Games Workshop 99120113059" Tau Xv95 Ghostkeel Battlesuit Plastic Kit

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Games Workshop 99120113059" Tau Xv95 Ghostkeel Battlesuit Plastic Kit

Games Workshop 99120113059" Tau Xv95 Ghostkeel Battlesuit Plastic Kit

RRP: £99
Price: £9.9
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XV02 Pilot Battlesuit • XV8 Crisis Battlesuit ( XV8-02 Crisis Iridium Battlesuit • XV81 Crisis Battlesuit • XV84 Crisis Battlesuit • XV85 Enforcer Battlesuit • XV86 Coldstar Battlesuit • XV89 Crisis Battlesuit • XV88 Broadside Battlesuit) • Stealthsuits ( XV15 Stealthsuit • XV22 Stealthsuit • XV25 Stealthsuit • XV95 Ghostkeel Battlesuit) • XV46 Vanguard Void Battlesuit • XV9 Hazard Battlesuit • Class 10 Battlesuits ( XV104 Riptide Battlesuit • XV107 R'varna Battlesuit • XV109 Y'vahra Battlesuit) • KV128 Stormsurge • KX139 Ta'unar Supremacy Armour As the most generalist unit in your roster i won't get into a lot of details about which units they work and don't work against and instead look at their skills, some of which shared with the other infantry units.

Alternatively go for heroes and buy stuns. Just know it'll be a tough first hold if the opponent is competent. A sacrifical 3rd city in a very defensible spot to delay the enemy as much as possible is a good idea, be prepared to lose it in the process. That's that, really. Most disappointing unit in the roster, at least stealth suits don't use energy and ore occasionally funny. During deployment, the Ghostkeel and any accompanying drones can be set up anywhere on the battlefield that is neither in your opponent’s deployment zone or within 12″ of an enemy unitNado, Shas'vre - She died defending the Sept World Vesh'yo, from an invasion by Adeptus Mechanicus Explorator Fleets. [4] What’s more, the XV95 Ghostkeel can be used to rapidly redeploy units of XV25 Stealth Battlesuits , even pulling them out of close combat, thanks to the Wall of Mirrors Stratagem: Some of the most effective terror weapon in the galaxy, Ghostkeel battlesuits are piloted into the fray by former XV25 Stealth Team veterans. Because these pilots spend so much time in isolation, many form bonds with their battlesuits, preferring their company to the company of their own race. Uses for these battlesuits are varied, as they are not only equipped with a wide array of weaponry and high-tech electronics but also possess “state of the art” stealth systems that allow them to outflank and outmaneuver as needed. Unfortunate, i wish it was the devilfish that got assault vehicle and the gunrig additional firepower but alas. It does have +1 mobility and jink compared to the alternative at least. Sure, they need to be stand still to get full firepower but that's a small price to pay. With fantastic armor, good range, high model hp and plenty of units that can buff them these units make your positions unassailable. They also get seeker missiles which is just amazing.

Where the ghostkeel is a situational unit the riptide is a powerhouse that will carry on through *any* opposition. remember that compared to other factions main battle tanks its durability is on the lower end and that while they can be upgraded all the way to t10 you shouldn't fall into the trap of never upgrading from a 36hp vehicle in the lategame. Fire Markerlights (Action): One or more MARKERLIGHT units from your army can start to perform this action at the start of your Movement phase. AIRCRAFT MARKERLIGHT units can perform this action. The action is completed at the start of your next Shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36" of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.’Mont'ka will buff your units damage by up to 75% against targets below 50% hp. Great right? Wrong. How often will you strike a target that is below 50% but also above the point you'd kill it in one shot anyway but also below the amount that +75% would allow you to kill it where without it it would take 2 shots? Not many, that's how many. It also does nothing vs multi model squads generally making it entirely pointless early. The way you want to use them really is to scout for targets, oneshot anything that is out of position and then screen with your other advancing units and drones. If you can get 2 kills this way they more than paid for themselves usually, anything more is just a bonus. The mobility module on t7 (+1 move and ZoC ignore) would be very powerful for them but by t7 they will be starting to be obsolete already. Today we discuss a couple of the lesser-taken models in the T’au codex. Hopefully players will take a fresh look in 9th. To aid in covering the XV95 Ghostkeel's large size, the Battlesuits are deployed accompanied by two MV5 Stealth Drones. These Drones project overlapping stealth fields which help support the XV95's own internal stealth field generators. While some Drones are seen as expendable assets, these two are invaluable to the Ghostkeel's Shas'vre, who often forms an unnaturally strong bond with them while on extended missions behind enemy lines.

