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  1. A little background first. One of the players in my area has a Tau army with four Hammerhead railguns. After watching my vehicles get deleted. I started thinking about a way to reduce the usefulness of the Hammerheads. The following list is what I came up with. I haven't had a chance to try it yet, but would like some feedback on its potential viability. (I started collecting a long time ago. For tradition, I use the same canoness I started out with, so her loadout is now Legendary.) I originally painted my Sisters as Bloody Rose because I liked the color scheme, and I've kept using the Order ever since. This is a 2,000 point list with a battalion and patrol detachments. Canoness Boudica Combiflamer, power maul, Mantle of Ophelia. Canoness Scathach Inferno pistol, Blade of Beneficence. Palatine Veridiyan Wrath of the Emperor, Blessed Blade. Four rifle squads of ten Sisters, each equipped with Heavy flamer and melta gun. Two fire teams of five Sisters, each equipped with melta gun. One fireteam of Zephyrim of five Sisters, equipped with plasma pistol. Three fireteams of Seraphim of five Sisters, equipped with plasma pistol, two hand flamers and two Inferno pistols each. Two fireteams of Dominions of five Sisters, equipped with 4 meltaguns each. Two fireteams of Retributors of five Sisters, equipped with 4 multi meltas each. Two fireteams of Retributors of five Sisters, equipped with 4 heavy bolters each. One fireteam of Retributors of five Sisters, equipped with 4 heavy flamers. The basic idea is to swamp him with infantry and meltas. Yes, I'm going to have to get close to really be effective. And yes, he's going to keep his Hammerheads in the rear. But part of the idea is to sweep over and destroy his infantry troops, leaving his vehicles exposed to the remnants of my troops, who will, hopefully, still have enough meltas and other weapons to take out his Hammerheads. That's the theory, anyway. Comments, criticism and advice gratefully accepted.
  2. Other than this: Have the T’au ever been in any other 2 army/ forces boxset? And if so what was it because I’m drawing a blank in my head and online.
  3. https://youtu.be/1jRu-5j18m0 Cheers, Thoth
  4. Tau Forces of Thal'asa: Shan’al Aloh’shas – The Cold Fire Coalition http://i.imgur.com/H5ACvaJ.jpg Home World No Man's Land “Why do we keep answering the humans’ calls for parlay?” the younger Shas’la mused, “We come willing to make peace, and every time, they undermine it, and we are at war again.”“It’s as the Aun’el says; we are the river and they, the rock,” Answered his Shas’ui with a shrug, “It is inevitable that they will be worn down, whether to acceptance of the Greater Good, or oblivion. All we need to do is be patient.” “We could take them though. If they could get help, they would have by now. We could—” “Trust your Ethereal, boy.” Thal’asa (alternatively called Taal’asa) is a world of shallow acidic seas and rocky, windswept continents. Within scant decades of its colonization, the surface is now dotted by biodomes in which the colonists shelter from the great storms that roam both land and sea. Under the care of the T'au terraforming engines, what was once highly corrosive acid rain and seas has become only mildly acidic rain and seas, now navigable by conventional T'au vehicles. Though it is still hazardous to be exposed directly to the elements, it is only a matter of a few years before the planet’s water becomes tolerably safe. The sector Thal’asa occupies is fairly spacious, but on the far side of it sits an isolated Imperial mining world, Acro, with which Thal’asa has experienced ongoing conflict. Like Acro, Thal’asa has valuable mineral deposits, mostly concentrated on the beds of its seas. Most of the Cadre’s battles have been fought to gain footholds on Acro, repel invasions from Acro, and in boarding actions against fleets from Acro. Interestingly, the two forces have often joined to repel incursions from roving Orc fleets, and against all odds a burgeoning black market has developed in both cultures for small goods and novelties from the other. Organized near the beginning of the fifth sphere expansion, simultaneously with the colonization of Thal’asa, The Cold Fire Coalition is the main protection and expeditionary force for the sept. Most Cold Fire cadres specializes in ambush tactics using both Kayon and Mont’ka philosophies. Kauyon strategies center around a “spark” unit or units intended to lead hostile to a kill zone, “igniting” fire from the carefully placed ambush units. Mont’ka maneuvers usually target moving columns. As is typical of T'au, the cadres avoid sieges, attrition warfare, and protracted battles wherever possible, and they manage to be fairly successful with this approach despite operating most often in claustrophobic urban environments. Due to their often limited space in ground battles, the coalition favors battlesuits, Piranhas and strong air support over heavy vehicle deployments. Rather than a dedicated armored interdiction cadre, the handful of Hammerhead tanks and Sky Ray gunships in the coalition form a reserve cadre that provides armor to other cadres and contingents on an as-needed basis. Organization +++Hanyon Hive Outpost. . .Acro+++ Gir’hos stood at a window overlooking the battlefield in the distance. The door behind him hissed open, framing Hollowheart in the doorway. She entered unbidden, but the guards didn’t stop her, and she stood silently. He felt her eyes on the back of his head, felt her aggression. Some thought of her as calmer than her brothers and sisters from Vior’la, but he knew better. She was, if anything, more hot-blooded, just better at controlling it. He reminded himself how closely she needed to be watched. “I’m told you have some new intelligence on our enemies, Commander,” he said evenly. “Ostensibly, Aun’el,” came the reply, terse, clipped, “I believe we have an actionable lead on the source of the attack that killed Aun’o Ai’tor. The gue’la...were not responsible.” “I see,” he turned at last, and nodded to the honor guard, “Some privacy, please.” The two guards stepped silently out of the room, and the