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====[[Vior’la]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Vior'la Sept Symbol.png|Border|75px|left]] | In the grim darkness of the far future, a good warrior strikes as fast as he flees. <br> Thematically, Vior'la are some of the most aggressive and reckless warriors in the Empire. They are taught from birth to do one thing: move close as quickly as possible, and blast their enemies into paste. They are a tough people that come form an even tougher world, and produce some of the finest military minds ever known. <br> On the tabletop, they are a highly mobile combat force. They make use of lightning fast speed and powerful weaponry in order to let them outmanuever and shatter their opponents on highly concentrated gunfire. <br> |} <div class="mw-collapsible-content"> * '''Sept Tenets – Strike Fast:''' If a unit advances, its rapid fire weapons become assault instead. In addition, units with this Tenet do not suffer a penalty for advancing and shooting assault weapons. Perfect for granting Battlesuits extra mobility, but doesn't help the bigger suits that have Heavy weapons. You will still need a target lock or Mont'ka for them. If only this worked with Vespids. ** Note that the “rapid fire (x)” gets converted to “assault (x)”, so you will be settling for one shot after the advance move. ** Pulse carbines are a bit more valuable too because they retain their two shots at 18” while still giving the extra mobility of advancing. Being able to advance, plus the 3” the carbine has over the rifle’s rapid-fire range, allows your breachers to threaten a wider range with two shots each and making hit and run tactics more viable. * '''Warlord Trait - Academy Luminary''': If your Warlord has Master of War, Volley Fire or Failure is not an Option ability, the range of that ability is increased to 9″ and you can get an additional CP for being battle-forged. Aun’Shi has this. Let's be honest, you're taking this mostly for the CP. * '''Relic - Thermoneutronic Projecter''': Replaces a flamer. 8″ Assault D6 S6 AP -1 2D. So basically a souped-up heavy flamer that you can still fire after advancing. * '''Stratagem - Hot Blooded (2 CP)''': Select an infantry unit; it can shoot twice this phase but must target the closest enemy unit each time. With Rapid Fire weapons, this practically amounts to giving them FRFSRF from the Imperial Guard. ** With Breacher Teams or Rail Rifle Pathfinders, this can devastate a lot of units. 40 strength 6 AP-2 shots anybody? ** XV25 Stealth Teams are both {{W40Kkeyword|Battlesuits}} and {{W40Kkeyword|Infantry}}. While you'll usually get more overall shots out of a unit of Fire Warriors, a Stealth Team in the right place can make excellent use of this Stratagem. Getting the team into the right place is all the easier given the accompanying Sept Tenet. Another advantage of using this on a stealth team is, unlike pulse rifles or blasters, your burst cannons will be just as effective in the second volley as the first; using this stratagem on a strike, pathfinder, or breacher team runs the risk of your first set of attacks killing the closest couple models and causing the next wave to either be out of rapid fire or max strength range. =====Units===== *[[Aun'Shi|'''Aun'shi:''']] An Ethereal that, unlike the other Ethereals, really did [[meme|study the blade]]. Good in melee for the points even compared to the melee characters of other factions, especially before considering that you are playing Tau and literally ''every single other unit you can pick besides Farsight, Kroot Hounds, and Krootox absolutely suck in combat and are better off trying to shoot things if at all possible''. For only 23 points more than a vanilla Ethereal you get a 4++ invulnerable save, another wound, two more attacks, hit stuff in melee on a 2+ and S5, and in each fight phase you can either give yourself AP -2 or the ability to re-roll failed invulnerable saves. In other words, he does serious damage to most choppy melee infantry or fast assault units such as Assault Marines or Storm Boys (which people like to spam against Tau), particularly with a smartly pulled-off heroic intervention that only allows a few of the attackers to attack him instead of the Fire Warriors they charged (since being T3 still, don't expect him to not get hurt), ideally he could even hold up the enemy unit and then retreat in your movement phase afterward. If your gunline gets charged by something that would trounce him otherwise, you can still use him as a charge blocker and annoy your opponent by tying their killy murder machine down with your re-rollable 4++ saves. Worth considering instead of the standard Ethereal if you plan to do any close combat, but most of the time you'll want your characters to be screened by other units rather than fighting. ** Note: While Aun'shi is great at murdering single wound units and still quite capable of killing heavily-armoured two wound units such as Terminators in a pinch, he is not a good duellist, as his attacks only have D1. Consider switching over to re-rolling your invulnerable saves against buff and choppy characters or monsters and simply tying them down until you can fall back and open them up to your shooting. </div> </div>
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