Tau codex pdf rapidshare
Broadsides kind of win some and lose some. Still worth your consideration, but probably not as great as they were at their peak.
A surprising hit to the Sun Shark , which had started seeing fringe play at the end of the edition, going up 30pts. The Razorshark does a lot better, only going up ten because its main gun gets folded in, so stays reasonable and paradoxically if you want something to proc the Farsight bombing strat, the Razorshark is probably it. Your other option for that remains the Remora , which goes up by a pretty small amount. Finally, the big Forge World fliers, the two Tiger Shark variants.
Neither was great before, and neither got any sort of massive discount in their favour to make them good now. Moving on. The TY7 Devilfish saw an abnormally light touch in the points update, only gaining five points. Expect to see a lot of lists running exactly one to help with securing the primary early on, and maybe some infantry heavy lists trying more.
For reasons that are a bit of a mystery, the Stormsurge was utterly spiked into the dumpster in the points hike, going up by nearly points after you factor in the discount on its guns. Generally speaking, you want to choose Secondary Objectives that align with your game plan and are possible to max, while avoiding those that your opponent can interfere with. While We Stand, We Fight is particularly good for Farsight Enclaves lists with lots of Commanders where character protection will naturally make killing all three a nightmare for the opponent.
Richard: The Riptide build relied on drones and after the new points update now you have Even with shield drones on the table you lost them all by turn 3 in most competitive matches. MV4 Shield Drone. It combines fast movement with lots of cheap units to move aggressively early in the game.
The Riptide can sit in the middle of the army and use its Counterfire Defence System to re-roll Overwatch and punish chargers who might otherwise be a big issue, as well as screen out characters. Credit: That Gobbo. Troops: Strike Team [5 PL, pts]. HQ: Coldstar, 4 missile pods, 2 marker drones, puretide engram chip — HQ: Ethereal on Hover Drone, 1 shield drone, Warlord — through unity devastation — Troop: Breachers x5, markerlight, guardian drone, marker drone — 70 Troop: Breachers x5, markerlight — 50 Troop: Breachers x5, markerlight, guardian drone, marker drone — Fast Attack: Piranha, 2 gun drones, 2 seeker missiles — 73 Fast Attack: Piranha, 2 gun drones, 2 seeker missiles — Each Devilfish unit has two breacher squads in it, so the opponent has to go through the rigmarole of targeting enough shots at each one to clear the drones to strip their invulns, then wasting both squads.
Meanwhile, the Piranhas can split up and will drop off drones when they die, providing a backup angle on the same thing. The Commanders are pretty self explanatory — missile coldstars are exceptionally powerful, flexible units and there are enough things in this list to screen them to keep them kicking around being a menace till the time is right to swoop in to do something dramatic.
Finally, Riptides. Each has a smaller unit of drones to go with them, enough to shepherd them through most of a first turn onslaught till the shields come up. They might be bottom 5 armies in the hands of most players. Have any questions or feedback? Drop us a note in the comments below or email us at contact goonhammer. And if you want to read more from Richard, check out theArtofWar40k.
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FromTheShire - January 13, Editorial Goonhammer is Selling Out! Robert "TheChirurgeon" Jones - December 15, Gaming Tactics Core Games Warhammer 40k. Updated: August 15, August 14, Overwatch is now a Stratagem, which normally would mean it can only be used once per phase.
Changes to Melee Combat. Additionally, trapping units in combat is much more difficult, thanks to the Desperate Breakout Stratagem, which will let a unit fall back even if it has to move through enemy units. Big Guns Never Tire. This makes Riptides much more dangerous when stuck in combat, since they can now just shoot their way out. This means that avoiding melee combat is priority 1 for your Battlesuits. Though you do have one trick to escape trouble… Changes to Movement.
This can get you out of some real nasty spots, though it may be unintentional — it certainly works with Rules as Written, but it might be removed via a future FAQ. On the battlefield, a Contingent Commander sows destruction to the enemies of the Tau'va wherever his attention turns. Equipped with the latest technology that the Earth Caste has designed, and with a mastery of battlesuit mechanics, the Contingent Commander is ranged combat leviathan, making all enemies wary of approaching him.