door slid closed. “Tell me, Commander. What have you found.” Shas’o Taal’asa Tsai’ran – Commander Hollowheart Thal'asa Central Command “Have you noticed anything curious about the Commander recently?” asked Lastinglight under her breath. “Yeah, she’s much angrier than she was yesterday. She about tore my face a new hole over the state of my battlesuit this morning,” Stunningsword grumbled, waving his spoon. “That’s not what I mean. Meeting Aun’el Gir’hos always seems to...wear on her.” “Mmm,” Stunningsword nodded sagely, “bearing the weight of an Ethereal’s counsel is surely an intense experience.” Lastinglight opened her mouth to answer, but paused and thought better of it, shaking her head. Hollowheart was raised and trained on Vior’la and was a veteran of the third sphere expansions who entered cryogenic stasis in anticipation of future expansions. She was fortunate to have escaped the fate of the fourth sphere and been awakened for the fifth. She led the coalition in colonizing Thal’asa, then known as the Thal’asa Expeditionary Force, and then reformed it into the Cold Fire coalition once the planet became an official sept world. As a gesture of commitment to the colonies, she replaced her sept of origin name with that of their new world. As her personal name suggests, Hollowheart is coldly efficient, presenting a steely and aloof demeanor to her troops and enemies alike. She fully embodies the aggression that Fire caste warriors of Vior’la are known for, but has never shared their typical hot blooded temperament. On the battlefield she rarely takes prisoners and enemies who turn down her first demands for surrender are unlikely to get a second chance. Her name has become an epithet among the humans defenders of Acro. Other Leadership Aun’el Thal’asa Gir’hos - The Empire’s interests in the Thal’asa sept were originally overseen by a small council of young but experienced Ethereals. During the initial campaigns to secure the region, however, a series of daring attacks from operatives of the Imperium led to the deaths of all but one. Though each loss was a tremendous blow to the morale of the burgeoning sept, Gir’hos held the T’au forces together, even leading from the frontlines. He is an enigmatic figure, reclusive in his councils and deliberations, but bold and impassioned when he joins the Fire Caste on the battlefield. Some Fire Warriors believe he has a greater revence for and appreciation of combat even than members of their caste. Shas’el Thal’asa Mont’da’erra - Warghost A Pathfinder commander of no small renown, Mont’da’erra spends almost as much time in the field as he does coordinating the coalitions intelligence gathering reconnaissance units. He has proven equally dangerous to the enemy in both roles, with a propensity for slipping through secured perimeters that has often strained credulity among other divisions upon receiving his reports. Shas'el Thal’asa Lunsuoi - Lastinglight Uncharacteristically even-tempered for a Fire caste warrior, even a commander, Lunsuoi has served as Hollowheart's second in command for several years. She sees herself more as a bodyguard than an advisor, and her battlesuit prowess serves her well in that pursuit, but she understands Hollowheart better than anyone and knows that her counsel bears weight, which has saved lives on more than one occasion, both T'au and Gue'la alike. Shas'vre Thal’asa Cal’Tuk - Hardhoof A highly decorated Fireblade, Cal'tuk is a tough and demanding front line commander, but also very close to the Fire Warriors under his command, and the loyalty he has earned has inspired acts of bravery that have been referenced even in the great Fire Caste academies on Vior'la itself. Shas'o Thal’asa Ty’Salash - Quietwave As quiet as her name suggests, Ty'Salash always seemed a perfect fit for a Stealthsuit squadron, and her successes early in the 5th sphere expansion quickly earned her a place in command of the coalitions stealth forces, often working closely with Mont'da'erra. Despite protests from Commander Hollowheart, she also spends a great deal of time leading from the front, though her results can hardly be argued with. Shas'el Thal’asa Sai’nan - Stunningsword Recently promoted, Sai'nan is an accomplished battlesuit pilot with an energetic, intense, personality and a passion for the Tau'va that inspires others, as well as a troublesome thrill-seeking streak. More experienced than most with close combat fighting, Sai'nan's battlesuit is frequently equipped with prototype equipment in need of field testing. Shas'vre Thal’asa Mon’kir- Blackdog Commanding the coalition's relatively small contingent of armor, Mon'kir has earned great favor with Hollowheart for his aggressive tactics, often surprising enemy with the sudden appearance of both light and heavy armor in unexpectedly close positions. Auxiliaries Remnants of the Tio’ve Mont’sha, the Dead Wind Contingent +++Rouen Hive Area of Operations. . .Acro+++ The glow was still receding and the heat trail still rising from the barrel of Mont’sha’s plasma rifle when Hollowheart landed next to him. “I’m supposed to be the one with the reputation for not taking prisoners on this battlefield, Mont’sha,” she transmitted privately to his suit, eyeing the slagged remains of gue’la against the wall in front of them, their weapons clearly cast aside. “They knew nothing of value,” he said, voice barely a whisper over the comms, lowering it’s weapon. “You have been told before, that is not your determination to make. Do not allow your past with the humans to become a stumbling block to the greater good.”There was no reply. “You know from experience where that road leads,” she said pointedly, “You have had a second chance, but there will not be another.” Another moment of silence, before the thrusters fired on his battlesuit, “Permission to secure the next sector, Commander?” “Permission granted, Shas’el. We won’t have this discussion again.” Tio’ve Mont’sha, led by then Shas'o Mont'sha, took part in the ill-fated fourth sphere expansion. After being rediscovered and rejoining with the Empire, it became clear that the members of the contingent had experienced similar unspoken traumas to those