Militarum Tempestus Taurox Prime 47-16 - BX-A4-6-T48 - Warhammer 40 000 - Games Workshop

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Militarum Tempestus Taurox Prime 47-16 - BX-A4-6-T48 - Warhammer 40 000 - Games Workshop

Militarum Tempestus Taurox Prime 47-16 - BX-A4-6-T48 - Warhammer 40 000 - Games Workshop

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Relic – Distraction Charges: When a model within 3″ scores a hit on overwatch, the unit that was hit halves their charges (rounding up).

Gaunt’s Ghosts are an extremely interesting unit. They’ve got character protection on the entire unit and have some neat special rules that make them ideal for some neat objective holding and action completing shenanigans. Notably, they can complete actions and still shoot, have a fight last ability, can reduce cost of a CP by 1 (when used on them), come with a 5++, and have infiltrate. Furthermore, being Officio Prefectus, they can be included in other Guard detachments without messing up Regiment Tactics. Haven’t seen them used in the wild yet, but we’re on the lookout for it! Troops Regiment>: The standard “Chapter Tactics”-granting keyword most 8th Edition Codex. Nearly every unit has this except for Scions and other units not drawn from an Astra Militarum Regiment in the lore, such as Abhumans and Imperial Navy elements. The Taurox Prime definitely LOOKS COOL with its Gatling Cannon or the katyusha-esque Missile Launcher no doubt, but it can get really costly.Spotter Details: Increase the range of heavy weapons with a range of 24″ or more by 6″. This is a partial version of the Vostroyan trait, and it can be combined with Gunnery Experts to give a vehicle-boosting trait that’s a bit more applicable to a full army, at the cost of losing access to the stratagem. However, isn’t needed for lots of the guns in the army, so taking this can be wasteful unless you tailor it to it. B+ First, let's get this out of the way, the regular Taurox is okay for its points. It's not fast, which is a major liability for an 11/10/10 transport. If you already have chimeras from previous editions, don't upgrade unless you're running Militarum Tempestus specifically. Officio Prefectus Command Tank – 2CP: Choose a Leman Russ and give it a 6″ bubble of granting Ld9 to ASTRA MILITARUM units. Cute and flavourful, but not in any way good. D Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Monster Hunters: Heavy Weapons inflict a mortal wound on a 6 to wound against MONSTERS. The winner of “should have been a stratagem” goes to this one, because this is a worthwhile effect against the right targets, but something you utterly cannot afford to commit to in an all-comers list. You only have access to these if you have at least one Militarum Tempestus detachment in your army. These guys are fine as a generic upgrade on the baseline. Their doctrine is a better version of Storm Troopers most of the time, as there aren’t that many ways to get hit bonuses on Scions, while their stratagem is just generally potent, and the warlord trait can add a good spike in some circumstances. It isn’t quite as good as the top three ones but is very much emblematic of there being no terrible choices here. 133rd Lambdan Lions The Forge World Units can largeThese days, there are several ways to use them. First up, a minimum patrol of these plus a Tempestor is now cheap and giving you lots of emergency objective grabbers that aren’t totally trivial to shift. For these, the Iotan Dragons regiment is a good choice, as it just generally makes them a bit more dangerous when they drop. As for the other choices, at the moment three of them sit ahead of the rest – the Iotan Dragons, the Kappic Eagles, and the Lambdan Lions. We’ll cover why as we go through them. It’s worth saying though that none of these are terrible, and you can have fun with all of them.

The Taurox is primarily armed with a set of twin-linked Autocannons, one located on each side of the vehicle's hull. The Taurox can have an armoured turret added to the top of the vehicle, and its twin-linked Autocannons located on the turret. This allows a 360-degree field of fire and an elevated firing location. Use a lighter shade of the base colors to highlight the edges and raised areas of the Taurox Prime. This technique will add dimension and make the model visually striking. For instance, use Ahriman Blue to highlight the edges of the hull and Ironbreaker for the weapon edges.

We’re going to go through each battlefield role and look at the units within it, and how to get the most out of them. The Core Units Focused Bombardment – 1CP: Makes a Master of Ordnance’s once-per-game barrage heavy 6 instead of heavy d6. This is actually pretty OK, and increases the draw to include one of these guys if you’re bringing a bunch of Basilisks. B

Pyromaniacs: Re-roll wounds of 1 with flamers, heavy flamers, or twin heavy flamers. Too narrow and honestly underwhelming even on the stuff it targets. D The Emperor’s Benediction: A 3-shot AP-1 D2 bolt pistol that can character-snipe for a Commissar or Lord Commissar. Cute, but underwhelming, and the short-range makes the sniping pretty irrelevant. C When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark. The Vendetta looks and acts a lot like a Valkyrie with the exception being that it comes equipped with 6 Lascannon shots at BS4+ for 210 points. It, unfortunately, misses out on the Roving Gunship rule, which might make it a decent shooting threat, but otherwise, it’s horrendously over-costed for a BS4+ model. Vulture Gunship (FW)In the list of available units, we will note which ones are named characters (denoted “NC”) and, where units are regiment-specific, what regiment they belong to. We will also note “Auxilia” units as described in the Regiments section above, as well as Forge World units (denoted “FW”). HQ The Scions have the advantage here since they can deep strike natively, have a 4+ rather than 5+ save, and these days have a tonne of ways to up their output on the turn they appear, making them relatively cheap units that can throw a nasty punch. Watch out for intercept abilities through – 4+ or not, they’ll melt to a stiff breeze. Regular Command Squad can hang out with a Platoon or Company Commander with the Dagger of Tu’sakh to outflank and achieve much the same goal, but it’s just harder work than taking Scions at this point. You can also hand out various bits of wargear like a flag to these guys, but don’t bother – in competitive terms they’re a special weapon caddy.



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