’au living on the plains, while others evolved to be better suited to the high places of the world, their biology adapting to their environments. Like many species they grew to embrace conflict as wars erupted across their planet, coming to threaten the T’au’s very existence. Salvation came from an unlikely direction: the species’ mysterious Ethereal caste. Aggressive Tactician: Gives Mont’ka a 12″ range rather than 6″. This can be pretty handy – it can allow you to fan your units out a bit turn 1 but still catch them all in Mont’ka for a big push on turn 2. B Shooting. You’ll be hard-pressed to find an army in Warhammer 40,000 more dedicated to shooting or better at it. T’au have a ton of great, long-range, high-yield weapons that can destroy anything trying to make its way across the table. Some recent additions from the Psychic Awakening really only doubled down on this.

Contents: 1 Tech-priest Dominus (HQ), 10 Skitarii Vanguard/Rangers (Troops), 1 Onager Dunecrawler (Heavy Support)

T’au tactics in Warhammer 40k 9th Edition

The Nurgle box is pretty good value. If you’re collecting Nurgle Daemons you want Plaguebearers and Nurglings en masse, and at least one Poxbringer too. If you’re going to buy those things, you might as well buy this box, and basically get the Plague Drones for free. A very respectable set which gives you pretty much what you want to get going with the faction – perfect. By this point, however, the T’au Empire was burgeoning and beginning to expand across the galaxy, representing a sudden and potentially fearsome new threat. The Imperium put down this expansion wave with brutal and terrifying efficiency – though, unbeknownst to the T’au, this only represented a tiny fraction of humanity’s military might. Reactive Countermeasures: Battlesuit with airbursting fragmentation projector. Models with this ignore AP-1 and AP-2 when shot at with ranged weapons. This is a potent tool to add on to one or two Iridium-suited models in a larg

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