of others from the failed expansion, with similar results. It eventually came to light that a gue’la had led a brutal betrayal, exposing them to ambush by an unknown enemy. Nearly the entire contingent, more than five cadres-worth of troops, armor and matériel, was wiped out. Further losses were incurred when Mont'sha led a retaliatory strike that was, again, crushed by the enemy. The remnant of the contingent, now barely enough to compose a cadre, is still commanded by Shas’El Fi’rios Mont’sha. He was held responsible for the destruction of his contingent and subjected to ritual punishment known as the Malk’la. After a lengthy probation and reassignment under Hollowheart, he has since re-earned his battlesuit. Uncharacteristically for those who have suffered the malk’la, the other survivors of his contingent have not shunned him, but requested to serve under him again, and as a force they remain insular. Mont'sha prohibited the restoration of some surface damage on his battlesuit as a reminder of his failure, but he continues to have a habit of brutal extermination towards enemies, particularly humans, continually toeing the line between service and censure. ISOs, Alien AI mysteries Earth Caste Blacksite R&D Lab Powering up, the peculiar disc rose off the table, vaguely resembling one of their own drones. Its edges glowed brightly, and it emitted a vibrating hum that reminded Fio’ui Ora’wra of the sounds produced by Vespid wing casings. “Satisfactory,” a tinny, masculine voice issued from the disc. “Profile seems a bit narrow,” Ora’wra commented, “Even with the light, you’ll be a bit hard to see under any strong lighting.” “Easily remedied,” Replied the disc, dipping and drifting off the table. More light burst from its edges, shifting and taking a shape. A moment later a shadow-black mirror image of Ora’wra stood there, broken up by glowing yellow lines along the edges of the garments, and pale, desaturated skin, with more light glowing from within the collar of its loose shirt. Its eyes, solid yellow, glowed slightly. It extended a hand. “A pleasure to interact in person, Fio’ui. We are Abraxas.” On the edge of the Thal’asa sector lies a nameless world of blasted wastelands and deeply buried ruins, the remains of some ancient civilization. Signs point to the Imperium having visited it long ago, but between the unlivable environment and the seeming absence of technology, they must have scavenged all they wanted from the planet long ago. When the Tau discovered it after establishing Thal’asa as a sept world, they expected to find the same. To the expedition’s surprise, their more advanced scanning tech not only located the remains of sophisticated technology, but found that some of it was still active. Excavating deep into the ruins the Tau uncovered what appeared to be powerful databanks, capable of tremendous digital storage. Most seemed to have had their physical connections severed, including power sources, but one remained active. When the Earth Caste technicians finally interfaced the Tau hardware with the alien databank they found much more than conventional data storage. They were greeted by a collective AI. After some time spent with both Earth Caste techs and Water Caste diplomats, the Tau learned that the AI, composed of countless sub programs, called themselves ISOs. They revealed that their creators had destroyed themselves in a great war over the ethics of their creation. As the only survivors, they had waited in the confines of the digital realm they’d built for themselves, hoping for rescue. While some parties among the Tau were skeptical about the wisdom of freeing such an independent AI, they eventually accepted the ISOs assurances of peaceful intent, though it is doubtless that their promise to share information on the dead world’s advanced technology factored strongly into their considerations. To build trust, the ISOs agreed to provide labor and military support to the Tau in exchange for materials, and after a period of cooperation and a promise of independence, they would give the Tau the specifications for their technology. Though they were initially secretive about what would be done with these materials, it soon became clear, along with how much they could offer. The ISO’s constructed drones to house them and grant them mobility, but more importantly the drones served as emitters from which the ISOs could create hardlight bodies for themselves. Needless to say, the Tau were impressed, and hardlight ISO units quickly integrated into the Cold Fire cadre and Thal’asa sept, most taking a similar form to their Tau allies, including mimicking their armor and weapons.
  5. Why have one variant of a vehicle when you can have two or more from the same kit? Why be limited to only one or two battlesuit options when you could swap between all of them as required? The current Tau Empire kits, for the most part, lend themselves well to magnetising, so this thread is an attempt to cover the topic in the entirety for both novice and experienced magnet user alike. Index Why Magnetise An Introduction to Magnets; Sizes and Suppliers Surface Attachment Countersunk Attachment Tabs Trusses Magnetisation Tutorials Battlesuits: XV25 Stealth Suit XV8 Crisis Battlesuit "Old Style" XV8 Crisis Battlesuit "New Style" XV88 Broadside Battlesuit XV95 Ghostkeel Battlesuit XV104 Riptide Battlesuit Vehicles: TX4 Piranha TY7 Devilfish/Hammerhead/Skyray Razor/Sun Shark Fortifications: Tidewall Rampart Forge World: XV88-2 Broadside Battlesuit Tau Drone controlled Sentry Turret KX139 Ta’unar Supremacy Armour AX-5-2 Barracuda See also: Hobby Resource [using Magnets in Tau Models] - by Tael [Tutorial] Creating a Magnetised Chin Turret - by Eiglepulper [How to] XV8 with magnetized head and arms - by Eochaid [How to] Magnetize a Riptide - by Zenta Magnetizing Tau for maximum options [Drones] by Bloodknife92 Zaeley's Project Log x2 KX139 Individual tutorials will be added when completed. If you have any comments or suggestions - for example a good magnet provider or links to alternate magnetisation methods then please notify El'mo or another member of the Forum Mod team for inclusion in this thread.
