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Games Workshop Tau Piranha

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I can’t speak to how popular or effective Tau are in your local area, obviously. But the statistics for LVO are verifiable and well-analyzed, and the Tau statistics for LVO are pretty dismal. Fire Warrior ( Fire Warrior Strike Team • Fire Warrior Breacher Team) • Pathfinder • Drone Squadron Piranhas don’t have a lot of rules- they can Explode (dealing one mortal wound to each unit within 3″) when they die; awkwardly, this means they will damage any other members of their squad when they do so. They also follow the usual rules for embarked drones, namely that they must start the game onboard the Piranha and the vehicle can use their weapons as long as they remain so, but once they disembark they can never re-enter it. Note that unlike in previous editions, the drones from each Piranha disembark as a separate unit and are not automatically removed as casualties when it is destroyed (instead rolling as one would for passengers in the usual fashion.) Piranhas also do not have any sort of special “hover vehicle” rule or any such, which means that distances will always be measured to the model’s base and never to the model itself; as the base is significantly smaller than the Piranha, this is often a bit weird. Those who successfully graduate the Piranha training programs enjoy enhanced status amongst their Fire Caste comrades, though places within the program are highly contested. Piranha's pilots are trained to rely heavily on their instincts and allowed considerable operational flexibility in the battle. [5] Technical Information

Drones and Vehicles are great for applying Markerlights, and it’s one of the reasons that the Skyray looks so strong. You don’t have to select targets till you complete the action, so a Skyray can set up behind a wall, start the Action at the beginning of movement, then pop over to light the foe up. Incidental Marker Drones in a unit look like a way better idea now, as they can apply some target dots on the move, don’t need to worry about their poor BS, and having odd Drone bodies seeded about for Saviour Protocols is something you want anyway. All the stratagems, warlord traits (including for Kroot), relics and secondary objectives you’d expect from a 9th Edition book, plus Invocations of the Elements for Ethereals, who are Chaplains now. The positive spin on this is, of course, that as long as you’re willing to take three different guns you get spicier Crisis suits way cheaper than you did before – a battlesuit with a CIB, missile pod and plasma rifle only runs you 55pts compared to 66pts in the old book, and is massively better in every way! AP, you are very, very RAW oriented because that is your personality and how you prefer to play and more how you interact with the game in a general sense, which is fine. However, most people that play 40k do not play that way and in fact, are turned off by a strict RAW reading of the game.

Uses

Cheap and versatile, able to offer both force multiplication, a free use of Rapid Ingress, or just solid early objective play. Aun’Va Wings: This is an unusual new permutation for a 9th Edition army-wide rule, but I’m a pretty big fan of it in principle, as it nails the rare rules sweet spot of being both powerful and mechanically unique in a way that aligns to the fluff. That’s hard to land from a game design point of view, and I think this deserves some praise. Realistically, every Tau list you build is going to have at least one Commander, often two, and you can fill to taste from the rest of the options here – there’s plenty of decent stuff. Troops Commander in Coldstar Battlesuit with Exemplar of the Kauyon leading a unit of 6x Crisis Battlesuits with Cyclic Ion Blasters and Shield Generators (see above for an explanation on this unit). Tau have broadly three categories of HQs, Commanders, Ethereals and Markerlight Guys, with Longstrike sitting off to one side as a special option for Tau Sept and Kroot Shapers doing their own thing. Each of these categories has at least one Named Character in them, so for each we’ll go through the basic flavours then cover the special ones.

You’re generally less motivated to try and dump loads of Markerlights on one target – just enough for your alpha units to get the job done, and for those units you get the big payoff right out of the gate. The Piranha is superficially similar to many other vehicles of the same style such as the Vyper, Land Speeder, etc; however, what sets it apart from these units and gives it a much more distinct role are its role in the army as well as the unique features of Tau as a whole. As a result, while it may be numerically similar to these other units (which tend to be somewhat mediocre themselves) the Tau Piranha is actually a very solid addition to their arsenal. The formation has two special rules. The first rule is Target Acquisition Team where the single Piranha unit chooses an enemy within 36 inches and in line of sight during the shooting phase. The other Piranha in this formation add 1 to their BS if they shoot at the chosen unit and they also gain the Tank Hunter rule if the target unit is a vehicle.It’s also functional! With all the test games I’ve been able to explore, I’ve found Farsight Enclaves to be amazing. I play them currently in 8th, and this new alliteration of them is nearly the best of the Scepts I’ve been able to try. The primary cause of this success is from the massive utility provided by not needing that many markerlights. Self-sustaining support! My lists have been averaging 3 ~ 4 total marker lights and I sometimes feel like that’s too many. With that in mind, along with a deep need to find a way to keep my mecha sons safe, I started to hunt for ways to make those forward forces a bit more durable, and my eyes couldn’t escape the new Sense of Stone, which gives a core unit a 5++. I needed that for my six man Crisis suit unit, so the exploration began. Markerlights get a big overhaul in this edition of the Codex, making use of the Action rules for delivery in a way that brings some upsides, and some downsides.

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