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Games Workshop 99120113059" Tau Xv95 Ghostkeel Battlesuit Plastic Kit

£9.9£99Clearance
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All in all it makes for a powerful but situational unit, most useful vs enemies with poor melee options (if stealth suits are there to troll AM ghostkeel are there to actually make them quit the game) or if you are preparing to make riptides soon and want to splash in a few to gain access to the stealth drones. This on a unit with incredible durability (10 base armor, 11 with infantry upgrade and 17% invulnerable defense) that can be further boosted if necessary with nova shield (50% invulnerable total). Or, you can ignore it entirely and add one late, the absolute latest you want one if when you're starting to produce broadside battlesuits as the two mech incredibly well together and you probably really need the loyalty then. By turn 120 (normal speed) a newly recruited fireblade will be turn 6 right away so at that point if you don't recruit 1 or 2 you are gimping yourself on purpose. If the terrain has suitable chokepoints 1-2 pathfinders would also be good, don't overdo it though. When their gun are overcharged they get an absolutely astounding amount of blast damage and can devastate 3 - 10 model squads. They can literally oneshot enslavers. If provided with markerlight it's very common to see them onsehot light-medium armor infantry squads in cover, even the likes of necron warriors.

I would keep things simple: increase the wounds from 10 to 12, increase the CIR’s profile from heavy 6 to heavy 8, and give it a 12″ no-reinforcements aura. Where the ghostkeel is a situational unit the riptide is a powerhouse that will carry on through *any* opposition.This is a massive amount of boosting for your units and gets entirely ridicolous once you have broadside battlesuits as they already want to be stationary and have massive damage. It also boosts their seeker missiles reaching stupid levels of burst power. But I would argue that the main strength of the Tiger Shark is indeed its ballistic skill. Hitting on 2s is rare for T’au players, and now that our Commanders are less useful, we need to look elsewhere for a 2+ platform. The Tiger Shark offers T’au players a 2+ platform with plenty of big guns, all for 416 points. Granted, this is quite a bit more than the roughly 300 points of Commanders that we are looking to replace, but it could very well be worth it. In this section i will look at the matchup and suggested comp for each faction. Currently tau is regarded as one of the best factions so most matchups are generally favorable but only if you use the right "tools". You have one of the best rosters (as we've seen a lot of units are quite exceptional) but not the best eco to spam as much as some other can past the early stages so you need to take good trades. While they require care early on when clearing as their stats are at best "ok" you should treat these units more like you would a sort of supporting spellcaster unit. The ehtereal like the fireblade is a force multiplier, just like the fireblade it is pretty useless by itself but can be amazing with the right army.

Sister vehicle to the HH (and the devilfish technically as they all use the same chassis) the skyray is a bit more complex.

Of course, terrain bonuses may make it more favorable to go with the second option but there's no downside to adding influence as well afterwards. Second, and related, is line of sight; while the Smart Missiles ignore LOS, the High-Yield ones do not and so denying them LOS can significantly blunt the output of the unit. This is most important on overwatch, to avoid giving your opponent a free baby-size shooting phase, but even during the normal turn structure it can be a huge help as well. Tables (or events) with large amounts of terrain on the table can be very problematic for Broadsides even when shooting lanes do exist because they force the unit to stay on the move when they would rather be stationary. In 9th, if we use all the drones, this is roughly 500 points + wargear. I'm not that familiar with most other factions combat patrol boxes, but looking around it seems like they range from about 380 up to around 620 points in 9th. Since this is going to be a "balanced" game in a box, similar to the current Kill Teams, it seems likely we'll see some tightening of the rules and point values to bring the boxes' contents more in line with each other. Doesn't work quite as well with crisis suits as those have range 1 on their flamers and so they generally need to stay mobile but if you can somehow make it work they are just as crazy good when buffed. Recon drone: the pathfinder's "gun" drones are different from the other. They have 2 range (with similar damage) and scout, very versatile, very good to collect intel. However, they do not pin, so keep that in mind.

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