  6. Good evening house, I'm planning an Apoc game for my crew, and so far it's looking like it'll be Eldar/Eldar vs Tau/Tyranids. I'm having a hard time coming up with a theme to make it an excellent narrative event, so are there any good ideas frater out there might have? I'm all ears!
  7. Heya, not sure if any T'au players have seen this super Cool and inspirational army! It's done in Borderlands style(cell shading) in the colour scheme of the Hyperion Faction(well chosen), i was trolling around looking for cool pics for my idea's book when i stumbled on this guys work!! His name over on Instagram is : ork_paintboy and his work is stellar, i just had to show it here as it blew me away!! enough blabbering and gushing praise..on to the pics... this is just a few of the pics... enjoy this awesome army!! Cheers, Mithril
  8. It is as we join with others, in a way that only the Tau can, in shared engagement to the Greater Good, that we find ourselves able to fully realize our true potential. And that is the final source of our hopes and intentions. Aun'el T'au Tam'ya, Ethereal caste For those who don’t know what the ETL is, it’s an annual painting event where participants are invited to vow to paint 40k-legal units of their preferred army in a period of three months, recording their points’ values. Participants may make up to 5 such vows with a limit of 3,000 pts per vow – but no limit to the amount of units pledged. Apart from the individual challenge of completing the pledged units, each forum is competing as a team against every other forum of the B&C by adding up the points of each individual participant’s entries to work out the total score for the entire forum. The forum with the highest score wins. But be aware: if you fail to complete your second or any subsequent vow then all previous vows are nullified and will not count towards the total of the forum! And there is another catch: the total points of each forum are modified by the completion rate i.e. the total completed points over the total points pledged. So failing to complete subsequent vows (thus nullifying all your previously completed ones) has an augmented negative effect on the completion rate and hence on the forum score. So be extra confident when you up the stakes. This is of course a very brief description of the event. For more details you may take a look at the previous ETL here (ETL VI), but also expect some additional changes for this year’s event! The expected time to launch is in early or mid May. ------------------------------------------------------------------ Our tanks were useless. As soon as we broke cover, their battlesuits' heavy guns were locked on to us. I swear it was as though they had someone nearby aiming for them before they shot. And when they did shoot...Emperor's mercy! Their guns punched through our armour like it was paper. All I could see were trails of fire where the projectiles had ignited the air. Guardsman Cauley, 25th Graian Rifles This will be the second time that the might of the T'au Empire will be mobilised to enter the ETL for The Greater Good and the Ethereals expect all Shas, Por, Kor and Fio caste members to acquit themselves well in the coming storm. It is the time for our young Empire to show these upstart races the strength of our mighty Her’ex’vre - the Kor'vattra will darken their skies with Sun Sharks, Razorsharks, Barracudas and Tiger Sharks - shoals of Hammerheads, Skyrays and Piranhas will rent their puny vehicles - Devilfish will carry our brave Shas towards the foe ably supported by our Kroot and Vespid allies and the heavy footfalls of our mighty Ta'unar will turn their bones to jelly in fear. T'au Outpost - ETL VI - (on our first time we where the best performing Xenos faction) Participants vowing for the T'au Empire will be able to draw units from the Codex and Forge World units so let’s take this opportunity to organize ourselves, measure our strength and see what everyone plans to pledge. We have a great range of miniatures, an 8th Edition Codex which has now had time to settle in and the flexibility of a young and vibrant race! Remember, the miniatures may be assembled and undercoated – but not otherwise worked on at the time of vowing them! It is but 2 Kai'rotaa in the future - be ready! When the Ethereal call... who will answer? Those with superior reach can dictate the terms of battle and impose their will upon their foe. Remember, the first step on the path to victory is often the most important. Commander Puretide The idea is to bring together the might of the T'au Empire in one thread to encourage each other in the upcoming ETL. Here we can post questions, ideas for vows and support and motivate each other in the months ahead. The main things to remember is, whatever your vow: It must be at the undercoat stage - this can also be a coloured primer and not just black and there is nothing wrong with assembling and priming your vows now so you can be ready as soon as the go is given... and it must be achievable in the time frame as any unfinished vows automatically void all your earlier work. Plan with care It is as we join with others, in a way that only the T'au can, in shared engagement to the Greater Good, that we find ourselves able to fully realize our true potential. And that is the final source of our hopes and intentions. Aun'el T'au Tam'ya, Ethereal caste
  9. So I'm building a themed battlesuit list and I'm running into issues on what trait, relic and sept to take. The force is as follows: Coldstar - missile pod x2, HOBC, shield generator Riptide - HBC, SMS, ATS, TL, Shielded missile drones x2 3x XV8 Battlesuits - each has BC and MP x2 3x XV8 Battlesuits - each has CIB, MP, shield generator Stormsurge - Pulse Driver Cannon, BC x2, shield generator Total: 1494 pts I'm sure this list will get curb-stomped in a tournament play, but that's not it's point. It's a semi-mobile firebase with most of it protected. Cannon-fodder does what cannon-fodder does, at least they can place some long-range fire while going for objectives. I'm just looking on suggestion for what freebies will contemplate the list the best.
