Games Workshop 99120113055" Warhammer 40,000 Tau Empire Start Collecting Game

£9.9
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Games Workshop 99120113055" Warhammer 40,000 Tau Empire Start Collecting Game

Games Workshop 99120113055" Warhammer 40,000 Tau Empire Start Collecting Game

RRP: £99
Price: £9.9
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If you combine this collection with the battleforce, you’ll have choices for your HQ, (An ethereal or a battlesuit commander), an assortment of the Medium sized suits for the Tau, (no stormsurges or Riptides, but those are always options), and a mix of Tau infantry. You’ve also got a Devilfish Transport to give you enhanced mobility on the tabletop. It’s a neat mix of options and choices for a budding commander, so take a look and see if it’s what you’re looking for to get started. Reactive Countermeasures: Battlesuit with airbursting fragmentation projector. Models with this ignore AP-1 and AP-2 when shot at with ranged weapons. This is a potent tool to add on to one or two Iridium-suited models in a larg Like the new Start Collecting: Chaos Space Marines box, it’s a bit hard to evaluate this one effectively because it’s currently the only place to get Suppressors, which are an insanely good unit for Iron Hands and, to a lesser extent, Imperial Fists armies. That said, everything in this box except the Lieutenant is a solid addition to a competitive Space Marines army, and even the Lieutenant is serviceable in a pinch. Even if you could get Suppressors somewhere else, this box would still be an incredibly good value based on what’s in it. Farsight Enclave detachments can instead take two COMMANDERs per detachment. While the rule of three obviously means you can’t just take six of the same type, a mix of Enforcer, Coldstar and Crisis suited one lets you fill this up. Sept Tenets This is hopefully a complete formation that you can play right out of the box (once it’s assembled). It contains the following:

The Sky Ray (Heavy Support) - it's a good vehicle, but hardly employed in armies under 2000 point games, especially when you only have three Heavy Support slots and Broadsides, Hammerheads and Sniper Drone teams to fill them...By this point, however, the T’au Empire was burgeoning and beginning to expand across the galaxy, representing a sudden and potentially fearsome new threat. The Imperium put down this expansion wave with brutal and terrifying efficiency – though, unbeknownst to the T’au, this only represented a tiny fraction of humanity’s military might. The Sun Shark has a similar role to the Drukhari Voidraven, which is to fly over something and bomb the hell out of it and hope to cause mortal wounds. It’s not quite as good here as it is there, since it gets no bonus against VEHICLE or MONSTER units and only wounds things on a 5+ (4+ against INFANTRY). It also has a missile pod, two seeker missiles, a couple of drones with ion rifles, and also totes a markerlight. Sun Sharks have a definite application zooming over stuff and hoping to drop a ton of mortal wounds on it, and Devin Swann’s list below which uses these plus a pile of Sky Rays for a horrific alpha strike is at least something to think about. Overall, while they’re not crazy or anything, there is enough going on here to push these into some builds. XV8 Crisis Suits Wisdom of the Many – 1CP: Use in the movement phase. Select one Ethereal unit from your army. Until the end of the phase you can invoke one additional elemental power. Note that you can’t double up on powers. I mean, yup – you frequently want both Storm of Fire and Strength of Stone and now you don’t have to choose. Yay. That’s it. This isn’t complicated. A Now, in the 41st millennium, the T’au are continuing their expansion drives, using their superior technology to force-multiply their relatively small armies in skirmishes with the Imperium, Orks, and Tyranids. Their Empire has become diverse, welcoming many humans and other species into the fold, accepting any who willingly pledge themselves to the Greater Good.

If you are charging a Tau unit that is already in close combat, other units can still fire From the Greater Good at you even if your direct target can’t. Fail Safe Detonator – 1CP: When a BATTLESUIT unit is destroyed in the fight phase, inflict a MW on each unit within 3″ on a 4+ (rolled per unit). A neat little spiteful ability that can be helpful for punishing Berserkers and other low-wound elite melee units, but incredibly situational. C Vespid Stingwings: These guys would be amazing if they could benefit from any of the Sept Tenets. As-is, they’re just on the wrong side of being playable, with BS4+ preventing them from being a deadly Deep Strike threat against Marines (where otherwise having S5 AP-2 firepower is really good). Promising Pupil – 1CP: Give a character in your army a warlord trait. You can’t give a model more than one, and each warlord trait must be unique. It says a lot about how weak Tau Warlord traits generally are that I only noticed that they forgot to make this “once per battle” on this new pass. This is OK, being able to boost up a commander with one of the more murderous traits as well as keeping Through Unity Devastation is nice, but there really aren’t many standouts, and in many cases the best thing you can say about them is that some of them are worth it now you can’t take multiple Cross-Linked Stabiliser Jets. B Strike Teams are your bread and butter Tau unit, being made up of a group of Tau and their …. 30″ Rapid Fire 1 S5 rifle and 4+ armour save for 7 points??? Strike Teams form a key part of most Tau armies, though often only 15 of them hanging around filling out a Battalion. Breachers do now see actual use, but Strike Teams are still more common. They have a multitude of uses – screening your castle, providing FtGG overwatch fire, taking objectives, popping out bonus markerlight shots – and they’re surprisingly tough with a 3+ save in cover. They also throw out absolutely withering firepower with the addition of the Volley Fire aura from a Fireblade. Earlier in the edition you tended to see more of them, especially when Tau brigades were more of a thing, but they’re quite vulnerable in Marine meta and you can squeeze more performance out of taking the absolute maximum of Elites and Heavy Support, so they’ve tended to fall down the priority list to merely filling up detachment slots in Battalions. Breacher Team

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Like a lot of factions post-PA, Tau now have two choices for Septs – take one from the main codex, or build a custom one using a set of mix and match traits. There are some extremely good options among the custom traits and current competitive lists are leaning towards them, but there’s still lots of power in some of the original set too, giving Tau players plentry of options. Finally, as well as granting access to the custom options TGG also substantially expanded the Farsight Enclaves, giving them many more unique options than the rest, so we’ll give them a slightly bigger section. Warriors of the Farsight Enclaves just get two Sept Tenet abilities? Why? Why not! Taken together, they mean that a Farsight unit within 6″ is always re-rolling hits and wounds on shooting, making them appropriately deadly up close and adding some serious attraction to shooting units that want to get in the enemy’s face like Breachers, Stealth Suits and Crisis Teams.

The Enclaves now get four traits to choose from. Sadly, they’re at best OK, with some useful choices but nothing with proper wow factor. Aggressive Tactician: Gives Mont’ka a 12″ range rather than 6″. This can be pretty handy – it can allow you to fan your units out a bit turn 1 but still catch them all in Mont’ka for a big push on turn 2. B Coordinated Engagement – 2CP: When a Crisis unit shoots, you count all their targets as having 5 markerlight counters on them. Yum. If you’re bringing Crisis Teams this is part of why. We’ve basically covered how to use Crisis Teams already – if you’re taking them, use this. A What’s more, while their clean aesthetic and apparently progressive ‘ Greater Good’ philosophy can sometimes seem like something beamed in from a different universe, lore hounds can still find a healthy dose of grimdark lurking beneath the T’au’s shiny, armoured shells.Naturally, if your army has any relics or powers that let you switch off overwatch, bring those when you’re facing Tau, as they make this whole process a lot easier!



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