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Games Workshop 99120113059" Tau Xv95 Ghostkeel Battlesuit Plastic Kit

£9.9£99Clearance
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As for a third city you don't want to wait too long, i usually build one more building in my main (filling the tile we acquired), probably ore or energy, and then get the drone for my 3rd. As far as which septs best enhance the abilities and action the Ghostkeel will be engaged in, I lean towards T’au or potentially Dal’yth. The T’au sept just has a lot going for it and being a part of that sept mean it’ll be able to take advantage of things like a T’au sept Commander’s Mont’ka’s, Kauyon’s, Savior Protocols, and Focused Fire stratagem. Plus, since you already know you’ll be within charge distance most of the time, having the improved overwatch is great. The Dal’yth sept gives the Ghostkeel a bit more mobility and resiliency. Normally you’ll struggle to claim a bonus to save from cover for the Ghostkeel since it’s not and is not small. But with Dal’yth sept, you can guarantee you’ll get cover at least the first turn and not have to pay 2CP for Prepared Positions. The Strike and Fade Dal’yth stratagem (2CP, shoot and then move up to 6″) can also help you flirt with danger a bit more aggressively. Also, as a , you’d be remiss to forget about all the stratagems the T’au army have related to those: Automated Repair Systems (2CP, heal D3 Wounds), Fail-Safe Detonator (1CP mortal wound chance after being charged), Multi-Spectrum Sensor Suite (1CP, units can’t claim cover saves against one of your units), etc. etc. Counters Devilfish • Drone Harbinger • Hammerhead • Sky Ray • Swordfish • TX-4 Piranha • TX-42 Piranha • Tetra

Kroot Shaper • Kroot Carnivore Squad • Kroot Hound • Krootox • Knarloc • Great Knarloc • Vespid Stingwings • Gue'vesa Orks aren't in a good place currently, they just don't have a lot going for them. Almost any comp will work just don't overspecialise so orks can't try to counterbuild you and keep a few blinds handy for the boss. I briefly talked about the Ghostkeel and the Tiger Shark, but this week I want to take a more detailed look at the Ghostkeel.EDIT: The Eldar have seen a significant rebalance in the next patch and this section is no longer accurate. I don't have enough matched played on the new patch to give an accurate analysis but it's definitely doable now. Doesn't work quite as well with crisis suits as those have range 1 on their flamers and so they generally need to stay mobile but if you can somehow make it work they are just as crazy good when buffed.

If SM go for infantry you should have 0 issues, crisis suits and fire warriors handle anything until terminators. Termies will be an issue but don't let SM get to that point without losing towers and eco.In fact, as a recipient for buffs of various kinds Broadsides are one of the most effective choices in the codex due to their concentration of firepower. Being largely stationary anyways a Kauyon is incredibly beneficial and Markerlights can put them up to the top as well- hitting on 3s rerolling 1s or 4s rerolling everything with both make them pretty monstrous to deal with. Similarly, Command/Control Node (if you have a Commander nearby- like, say, Shadowsun) to reroll all failed wounds can really turn them into a beast. And if you pop both? Well, expect to vaporize just about anything you get in your sights, 3++ save or not.

We’ve already established that the Ghostkeel doesn’t offer much in terms of offensive output. This means that if we lose a turn or two of shooting, we haven’t lost too much. A Ghostkeel’s primary armament is the Fusion Collider (18″ S8 AP-4 DmgD6 Heavy d3 melta), which can be swapped out for a Cyclic Ion Raker (24″ S7 AP-1 Dmg1 Heavy d6) for a savings of 5pts. Like most Ion weapons, the Raker can be overcharged to make it S8 and DmgD3 as well as Heavy 6, although any 1s to hit will cause a mortal wound to the model. This is a massive amount of boosting for your units and gets entirely ridicolous once you have broadside battlesuits as they already want to be stationary and have massive damage. It also boosts their seeker missiles reaching stupid levels of burst power.

A lot of folks don't love the Ghostkeel and Stealth Battlesuits in the current edition. The models look good, but the rules just don't work with many people's style of play. Now you won't have a choice about running them if you want to play this new game mode as T'au. If they want to keep this mode balanced and the main game mode similarly balanced--since it will be a somewhat simpler, but still very similar mode to the main game mode--then I'm hopeful they'll make these units better. As a little tip it's often best to turn off overwatch on the fireblade when in cover (or all the time so you don't forget). Keeping it hidden is a lot better than whatever damage it will deal when shooting. Nids are a somewhat reliable tau counter, their immunity to morale shenanigans and a roster generally designed for mobility and killing low armor targets is perfectly suited to handle tau.

Marker drones: markerlight platform, not much more to say, they are good. Especially good if you are going for skyrays. There are a handful of other comparisons to similarly-priced options in a variety of other factions, but the Ghostkeel seldom comes out looking good.

Wrap Up

Those skyspear missiles are pretty respectable as well: with D6 shots, strength 6, AP-2, and damage 2, there’s a lot of targets that T’au players can threaten.

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