  10. So here we are. The forum is back up and in the meantime this years BIG FAQ got released. Few things have changed for us but not nothing so I want to take a look at some of the changes and maybe discuss them with you. Beta -> Offical Battle Brothers left beta and is now an official rule. Nothing changed for us because we don't have multiple Codexes belong to the T'au Empire. To be fair nothing really changed for any army because GW has a weird concept of what's a soup army and so totally fails to address it properly. Psychic Focus left beta and is now an official rule. Obviously of limited interest for us due not having any psyker. Targeting Characters left beta and is now an official rule. Characters with <10 wounds can't hide behind other Characters with <10 wounds. New/Adjusted Beta rules No reserves turn 1 anymore. People were complaining about the stupidity of turn 1 reserves only in your own deployment zone so they one upped themselves and banned turn 1 reserves completely. This ... is not what I expected and not a very reasonable change as long as gunline armies are still untouched imo. All it does is screwing armies who rely on reserves even further. I see the need to nerf deep strike bombs like the CSM Terminator/Obliterator bombs and the AM Plasma Scion spam, but that's an army specific problem, not a core rules problem. This one affects us only really in case our opponent gets turn one and closes the gap to us quickly without leaving space to drop our reserves. In any case it nerfs Crisis even further and dropping Drones to protect your Y'vahra or Ghostkeel turn 1 is not a thing anymore either. Let's hope this won't make it into the game in this form. Related to above all the infiltration Stratagems (Raven Guard, Alpha Legion , Stygies VIII) got changed to being scout Stratagems (free 9" move before the game begins) instead. This takes a lot of pressure off us since we don't have to fear infiltrating Berzerker and similar anymore. Everyone got a 2CP Stratagem (Prepared Positions) if they go second that provides cover for every unit in your deployment zone for the first turn. This lessens the alpha strike capability of gunline armies a little bit, but going first is still better obviously. Imo that's something that should be a default bonus for going second without having to pay 2CP. I've been playing around with Dal'yth a lot recently and the free cover turn 1 is awesome for alpha strike protection. However it also means that Dal'yth is basically nerfed to "save 2CP if you go second" unless you have lots of units outside of your deployment zone (Ghostkeels and Stealth Suits with free cover are ridiculously tanky btw). Since we can ignore cover at 3 Markerlights and don't have that much of a problem getting enough CP it's actually a great change for us despite T'au being seen as a gunline army. Tactical Restraint. This one is quick and simple. It restricts any CP generator ability to a maximum of 1CP per BATTLEROUND (so you and your opponents turn combined). It's obviously a nerf to any of those abilities, however we were generating CP only on a 6+ per Stratagem use anyway so it wasn't very likely for us to generate much more than that in the first place. However it nerfes the Astra Militarum CP generation a LOT so on a meta level it's actually a buff for us. Imperium soup armies will still be going strong tho since AM can just add tons of CP to Imperial Knights for almost no points still. Agents of Vect (the Drukhari Stratagem to negate Stratagems) is now restricted to be only useable if there's actually a Kabal of the Black Heart unit on the battlefield. This prevents Eldar player to splash in a min size Kabal of the Black Heart detachment to gain access to such a strong Stratagem. If they want to keep using it they now have to make sure their squishy Drukhari units actually survive. BRB Errata FLY works only in the movement phase now. Obviously GW lashing out in attempt to nerf the Captain Smash abuse by imperial soup armies. So this one is HUGE. It means nobody can charge over units or terrain anymore since that doesn't happen in the movement phase. It make screens a LOT more viable against melee units (yes, even Heldrakes land to charge now ...) but also makes it harder for us to bind enemy shooty units with cheecky Drone and Battlesuit charges. This also means units with FLY now have to measure the vertical distance when charging again so no cheeky 0" charges from the top of a building anymore. One now has to declare which weapons go on which target when one announces to split shooting between multiple units. This mostly just prevents Knight players to get screwed over by cheeky player announcing multiple targets and wait for the Knight player to adjust their shields before deciding where the actually dangerous weapons will go. BRB FAQ One can't skip phases. I won't say every time that an answer was obvious but there are lots of questions like that. Of course we can't skip any phases just because we don't have anything to do there. If an opponent has an ability that triggers in the Psychic phase then it will trigger in our turn as well regardless of whether we have psyker ourselves or not. Abilities that change the Move characteristic of a unit changes both the minimum and the maximum Move characteristic. So if an ability halves the movement of a flyer it will also reduce the minimum Move from 20" to 10". Heroic