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Firestream wing tau
Firestream wing tau









firestream wing tau

Now, I certainly agree that Gun Drones are far, far from game breaking. And indeed, as skimmers they can move over the opposition. That means your infiltrators will be blocked by the piranhas, not the other way around. Infiltrating to counter the formation won't work - The piranhas start on the board turn 1 to release drones and enter reserves or fire seekers. Which of the above versions would you run, and how would you support it? What are the glaring weaknesses? Discuss! There's simply no need for more pulse fire with this formation. Crisis suits can act as troop choices while providing an ap2 solution, the only thing that the formation can't provide, while kroot and fire warriors fill the same niche as drones (with exception that they're scoring). On top of that I'm leaning towards an Enclaves CAD seeing as the list will be over-saturated with pulse fire as it is. I consider a Drone-Net of at least 4x4 marker drones mandatory as support, granting some ML hits and native BS3 to the drones. So the choice is between a crap-ton of S5ap5, or slightly less of that with plenty of S8ap3 on top. The flexibility brings with it a 260pts higher price. Worth noting is that should there be more benefit in spamming more drones over firing the missiles, either just for a turn or the whole game, this version can perform that as well as the prior one.

Firestream wing tau full#

This does expose your piranhas to enemy fire, which could actually be beneficial seeing as even a lone surviving piranha in a unit renders all firepower put into it moot as the unit is redeployed at full strength. Using the same value of 12pts per drone, adding 8pts per missile, that's 1824 points in value. Over 5 turns this nets you 96 drones and 90 seeker missiles, potentially tank hunting. Third turn, they arrive anew to release another 32 drones and 30 seeker missiles after which they repeat the cycle another time. Second turn, your piranhas move to the nearest board edge and reserve. Instead of firing, the targeting team then turbo-boosts out of sight after providing its bonuses as you want to keep it alive as long as possible. Turn one, you move into an optimal position, release your drones and then fire all your seeker missiles at deserving targets. It ups the cost to 900pts and plays differently. Seeker shoals - Same 16 piranhas as above, although with 2 seeker missiles on every piranha except the targeting team, which gets sensor spines and disruption pods. (which admittedly won't be doing much but can be utilized during the latter phase of the game once you've covered the board in drones!)Ģ. Actual cost? 640pts, including the piranhas. Counting 12pts per drone, that's 1920 points in value. The firepower isn't too shabby either, especially combined with a Drone-Net giving them BS3. This method produces 160 drones over 5 turns, which while not being able to score is essentially an endless wave of bubble wrap. Even better, since interceptor also occurs at the end of the movement phase you can simply elect to have Rearm and Refuel trigger first (since it's your turn) and thus your piranhas will essentially be immune to getting fired at. A full formation grants you 32 gun drones every turn.

firestream wing tau

Since nothing stops the piranhas from entering reserves in the same turn as they arrived, you simply have them come on and remain within 6" of the table edge, release drones, exit the table and then arrive with fresh drones next turn.











Firestream wing tau