In addition, they have the most advanced combat control systems of the Tau. These include the Command and Control Node, and possibly the Positional Relay, both which give the Tau Shas'os unparalleled tactical control over the flow of the Tau forces.
It is this that has made facing a High Commander truly devastating to the enemy. Shas'os are not really born. They are made. Once promoted to the rank of Shas'el, they may either choose to stay at this rank and guide the cadre they have always known to victory, or to face the hardships of learning to use multiple cadres during grand campaigns.
Only through successful victory does a Shas'el even get consideration for the promotion to Shas'o, and even then, final decision rests with the Ethereals. When a Shas'el has succeeded every trial his mentor has set before him, and recommendation is sent to the Ethereal accompanying the cadre. If the recommendation is accepted, the Ethereal will assign the aspiring Shas'o one more task to accomplish.
The Aun himself will take to the field of battle to watch the Shas'el, watching every move with an intensity that only the Ethereals can do. Once the battle is over, and the objective was complete in no uncertain terms, the Ethereals will grant the esteemed rank of Contingent Commander.
Once given this rank, a Shas'o will be put in charge of their original cadre, and at least two others, forming a contingent. From here on, the three cadres possibly more will operate together to perform the missions designated by the Ethereals for the Greater Good. It is a fearful sight indeed to know that a Tau Contingent Commander is on the battlefield, because it means that the Tau will stop at nothing to achieve their goal. Battlesuit Master: The skill with which Contingent Commanders wield a battlesuit is legend.
A Contingent Commander may choose two of the same weapon paying full price for both. This can only be used on weapons which have the option to be twin-linked. View the next page for details. Special Issue Wargear Rail Repeater: A battlesuit version of the railrifle, this Ejection System: This system provides a makes a mockery of almost any armoured foe.
Saturation Grenade Launcher: A much more If the user is killed from a shooting attack that does not cause Instant Death, the pilot is deployed from the battlesuit as if Deep Striking, centered on where the battlesuit was. A 1 is always rolled on the Deep Strike Mishap Table. The profile of the pilot has 2 less Strength, 1 less Toughness, and it has 1 Wound and no Armour Save and is armed with a Pulse Pistol.
While it is not as effective at stopping the enemy's most powerful anti-tank weapons, it has proven effective at doubling the life of the wearer against less powerful weapons. Crisis suit. This one focuses more on guiding the Tau forces to victory. Iridium Plating: The Tau battlesuits offer an incredible amount of protection to the pilot, sometimes it is not enough.
Enemy weapons normally designed to attack tanks are sometimes used against battlesuits, with disastrous results. As such, the Earth Caste designed a plating system that would be able to resist these attacks.
The design was the Iridium Plating, a system that closes the intrinsic weaknesses of a Crisis suit. It may select three Crisis Suit Combat Systems. It raises the Toughness of the wearer to 5. Stimulant Injectors: Still controversial among the Fire Caste, this piece of wargear pumps the user full of drugs to make them far more resistant to pain than normal.
XV89 Battlesuit: The most recently developed XV8 variant, it focuses on increasing the defense of the wearer. Crisis Suit Combat Systems Airbursting Fragmentation Projector: This Missile Pod: An arm or shoulder mounted weapon scatters a large amount of smaller bomblets over a wide area at a specific height calculated by an internal AI. Utilizing the plasma technology found in the pulse rifle, this multi-barreled weapon has a high rate of fire. It allows the user greater control over the weapons fired in the course of a battle, allowing the bearer to unleash a maelstrom of firepower down on the enemy.
Target Lock: The Tau use a sophisticated intelligence network that is routed to all members of the cadre to maximize killing efficiency. A target lock taps into that, and identifies priority targets to engage while the rest of the team focuses on the rest of the enemy forces.
It lets the user shoot at a different target than the rest of the unit.
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