Intervention triggers even if the opponent doesn't declare any charges. Better pull your units out of 3" (or 6" in case of Space Wolves and some few abilities) of enemy characters unless you want to give them an overwatch-free charge. Also make sure to fall back far enough so they don't catch you via HI again. Heroic Intervention does NOT trigger during your own turn. Just mentioning it to make clear that your opponent can't abuse it to gain overwatch-free charges during their own turn just like that. Fortifications can control Objectives as long as it is considered to be a friendly unit. Teleport Homers and similar aren't considered friendly models and can't control Objectives. Units that contain multiple models that split up after deployment (like Leman Russ Battle tanks and our Drones) count as only one unit for the unit limit on Organized Events. T'au Errata The Datacard for the Automated Repair System Stratagem got fixed and now says the same as the Stratagem in the Codex. T'au FAQ Saviour Protocol swallows the whole damage of multi-damage wounds and transforms it to a single Mortal wound. I don't know anybody who doubted that but nice to have clarification I guess. Saviour Protocol only works against wounds from ranged or melee weapons. So no Saviour Protocol against Mortal wounds from Psychic abilities. I've seen people being upset about this one, however I for one always played it like that already anyway so no change for me. Longshot Pulse Rifles aren't considered pulse rifle for the purposes of volley fire. It was to be expected but still sad that our Sniper Drones don't get any love. I guess 3 shots at 24" hitting on 5+/4+/3+/2+ (depending on your buffs) was too much. Kauyon and Mont'ka only work for the models that were in range at the time you activate it. So any unit that moves into range after activation doesn't benefit from it. It unfortunately still doesn't clarify whether the units are forced to be stationary or not when using Kauyon, but still nice to have the ability at least partially clarified. ---------------------------- So that's it. Overall nothing really changed for us except that other armies suffered a bit more from the changes which in return will make us look better. Something else I noticed, tho I'm not sure if it changed with this or the last FAQ/Errata, I can't find the restriction of only one Commander per Detachment anymore. So while we are still bound by the Organized Event limit for non-Troop units we can take multiple Commander in a single detachment again. On the risk of it not actually being news and just me not having noticed it ... that's possibly the biggest change for me. :P
  11. Hey everyone, Just curious what you're opinions would be on building a list around Kroot. What I'm thinking is something along these lines.. Troops x6 Kroot Carnivores x60 (6 squads of 10) Elite x3 Krootox Riders x9 (3 squads of 3) Fast Attack x3 Kroot Hounds x12 (3 squads of 12 Kroot Hounds) Heavy Support x5 Hammer Head Gun Ships (With Longstrike) This is most likely way over 1750.... I'll have to check points later but do you think Kroot could be used like this? Just curious. Thanks in advance for your thoughts!
  12. Hey guys, Thought it might be useful to create a list for other races for those that want to do Titanicus but don't want the standard Titan look. So this thread throws 30k setting out in place of 40k so no your race wasn't around then talk, and we are going for rough size equivalents. I know there are 3rd party rules floating around for the other races but I'm going with just proxies for this thread. If you have an idea of a model for conversion use or even 3rd party links please share those too. So categories are: Imperator Titan: Warlord Titan: Eldar Phantom/Warlock Titan (Wraithknight) Ork Mega Gargant (Gorkanaut) Chaos Banelord/Plaguelord/Painlord/Warplord Reaver Titan: Ork Gargant Tyranid Hydraphant Warhound Titan: Eldar Revenant Titan (Wraithknight) Chaos Subjugator Scout/Questor Titan Tau Ta'unar Supremacy Armour Ork Stompa Tyranid Dominatrix As of yet named Necron Titan (Kitbash Triarch Stalker?) Imperial Knights: Eldar Wraitknight (Wraithguard/wraithblade) Necron Monolith Necron Obelisk Ork Gorka or Morkanaut Khorne Kytan Daemon Engine (Blood Warriors/AT Imperial Knights) Khorne Lord Of Skulls Slaanesh Hell-Strider Knight Tau Stormsurge/Riptide Battlesuit Tyranid Hierophant -Noctem Cultor
  13. Alright I got my hands on the rules and gave them a quick read so I can give a rough rundown for you guys so you can start planning your Kill Teams already. Units available Fire Warrior Pathfinder Fire Warrior Breacher XV25 Stealth Battlesuit Drones Drones availableGun Drone Shield Drone Marker Drone Guardian Drone Grav-inhibitor Drone Pulse accelerator Drone Recon Drone Fire Warrior Leader option: yes (Shas'ui) Gunner option: no Other roles: Comms, Medic, Scout, Sniper, Veteran Loadout options: Rifle and photon grenades, may replace Rifle with Carbine, Shas'la or Shas'ui may take pulse pistol, Shas'ui may instead replace its Rifle with a pistol (for whatever reason you'd want to do that ), Shas'ui may take a Markerlight, one Shas'la in your kill team may take a DS8 Tactical Support Turret with either SMS or MS Pathfinder Leader option: yes (Pathfinder Shas'ui) Gunner option: yes (up to three Pathfinder Gunner) Other roles: Sniper (Gunner only), Comms, Demolitions, Medic, Scout, Veteran Loadout options: