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Games Workshop 99120113059" Tau Xv95 Ghostkeel Battlesuit Plastic Kit

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Fire Warrior ( Fire Warrior Strike Team • Fire Warrior Breacher Team) • Pathfinder • Drone Squadron While you’ll have to plan your deployment and movement carefully with this army, it’s without a doubt the most durable of the T’au Septs, bringing your Fire Warriors up to a 3+ save and your Crisis Battlesuits to an impressive 2+. Some units, however, are particularly powerful… Resource trading is an easily overlooked core mechanic of tau but it should be where most of your influence will go, i myself made the mistake of ignoring this mechanic when i first started playing the faction and let me tell you, it makes *all* the difference. The first, and perhaps least obvious aspect of them is their range. Unlike most heavy shooting units, Broadsides do not have particularly long reach on their guns- thirty-six inches isn’t really short, but neither is it “reach across the table” long, either. In many deployments and for many armies, it is possible to position such that Broadsides simply don’t get to shoot on the first turn of the game- which is a major problem for the Tau player, because that first turn is often critical to the flow of their game. Even if they do get to shoot, it may often be at less-than-optimal targets, and since Tau often rely on optimal shooting to win the game for them.

Adding a few piranhas to increase your drone volume is also a good plan. If they aren't adding melee units a few ghostkeel can also do a good job. 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. Marker drones: markerlight platform, not much more to say, they are good. Especially good if you are going for skyrays. As the game progresses necron eco will eventually outscale you and their combo of c'tan + doomscythe is very dangerous so try not to drag it. Make fire warriors and piranhas because you need numbers and you need them fast, later add tanks and especially sky ray which are 100% necessary to alpha strike lictors.This is it, if you made it this far you probably win the game. The stormsurge is arguably the strongest unit in the game (when accounting for relative prices) and can be further buffed with modules and heroes just like the riptide to create an absolute behemot. XV95 Ghostkeels also feature an AI Electrowarfare Suite and Holophoton Countermeasures for use in active combat against the enemy. The Ghostkeel's Electrowarfare Suite, mounted on the Battlesuit's left arm, aggressively scans enemy targetting spectrums and invades the foe's sensor arrays, filling them with false information and scrap-data that makes it almost impossible to effectively fire upon the Battlesuit at range. The Holophoton Countermeasures, mounted between the Battlesuit's secondary weapon systems, are triggered by AI-assisted threat-warning protocols and take the form of a targetted barrage of holo-decoys, friendly target simulacra and stroboscopic blasts. This confounds enemy weapons, causing safety switches to engage and Machine Spirits to rebel while their operators are left bewildered and blinded by the overwhelming sensory overload. Together with the Battlesuit's stealth field generator, an XV95 Ghostkeel becomes a near impossible target for enemies to engage from range. During deployment, the Ghostkeel and any accompanying drones can be set up anywhere on the battlefield that is neither in your opponent’s deployment zone or within 12″ of an enemy unit 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. Just look at the terrain at your disposal and try to place somewhere with good and diverse bonuses, including the nearby tiles since tau don't love overly specialised cities.

Food or ore starts are good because they allow you to keep up production longer before buying some, influence ones can be very nice as they allow some extra conversions early on (just be careful to keep 40 for expanding when the drone is ready!), energy starts don't give you much of a benefit right away but will be very good once you get into vehicles more heavily, science is science, etc Sister vehicle to the HH (and the devilfish technically as they all use the same chassis) the skyray is a bit more complex.Where the ghostkeel is a situational unit the riptide is a powerhouse that will carry on through *any* opposition. it should be easy to see just how strong this mechanic can be, despite starting out as fairly uninspiring, a +5/+8 loyalty bonus in your cities in the midgame is a game changer. All in all it makes for a powerful but situational unit, most useful vs enemies with poor melee options (if stealth suits are there to troll AM ghostkeel are there to actually make them quit the game) or if you are preparing to make riptides soon and want to splash in a few to gain access to the stealth drones.

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. Each Broadside can also take a single Seeker Missile (72″ S8 AP-2 DmgD6 heavy 1 needs markerlights to fire) as an add-on weapon. I don’t often end up using these, as there are typically better places to spend a handful of points or to get a Seeker platform if you need it, but the option is nice to have if you really want to push your alpha strike. The Ghostkeel has 14 shots. The two burst cannons offer eight strength 5, AP-1, damage 1 shots at 18″ and the cyclic ion raker offers six strength 7, AP-2, damage 1 shots at 24″. The T’au player can overcharge the CIR for an extra point of strength and D3 damage at the cost of mortal wounds on 1s to hit. Note that I’m presuming that the T’au players takes the advanced targeting system for an extra point of armor piercing. Moreover, the points cost above presumes that the T’au player also takes a shield generator. It is this support system that makes the Ghostkeel an interesting option, but we’ll come to that in a moment. XV02 Pilot Battlesuit • XV8 Crisis Battlesuit ( XV8-02 Crisis Iridium Battlesuit • XV81 Crisis Battlesuit • XV84 Crisis Battlesuit • XV85 Enforcer Battlesuit • XV86 Coldstar Battlesuit • XV89 Crisis Battlesuit • XV88 Broadside Battlesuit) • Stealthsuits ( XV15 Stealthsuit • XV22 Stealthsuit • XV25 Stealthsuit • XV95 Ghostkeel Battlesuit) • XV46 Vanguard Void Battlesuit • XV9 Hazard Battlesuit • Class 10 Battlesuits ( XV104 Riptide Battlesuit • XV107 R'varna Battlesuit • XV109 Y'vahra Battlesuit) • KV128 Stormsurge • KX139 Ta'unar Supremacy Armour This is a favorable matchup in the sense that your roster generally performs very well here. You have however to be careful around heavy destroyers. I find that basic infantry here, fire warriors, pathfinders supported by gunrig and later sky ray (to snipe lord and heavy destroyers) is the best way to go for me.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. The way you want to use them really is to scout for targets, oneshot anything that is out of position and then screen with your other advancing units and drones. If you can get 2 kills this way they more than paid for themselves usually, anything more is just a bonus. 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. 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. Getting even just a few of these alongside your tanks can provide incredible value but beware, they are not invincible, and you probably can't afford to lose 60 cost units for no reason. They may have good stats but keep them safe with drones screens when necessary.

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