![]() ![]() That will change game to game and opponent to opponent. Your commanders load out should change depending on what the rest of your army needs. Tau guns are very specialized, none are really better than others. ![]() I didn't magnetize my first commander and I still regret it. Last update was at 2 14:34:16Įxcellent points and exalted, does anyone know if you can take signature systems if so having a 2+ save and t5 is a big deal. So far, no one has shot at the flying commander with the piranhas right there with fusion blasters, so he gets to rain down his shots with relative impunity. I like running a 3-4 Piranha squad on a flank, with the coldstar close by, move the Piranhas up 12", coldstar 18", Flat out the piranhas 18" (still within 12" of the coldstar ) Do whatever damage I can, and then be able to shoot across the table to the other flank/meaty bits of enemy, after dropping the drones off the stay as a harassment unit. Also, pathfinders who were stationary in the movement phase can run and shoot regular marker light shots because of RAW, hammerheads can really move from cover to cover and still fire the main cannon as normal, so much synergy with that 12" bubble, and the commander can get where he needs to (usually) because he can fly around. And only 1 Piranha needs to be within those 12" with the squadron rules. This is HUGE with fusion piranhas, as you can move 30" t1, and then fusion the enemy in the face. Anyone withing 12" of your commander can run/flatout and shoot as normal. the power of getting to move as a FMC in the hunter contingent is strong. While this is absolutely true, and i've lost coldstars to snap firing las cannons, failed a 4+ invul save, and vaporized in the air. That is the main weakness, for which there is little to recommend. Needs to be T5 to not get ID'd by a failed grounding check. I'm magnetizing my Coldstar commander and he doesn't even have different options with his weapon loadouts, just on the off chance that a future codex does let me change his loadout. Probably going to have to rip off his guns one of these days. Trust me, my original missile pod/air bursting frag launcher commander doesn't see much board time anymore. Gluing on guns is a mistake with so many good options. Recently I just got into an escalation league and he's currently rocking 0 weapons as a buff mander (might get a flamer at the next point bump). In smaller games he'll rock double missile pods or missile/plasma. My commander most frequently runs double fusion. Just play him without his guns modeled (just tell your opponent what he has) until you've gotten more practice magnetizing other crisis suits or whatever. If you're super worried about messing up your model by magnetizing it, don't yet. ![]() ![]() Seventy-seven components are included, and one Citadel 60mm Round base.Magnetize him. Included is a drone, which can be assembled as a gun, shield or marker drone. There's an immense number of options available in the box - different heads, engines, leg and arm assemblies - and a ton of weapons! An airburst frag projector, a plasma rifle, a flamer, a fusion blaster, a cyclic ion blaster, a burst cannon (plus upgrade kit) and a missile pod. This multi-part plastic kit gives you everything you need in order to build one T'au Commander, in either an XV-85 Enforcer Armour Crisis Battlesuit or an XV86 Coldstar Battlesuit. The on-board holophoton countermeasures and telemetry suites feed the Coldstar and its Commander pilot a massive variety of information that would overwhelm the untrained mind - instead, in this case, it allows the Coldstar Battlesuit to soar over its foes with a grace that enemy targeting systems simply cannot hope to catch. The XV86 Coldstar Battlesuit variant is covered in fins which streamline it, allowing super-fast movement across the theatre of battle, annihilating enemies with sharp shocks from its burst cannon. Their XV-85 Enforcer Armour Crisis Battlesuits are armed with immensely destructive weapon arrays - flamers, ion blasters and frag projectors are amongst the optional loadouts, with electronic countermeasure suites and huge data-processing capabilities enhancing their battle prowess. Many, many years of tireless dedication are required to reach this prestigious rank every T'au Commander has achieved their status the hard way. Of course, simply piloting a huge battlesuit doesn't automatically make a troop into a Commander - more than anything, it's the strategic nous and ability to adapt to unpredictable situations that stands this pilot out from the others. Swift and deadly, T'au Commanders pilot battlesuits of intimidating size and power. ![]()
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