Carbine, Markerlight and photon grenades, Pathfinder Gunner may replace their Carbine and Markerlight with either an Ion or Rail rifle, Shas'ui may take a pulse pistol Fire Warrior Breacher Leader option: yes (Breacher Shas'ui) Gunner option: no Other roles: Comms, Demolitions, Medic, Scout, Veteran Loadout options: Blaster and photon grenades, Breacher Shas'la or Breacher Shas'ui may take a pulse pistol, Breacher Shas'ui may instead replace its Blaster with a pulse pistol (again, for whatever reason you'd want to do that ), Breacher Shas'ui may take a Markerlight, one Breacher Shas'la in your kill team may take a DS8 Tactical Support Turret with either SMS or MS XV25 Stealth Battlesuit Leader option: yes (Stealth Shas'vre) Gunner option: no Other roles: Comms, Heavy, Scout, Veteran Loadout options: Burst Cannon, one Stealth Shas'ui or Stealth Shas'vre may replace its Burst Cannon with a Fusion Blaster, a Stealth Shas'vre may take a Markerlight and Target Lock Drones Leader option: no Gunner option: no Other roles: none Loadout options: the above listed Drones Things of note: you can technically have two DS8 Tactical Support Turrets in your team since one mentions "one Shas'ui" and the other "one Breacher Shas'ui" For the Greater Good is still a thing and unchanged apart from the addition of not being able to Retreat when using it Bonding Knife Ritual gives -1 on Nerve tests when a model with this same ability is within 3" and not shaken SMS can still shoot at targets it can't see but when doing so it only hits on 6s SMS doesn't ignore the penalty for targets being obscured Pathfinder don't have any form of scout movement Stealth Suits still give a -1 to-hit penalty for shooting and melee which should be pretty strong! Stealth Suits don't have any form of infiltration deployment FLY keyword is still a thing Stats for units and weapons are unchanged The Markerlight table goes only up to 4+ due lack of Seeker Missiles The ignore cover Markerlight bonus got changed to giving +1 to-hit against obscured targets which is rather important in combination with the Recon Drone Drones can't be specialists, can't be part of a Fire team, can't gain experience (RIP the fun idea of a 99% Drone Kill Team in campaigns ) Gun Drones don't have to target the nearest visible enemy Shield Drones have no 5++ Saviour Protocols is still a thing and you don't have to roll for it Guardian Drone only gives the 6++ to nearby T'au Empire models which is rather useless to be honest Recon Drone lets ONE nearby Pathfinder ignore the to-hit and injury-roll penalty for targets being obscured Target lock lets you ignore only the to-hit penalty for advancing&shooting with Assault weapons. Nothing mentioned about Heavy weapons (makes you wonder why it comes with the Markerlight for the Stealth Shas'vre ...) You still have to decide whether you want to shoot a Markerlight or with your other weapons Points Of course I won't give a complete rundown on the points here since that's against the forum rules. However I can talk about it a little bit. Weapons cost a lot less than you'd expect. The most expensive weapon is the Missile Pod which still costs a few points below 10p. Fusion Blaster cost almost half as much of a Missile Pod and are 1p more expensive than an Ion rifle. The rest of the weapons (Markerlights included) are for free except for the SMS and Rail rifle which cost 1p more than the Fusion Blaster. Fire Warrior and Breacher cost 1p more than in the Codex currently (I guess because the Kill Team stuff got written before they made the last point adjustments for 40k). Pathfinder cost 2p more than in the Codex currently, however Markerlights are free so they end up being 1p cheaper than the 40k version. Pathfinder Gunner and Pathfinder Shas'ui cost 1p more than the regular version (note: Fire Warrior and Breacher Shas'ui don't cost more than their regular version ...) Stealth Suits are almost 1/3rd cheaper than they currently are for 40k. Without Fusion Blaster or Target lock you could easily fit 5 of them in a 100p Kill Team. (totally didn't say how much they cost ) Drones are overall cheaper. Each Drone costs the same amount of points which is a bit below 10p just like the Missile Pod. Stratagems Uplinked Markerlight: 2CP, same as in regular 40k Breach And Clear: 1CP, same as in regular 40k Recon Sweep: 1CP, same as in regular 40k Stimulant Injector: 1CP, use when loosing a wound. For this and each other wound lost by that model for the rest of the phase you get a 5+++. Not for Drones Tables We got 3 different tables for some easy background generation and 2 table for easy specialists generation 1d10 for Background: Bond (Survivors, Stealth Experts, Prototype Weapon testers ...) 1d10 for Mission: Service to the Greater Good (Bait the trap, Mark the Target, Destroy the Economy Supplies ...) 1d10 for Squad Quirk: Philosphy (Honorable Warriors, Vengeful, Unyielding, Students of Kauyon ...) 1d10 for Specialists' Demeanours (Scholar of Puretide, Pragmatic, Precise, Hot-Blooded, Wize Veteran) D66 for T'au Invidual Name Generator Table Feel free to ask if you have any more questions. Meanwhile I'm going to build my full Stealth Suit Kill Team lol
