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Games Workshop Tau Piranha

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So, in the spirit of coming to a compromise, we move towards the middle with our rulings on things like this as it grows the community and includes more people. You may disagree with that philosophy but the proof is in thw pudding. While other events continue to shrink, our events continue to grow. Although it is capable of carrying a pretty significant anti-tank loadout, for most of its history this option has actually been something of a trap- and 9E is no different in that regard. With a weak ballistic skill and extreme fragility, investing points into a Piranha for offensive output is usually a mistake; rather, the Piranha’s strength lies in its mobility, and in its ability to deny the enemy mobility.

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. Piranhas are Av 11 on the front. Also, it is probably a good idea to only take enough disruption pods to give half the squad cover; as the likelihood of enough damage rolls being forced outnumber your non-disruption pod equipped Piranhas, and then taking out more Disruption Pod equipped than non Disruption Pod equipped Piranha eliminating your majority cover save, is very low. This can save a few points. Each Piranha in a squadron can also be upgraded to carry up to two Seeker Missiles (S8 AP-2 DmgD6 Heavy 1), though as usual these require Markerlights to fire. Watching a unit do something with literally no chance to interact with them, is not conducive to a fun game 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.

How Does This Faction Handle Enemy Tanks and Monsters?

Finally, there’s The Be’gel Hunter’s Plate (I truly cannot tell if the pun here is meant to be “bagel hunter” – does anyone know if there’s a good bagel place near Warhammer World?), handing out a neat +1 to saving throws and a 5+ to ignore wounds. Need a guy to live a little longer? Then give him this, and he will. An Enforcer Commander with this is incredibly tough, starting from an effective 1+ save with damage reduction and a feel no pain, meaning they can tangle with almost anything and come out alive. Prototype Systems

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

The other thing you attach to battlesuits is support systems, providing various buffs and special abilities. Many of these have been overhauled, and the majority are now free. In some cases you pay an opportunity cost of using up a weapon slot but that’s honestly not that common – basic Crisis Teams now get a freebie support system slot on top of their weapon hardpoints, and bigger suits get free slots for these, meaning it’s only really Commanders and Crisis Bodyguards who have to drop guns for them. There are some restrictions on who can take some of these, with the most notable being that Broadsides can’t take Shield Generators any more, so watch out for that. The last big event I played at had half of the 60 players fielding a riptide wing. Many of them were not even counted as Tau players because it was often run along one absurd alliance or another, but it’s still Tau everywhere to me and that messes up the data because then people look at the scores and say “no tau in the finals” while what I saw was 6 out of 8 players running Tau in the final rounds. The Greater Good faces some of its toughest battles on the tables of 10th Edition, so the Ethereals have sent their strongest soldier to show you how to outsmart and outgun the foe. If you hadn’t already guessed, today Art of War’s Richard Siegler joins us to provide a Faction Focus for the T’au Empire.

Fire Warrior ( Fire Warrior Strike Team • Fire Warrior Breacher Team) • Pathfinder • Drone SquadronThese are Strength of Stone, handing a 5+ ignore wound roll to a CORE unit (absolutely something you want for your Crisis or Broadside team), and Wisdom of the Guides, which just flat gives you a CP when you activate it. Both of these are exceptional effects, and you’re basically happy having an Ethereal on permanent double duty between these at the price you pay for one.

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. Also, I’ll point out Eldar players said the same thing for the first few tournaments after their new codex release that they weren’t winning the events The Piranha’s statline is nothing to get terribly excited about, although it’s far from bad. Front Armor 11 means that it can shrug off Boltguns under most circumstances and is at least reasonably resilient to the various anti-tank weapons. Side/Rear 10 is obviously less helpful, and having only two Hull Points is a distinct disadvantage. It has the same middling Ballistic Skill as nearly all Tau, which will do the job well enough.

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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 object a lot less to being forced to stay on the table than I do to not being able to restore squad members, though neither of them are really anything but a change to the actual rules. At least when you’re spending a turn on the table you have something you can DO during that time, so it’s not a complete waste of time- but there is no upside, or even marginal benefit, to reinterpreting “full strength” as “not full strength.”

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