Nids are a somewhat reliable tau counter, their immunity to morale shenanigans and a roster generally designed for mobility and killing low armor targets is perfectly suited to handle tau. Each Ghostkeel is equipped with a fusion collider (18″ Assault 1 S8 AP-4 D[D6], roll 2 dice and take highest for damage when at less than half range) and two flamers (8″ Assault D6 S4 AP0 D1). It can replace its fusion collider with a cyclic ion raker (24″ Heavy 6 S7 AP-1 D1 or 24″ Heavy 6 S8 AP-1 D[D3] but it takes a mortal wound on one or more To-Hit rolls of 1). It can replace both its flamers for either two burst cannons (18″ Assault 4 S5 AP0 D1) or two fusion blasters (18″ Assault 1 S8 AP-4 D[D6]). It can also take up to two Support Systems. We actually have a lot of options, tau can make use of any and all resources quite effectively even if you might have a set unit composition in mind depending on the matchup (we'll look at units and matchups later). In this loadout, the Ghostkeel will threaten some light to medium infantry, but will struggle to do much work against most other targets. While the CIR’s stat-line is respectable, the Ghostkeel will hit its target on average three times and will wound a further two against most targets. For the points cost, this is quite underwhelming.The model’s secondary weapon system starts off default as a pair of Smart Missile Systems (30″ S5 AP0 Heavy 4 ignore LoS/cover), which give it an excellent way to deal with dug-in infantry as well as general support firepower; you can trade the two of them for a pair of Plasma Rifles (24″ S6 AP-1 Rapid Fire 1 each); this is cheaper (saving you 14pts), but is drastically less effective against virtually all targets. The lower range is also troubling, so I wouldn’t generally go for it unless you are trying to minimize the cost of the unit for some reason. Finally, unlike vehicles, suits have their own special buffer hero, the ethereal, which makes riptides absolutely disgusting. We'll look into it under the hero section. You can level it as a secondary skill in case you are trying to finish off a city or hero that are already damaged but most of the time you will use the accuracy buff. Everyone knows that the best units in the T’au codex throughout 8th edition were the Riptide, the Commander, and the Shield Drone. I won’t win any prizes for pointing this out.

The way utopia works is that you will gain +1 loyalty for each unique building in a city, this includes the HQ structure and the builder one, so from the start tau cities operate on +2 loyalty. Finally the fireblade will get you a massive +6 loyalty to all your cities at level 6, making it a cornerstone to your lategame eco. I briefly talked about the Ghostkeel and the Tiger Shark, but this week I want to take a more detailed look at the Ghostkeel. 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. Who knows what the next T’au codex will do for the Ghostkeel. I hope that GW does something interesting with it. It’s such a fantastic sculpt, and it would be great to see more variety on the tabletop.

The array of skills at their disposal is in fact ridiculous and shooting is only a small part of their kit. With this in mind, let’s begin with a comparison. For Space Marine players, the Invictor Tactical Warsuit plays a similar role to the Ghostkeel: it is a mid-sized unit that can deploy anywhere on the board that is not in the enemy deployment zone nor within 9″ of an enemy model. Moreover, it’s points cost is roughly comparable: 165 points for the Invictor and 171 points for the Ghostkeel. With the current success of the XV104 Riptide Battlesuit, the time has been judged ripe to reveal the freshly named "Ghosts of N'dras." Suddenly, this insular band of warriors has been thrust into the light, their existence changing from a secret to a propaganda exercise virtually overnight. Recruitment of XV95 Ghostkeel pilots has now begun across the T'au Empire, as has production of the Battlesuits themselves; soon enough the armies of every Sept will possess XV95 Ghostkeel wings of their own. Resource trading is an easily overlooked core mechanic of tau but it should be where most of your influence will go, i myself made the mistake of ignoring this mechanic when i first started playing the faction and let me tell you, it makes *all* the difference.



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