![]() ![]() ![]() In objective based games this can be pretty hard to deal with. ![]() Obviously this may be an oversight, but right now the Tau player has the ability to kick out 4 units per turn without fear of having their generators destroyed (outside of intercept) with a minimal point investment. When it returns to play it does so at full strength – any damage is repaired and the Drones and the Seeker Missiles are replaced. If all of the surviving models from a unit in this formation are within 6 inches of a table edge at the end of the movement phase the unit can enter Ongoing Reserves. The second rule is where the magic happens. The other Piranha in this formation add 1 to their BS if they shoot at the chosen unit and they also gain the Tank Hunter rule if the target unit is a vehicle. The first rule is Target Acquisition Team where the single Piranha unit chooses an enemy within 36 inches and in line of sight during the shooting phase. You may also take items from the Tau Vehicle Battle Systems. You can upgrade the burst cannon to fusion blaster for 10 points and you may take two seeker missiles for 8 points each. A unit of Piranha can be bumped up to include 4 additional vehicles. It comes stock with two MV1 Gun Drones and a burst cannon. This formation excels at competing on both of those elements and I’ll explain below.Ī single Piranha is 40 points base. Many of these missions rely on objectives or kill points to determine who won/lost. Stick with me!Įven casual games are leaning towards more dynamic missions like we talk about on my podcast and weekly webcast. I know… you just tuned out because I mentioned Piranha and then again when I said Tournaments. The Piranha are basically outshined by many of the other Tau units so it is very unlikely that you will see these guys on most tabletops but this formation needs a look for tournament play. The other units can be bought up to the squad size max of 5. One of these units must consist of only a single Piranha. This formation consists of four units TX4 Piranha units. I’m TPM, the host of Forge The Narrative. The Firestream Wing has flown a little bit under the radar. Is there anything in the rules which we have overlooked that could prevent this "twin-linking" to be used? We are not powergamers and are not looking to find loopholes, but it would be nice to get some other players' input into this question to see what the general consensus is.There has been a lot of internet chatter about a lot of the new Tau rules and units. However, if Player One's roll is *not* successful, then Player Two could roll his dice against the same enemy unit, effectively turning the DB into a "twin-linked" asset. This means that Player Two does not need to roll his dice against that same enemy unit, as this would be totally pointless. The way we have considered playing them is this: Player One rolls his DB dice and succeeds in rolling sufficiently high to permit the DB's effect to occur against this enemy unit. If the effective area of one Command Piranha's Disruptor Beacon happens to overlap with that of the other Command Piranha's Beacon (like the circles in a Venn diagram) and enemy forces choose that area to enter play from Reserve, what way do we execute the effect of the DBs? ![]() A question has arisen though as to how the following situation would be played out on the battlefield regarding the combining of two DBs as outlined below. Both of us are taking Firestream Piranha Wings (found in Apocalypse Reloaded) which give us both access to a Disruptor Beacon. A friend and I will shortly be fielding 30,000pts of Tau vs Imperial Guard/Blood Ravens. ![]()
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