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====Lords of War==== * '''[[Battlesuit#KV128_Stormsurge_Ballistic_Suit|KV-128 Stormsurge]]''': Our overcosted superheavy from 8th, now returned...as marginally more useful but also not great. Your main weapon is either the Pulse Blastcannon for two profiles tailor made to obliterate superheavy units (one with an overwhelming 24" Heavy 2 S16 AP-4 D12 shots, the other a longer-range 48" Heavy 6 S12 AP-2 D4) or the Pulse Driver Cannon for a vastly increased range and reduced points cost (72" Heavy 3d3 S10 AP-4 D3, Blast). Also sports a Cluster Rocket System at 48" Heavy 4d6 S5 AP-1 D1, Blast, 2 standard-issue smart missile systems, and 4 Destroyer Missiles (which are super-Seeker Missiles: 72" Heavy 1 S12 AP-5 D2d3, 1 use only, fire 2 maximum per time selected to shoot) for mandatory guns and for optional sidearms comes with 2 flamers, burst cannons, or airbursting projectors, but you'll always take the burst cannons over the flamers despite the slight cost uptick for reasons that will be explained below. For support systems, comes with a drone controller, a target lock, your choice of Velocity Tracker or Counterfire Defence System (take the Velocity Tracker), and your choice of Early Warning Override or Multi-Tracker (take the Multi-Tracker). Also has a mandatory T8 Sv2+/4++ W22. **The reason you always take the Burst Cannons over the Flamers is your '''Stabilising Anchors''': Deploy Anchors (Action): At the start of your movement phase, any number of {{W40Kkeyword|STORMSURGE}} units can begin this action, completes at the start of your next shooting phase. When completed, until the end of the phase, the model can re-roll all hit rolls with ranged attacks. That means what you're going to do is bubblewrap this thing to hell and back to ensure it can take an action (and not move), then shoot absolutely everything. **As is standard for {{W40kKeyword|TITANIC}} units, it takes extra damage from some particularly massive weapons but can fall back and charge. During a normal move, advance, or fall back move, can move over other non-{{W40kKeyword|monster}} non-{{W40kKeyword|vehicle}} models. **The Bork'an ignore invulns strat has some ''peculiar'' usage here. * '''[[Battlesuit#KX139_Ta.27Unar_Supremacy_Armour|KX139 Ta'unar Supremacy Armour]] <sup>Forge World</sup>''': Comes with 4 Smart Missile Systems, 4 Burst Cannons, 1 Pulse Ordnance System (that can be swapped for a Nexus Meteor Missile System or a Heavy Rail Cannon with Cluster Shells ability), and 2 Tri-Axis Ion Cannons (that can be swapped for Fusion Eradicators). T8, 30W, 3+/5++ makes it a bit more durable than a Knight. It can fire its non-Macro weaponry while in melee and it may reroll 1's when firing the Burst Cannons and Smart Missile Systems in Overwatch. It can move through any unit without Fly or Titanic, however, it cannot Fall Back and still fire that turn. **Still too expensive even in 9th, there isn't much priced 1000 points that is worth said cost. * '''[[Manta|Manta Super-Heavy Dropship]] <sup>Forge World</sup>''': Sixteen Long-barrelled Burst Cannons, three Long-barrelled Ion Cannons, two Heavy Railguns, and 10 Seeker Missiles; the Manta spews out an ungodly number of shots a turn. Capable of removing multiple infantry squads and a few vehicles every turn, the Manta isn’t just a transport vehicle but also an insanely powerful attack craft. Not only is it powerful but it’s also durable, coming in at T8 with 60 wounds and a 3+ save and 4+ invuln, and as it is a Flyer it also imposes -1 to hit on shooting and on top of that you have to subtract 12″ from your range. It has a truly colossal transport capacity of 200, +8 {{W40kKeyword|BATTLESUITS}} and 4 {{W40kKeyword|VEHICLES}} (who have their own separate transport capacity). This may lead you to believe that the Manta will be a slow lumbering beast, but with a movement range of 20″-60″ for the first 30 Wounds, this is far from the case. But there are some downsides: First is the points cost, 2K will get you the manta but you will need that again to fill it; second is the price of the Manta model, you could just as easily buy a decent used car. (PROTIP: Buy a Smart Car, paint it ochre, and use it as both a vehicle and a proxy). Still, on the bright side humans are born with two kidneys, and you only ''need'' one. * '''[[Orca|Orca Dropship]] <sup>Forge World,Legends</sup>''': Massively changed in the Forgeworld Legends rules for 9th edition. Reduced in points cost from 364 points down to 300 points but has been moved to the lord of war slot unfortunately. In turn, it has doubled in wounds from 14 up to a whopping 28. It's armor save has improved from a 4+ to a 3+ save and it retains the normal -1 to hit for being an aircraft, despite that, its not all that durable. Additionally, the transport capacity has seen some changes that are more in line with the fluff. It now has a transport capacity of 24 infantry, 8 drones (yes this does include the sentry turrets), and a choice of one of the following selections. Either 6 battlesuit models with 9 or less wounds (broadsides take the space of two models) or 24 more infantry/drones. While still not entirely practical to throw an entire army into the lunchbox, it at least is now a much better investment if you decide to do so.
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