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Games Workshop Tau Piranha

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Sa’cea ends up pretty middle of the road overall – you’re going to feel like it’s doing good stuff for you, and if it’s your favourite Sept you’re going to have a great time in narrative play, but it’s probably not quite where the top competitive builds will come from. Dal’yth

More importantly than all that, however, is the fact that the Piranha is not only insanely cheap (only 40pts base) but also a Fast Skimmer that can be taken in squadrons of up to five, meaning it’s very easy to flood the field with them. They are also Open-Topped, which ends up only being a disadvantage but with two HP often won’t be a big deal. 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.Another cheap, speedy hull that can be used to secure positions or act as an Observer early on. They also add a bit of alpha strike potential with seeker missiles. Ghostkeels 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. I respect the ITC for making an impact to the tournament rules. Although I disagree with the constant pre-nerf to the rules in major tournaments before we can see what the impact will be. Coordinated fire power with buff commander rule and the Piranha formation just to name a few. I understand coordinated firepower had a wide variation of interpretations and needed to be clarified but choosing the worst interpretation out of fear is a weakness to the ITC voting system. There are many ways in the game which provide little to no interaction with your opponent, that just happens its 40k. This article is going to focus on the former as the Tau Index has some of the best control options in 10th Edition and it’s a rewarding playstyle which will challenge you to improve at many fundamental Warhammer skills such as long term planning, precise positioning, forcing opponents into positions where they could more easily make mistakes, careful resource management, how to effectively delay and slow down the pace of a game to put yourself in a winning position. Tau share a lot of their guns between multiple units, and also have suit support systems seen across many different battlesuits, so rather than talking about them every time they come up, it’s probably easiest to have a general chat about them first. Guns

Since the Taros Campaign, the Piranha has been upgraded in terms of armour and armament, and has proved notably successful as a support asset for Pathfinder Teams. Piranha's have been a favourite of the Fire Caste since their introduction during the Second Sphere Expansion, swiftly proving worthy of the praise being heaped on it. Places within Fire Caste Piranha training programs are highly contested, and those who successfully graduate enjoy enhanced status amongst their comrades. 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. Advanced Targeting System - An Advanced Targeting System assists the vehicle's gunner by identifying targets of particular value or danger, and plotting fire plans to counter them. I’m one of the people who supported nerfing the piranhas and I understand why people are upset but I voted against them even though I use Tau myself. It wasn’t a power level thing to me, it was about not wanting something in the game that the opponent is unable to interact with. I don’t think there should be units in the game that the other player just straight up cannot shoot at or do anything about. If the votes were about just nerfing them because they were too powerful, then it would have been the riptide wing that was targeted. Sa’cea are The Sneaky Ones, another time honoured subfaction archetype, and get a pretty standard trait for that – they count as in Dense Cover outside either 12” (INFANTRY) or 18” (VEHICLE, which now includes bigger battlesuits, no more MONSTER in this book), and if the opponent does manage to get in their face they’re excellent at point-blank volleys, with their VEHICLEs and BATTLESUITs not taking the -1 penalty for shooting heavy into combat. The value of this style of trait fluctuates wildly, but it’s plausibly OK in this faction, as they can throw down a lot of hulls and expect to get some actual significant resilience from it early game. It’s likely to struggle to compete with Tau or Farsight simply because what Tau need help with is reliably clearing people off objectives rather than a boost in a long-ranged slugfest, but it’s at least meaningful.Kroot Shaper • Kroot Carnivore Squad • Kroot Hound • Krootox • Knarloc • Great Knarloc • Vespid Stingwings • Gue'vesa Flechette Discharger - Flechette Dischargers line the hull of the Piranha and fire high-velocity flechettes at infantry which try to assault the vehicle.

We made a blanket ruling that no unit could come on from reserves and then leave in the same turn not because it wasn’t ambiguous (that part of the rule isn’t, I agree) but because it is incredibly bad for organized play. The other two probably won’t do much. Storm of Fire lets a unit Action while shooting, a good effect but one that every Ethereal just gets one free use of at baseline, so not something you need more of, while Unifying Mantra is a morale aura that’s similarly not going to be needed much when an Ethereal is already there, as anything in range to benefit is also in range to get Ld10.Of these, we’ve already mentioned the Onager Gauntlet, which is now hilarious– it’s basically a free melee weapon for a BATTLESUIT model, granting a mighty S12 AP4 profile with damage 3. That is a profile that is genuinely dangerous, especially combined with Precision of the Hunter. An excellent upgrade. Reading this you might ask: “Where are the Breachers and Devilfish, or Pathfinders, or the classic tanks?” And the truth is that this Index has a very narrow selection of efficient units and a specific playstyle that lets the army punch up against better Indexes. My advice comes from a place of wanting to do well at big tournaments, which the Tau list below is capable of, if I don’t make mistakes. If you are playing T’au at local RTTs or in friendly casual games you can run a much wider swath of T’au units like Breachers and Devilfish or Sky Ray Gunships and perform well with them. Building a List Those aren’t your only choices here, of course, with Shadowsun and Farsight both being available as named alternatives (and both have to be your warlord if you take them, or one of them does if you take both). Farsight is the easier one to cover – he rules. He’s a souped up Crisis Commander with their (very helpful) buff, an actual melee profile from the Dawn Blade (now with a sweep option), a super plasma rifle and a minor melee buff for a nearby CORE unit. Being real – he’s 5pts more than a Crisis Commander with two plasma rifles and a shield generator, so if you’re running Enclaves, just take him. 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. Point Defence Targeting Relay - Designed to provide superior covering fire for nearby Fire Caste units, a Point Defence Targeting Relay automatically targets and engages enemies that try to assault the vehicle or nearby friendly units.

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