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KV128 Warhammer Tau Empire Stormsurge

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Shield Generators give you a 4+ invulnerable save. You do pay 5pts for this, but you should still assume you’re stapling these to the support slot on most of your on-table Crisis models – that is an aggressive price.

I would like to point out all of his weapons are heavy (a simplification of the anchoring rule it had in 9th) meaning it hits on bs3 if it stands stil, or bs2+ if guided. (He will alwasy be guided.) My opponent usually has a character next to him making him hit re-roll hit rolls of one. Your bog-standard deep strike option, with a few abilities keying off using it. Next. Ambushing Predators Drone Controllers are now for Ghostkeels, Stealth Suits and Stormsurges only, and allow you to buff up Drones in your command phase.Not merely through words do the Ethereal Caste soothe and sustain their people. Some are also learned in nigh-supernatural healing arts.If this ETHEREAL model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a T’AU EMPIRE CORE unit - that test is treated as having been passed instead. First off, I wanna talk about Examplar of the Kauyon. As any aspiring Farseer will tell you, being able to redeploy 3 units after you know who is going first can be very game changing. When Wings was talking about Kauyon above and was making it clear that survival is the key to a good Kauyon strategy, minimising the damage you take from Alpha strikes is paramount. If you end up going first, setting up good firing lanes for your Broadsides or moving a Crisis team from a defensive deployment spot to an offense one, can be game changing. Finally in HQs, Kroot Shapers. They lead Kroot. That’s kind of it – they’re pretty mediocre stat-wise, but they’re incredibly cheap (a mere 25pts) and help out Kroot enough with a RR1 aura that if you find yourself with some points left over, you could bring one. Aerospace Relays allowing Characters to do it helps make them a bit more appealing too – like all Kroot they get a pre-game move, so you can swing them over to a mid-table relay position very easily out of the gate, even from relative safety. The last thing to say here is that there’s a new wargear option for a grenade bandolier that’s presumably intended to represent Dahyak Grekh now that the BSF datasheets have been retired. RIP to a real one. Choices: This book is another one where everything looks awesome and you want to try it all out. Deciding what to cut from lists has been hard.

We do feel that the rules here feel a bit overwhelming on a first readthrough, but once you’ve got a handle on what’s up this should make Drones a much more seamless part of Tau lists going forward, and definitely one that’s worth having. Manta Strike From Bork’an Sept’s renowned applied science divisions come the most advanced and ingenious weapon prototypes, and the finest suits of combat armour, field tested by elite contingents of Fire Caste soldiers. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

New Stratagem

Ultimately all three basic Commander options have some appeal – the Enforcer maybe stands out because they can do something that very little else in the army manages, but all could fit into builds. All of them can also bring a few drones from the standard gun/marker/shield choice if you want. While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action. As implied in our introduction, Tau bring together two archetypes with a lot of appeal – units with an anime sensibility, and a style that is, for want of a better word, more “realistic” than most others in 40k. Nobody’s interested in performing the Sacred Rites of Initiation to power up a piece of barely-understood technology, and nobody is diving into melee swinging a gigantic power fist (well, ok, nearly nobody – we’ll talk about relics later). Instead the Tau fight with powerful, long-ranged guns, utilising graceful anti-grav transports and tanks as well as piloted battlesuits, stuffed full of sleek future tech. In a universe full of Lord of the Rings analogues fighting with swords, they’re powered by science and a rational desire not to be within chopping range of the other creepy weirdos in the galaxy.

Not massively if we’re honest. There are some cool abilities on this list, some named after returning favourites from the Greater Good, but the best main Septs are very strong and a lot of the upgrades you used to pull from Custom Septs have been baked into weaponry now. Most notably on that front, all missile weapons in this book are just flat 1AP better than they used to be, and Hardened Warheads is now just Ignore Cover, which is much less exciting and you get part of one smart missile systems for free. All missile weapons gain a point of AP, essentially baking Hardened Warheads into their basic profiles. Seeker missiles also hit at S9 for 2d3 damage now, and no longer need Markerlights to function – hefty stuff.Commanders get a new Positional Relay option, which allows you to set up a Strategic Reserves unit in a position as if it were one turn later once per battle round, as long as they’re near the Commander. Not hugely sure what to make of this one – as worded, it only seems to affect where on the board the model can come in rather than allowing you to bring a unit on turn one (which would be very good in combination with Exemplar of Kauyon), but if so it’s then very niche. Definitely one that’s going to spawn some enthusiastic discourse until an FAQ.

Add 4" to the Range characteristic of ranged weapons that models with this tenet are equipped with.Sector A sits square in the middle, so can be paired with any of the others, and the other available pairs are sectors B &C or D & E. Even with that limitation there’s a formidable array of combinations here, plus the standard option to inherit abilities from one of the named Septs, here called Allied World, so are any of them any good? keep in mind while its 20 wounds to kill its 15 to disable down to a reduction in damage output with the -1 to hit and if you cannot outright kill it thats not a bad target to aim for Yes, it’s the T’au Empire, and today we’re looking at how the most fluid and flexible faction of the far future – except perhaps the Tyranids – is adapting to the new edition of Warhammer 40,000. Overview Guns: From the gigantic rail weaponry that’s been getting everyone hyped up all the way down to the humble pulse rifle, there are a massive number of upgrades to guns in this book, helping every unit with a projectile weapon really pull its weight.

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