  14. It's the very first time I've tried my hand at T'au. In my own mind, they, like Sisters, Dark Eldar and Necrons are still "New Races" as my first foray into 40k back in Rogue Trader and early Second edition, they didn't exist. With that in mind, I never really looked into them all that much when I returned at the back end of fifth edition. That said, I have a substantial Sisters army (circa 3-4k, half unpainted) and a few Drukhari that might see paint one day. That leads me to T'au. I'm not entirely sure what has lead me to the Greater Good, but having read a little in the Xenos II book, it piqued my interest somewhat. It's pure coincidence that they're getting their Codex this weekend. So far, i have a squad of Fire Warriors from the Kill Team box. I intend to get a few more models and get assembling soon. For now, i can only show you all what im working towards in the list below. Bear in mind I've never made a T'au lost before, so if I'm making any glaring errors, please let me know! :lol: It centres around Shadowsun and like most of my armies, my decisions on what to take are based on rule of cool just as much as strategic soundness. Hidden Content ++ Battalion Detachment +3CP (T'au Empire) [83 PL, 1497pts] ++ + HQ + Commander in XV86 Coldstar Battlesuit [8 PL, 166pts]: Advanced targeting system, Early warning override, High-output burst cannon, Missile pod, 2x MV4 Shield Drone, Puretide Engram Neurochip Commander Shadowsun [9 PL, 184pts]: Exemplar of the Mont'ka, MV52 Shield Drone, MV62 Command-link Drone, Warlord + Troops + Breacher Team [6 PL, 116pts]: DS8 Tactical Support Turret w/ Missile pod, 9x Fire Warrior, Fire Warrior Shas'ui, MV1 Gun Drone, MV4 Shield Drone Breacher Team [6 PL, 116pts]: DS8 Tactical Support Turret w/ Missile pod, 9x Fire Warrior, Fire Warrior Shas'ui, 2x MV4 Shield Drone Strike Team [6 PL, 116pts]: DS8 Tactical Support Turret w/ Missile pod, 2x MV1 Gun Drone . Fire Warrior Shas'ui: Pulse rifle . 4x Fire Warrior w/ Pulse Carbine . 5x Fire Warrior w/ Pulse Rifle Strike Team [6 PL, 116pts]: DS8 Tactical Support Turret w/ Missile pod, 2x MV1 Gun Drone . Fire Warrior Shas'ui: Pulse rifle . 4x Fire Warrior w/ Pulse Carbine . 5x Fire Warrior w/ Pulse Rifle + Elites + XV25 Stealth Battlesuits [6 PL, 90pts] . 3x Stealth Shas'ui w/o support system: 3x Burst cannon XV25 Stealth Battlesuits [13 PL, 174pts]: 2x MV4 Shield Drone . Stealth Shas'ui w/ Early warning override: Burst cannon, Early warning override . 3x Stealth Shas'ui w/o support system: 3x Burst cannon . Stealth Shas'vre: Burst cannon XV8 Crisis Battlesuits [14 PL, 223pts]: 6x MV4 Shield Drone . Crisis Shas'ui: Burst cannon . Crisis Shas'ui: Burst cannon . Crisis Shas'vre: Burst cannon, Early warning override, Plasma rifle + Heavy Support + XV88 Broadside Battlesuits [9 PL, 196pts] . Broadside Shas'ui: 2x Smart missile system, Early warning override, Heavy rail rifle, Seeker missile ++ Total: [83 PL, 1497pts] ++ Created with BattleScribe I'm also mulling over a few colour schemes. Whilst I want to stay fluffy with Shadowsun being in white, I'd prefer to honour my Liber roots and create a DIY Sept. I'll get back to you on what I decide on :) Thanks for looking! ^_^
  15. ++EDIT++ 17-02-2020 Found this start of an army in a crate in the spare room...time to remove it from my shame file!, just in time for Psychic Awakening -greater good Mithril hey ho new dex new army, everyone here's starting new cool armies so a Bandwagon jumpin we will go Pathfinder squad will be first unit ,so i can practice white .... oh my white!! i have used Necromunda bases and painted them up in the original Tau colours as a nod to the first Tau army colour scheme... i went for Castellan green worked up to Elysian highlights on all the fatigues for - pathfinders, Fire Warriors & Breachers, * new note the bases in T'au colours will be on hold for killteam figures, the rest will simply be dirty metal bases... anyway here's my first WiP- pathfinder sorry for slightly blurred pic's , my phone camera is not the greatest cheers, Mithril
  16. It is not our technology that will enable us to prevail in this galaxy. It is our shared sense of honour and commonality of cause that unites us and will give us the power to defeat our enemies. For those who don’t know what the ETL is, it’s an annual painting event where participants are invited to vow to paint 40k-legal units of their preferred army in a period of three months, recording their points’ values. Participants may make up to 5 such vows with a limit of 3,000 pts per vow – but no limit to the amount of units pledged. Apart from the individual challenge of completing the pledged units, each forum is competing as a team against every other forum of the B&C by adding up the points of each individual participant’s entries to work out the total score for the entire forum. The forum with the highest score wins. But be aware: if you fail to complete your second or any subsequent vow then all previous vows are nullified and will not count towards the total of the forum! And there is another catch: the total points of each forum are modified by the completion rate i.e. the total completed points over the total points pledged. So failing to complete subsequent vows (thus nullifying all your previously completed ones) has an augmented negative effect on the completion rate and hence on the forum score. So be extra confident when you up the stakes. This is of course a very brief description of the event. For more details you may take a look at the previous ETL here (ETL V), but also expect some additional changes for this year’s event! The expected time to launch is in early or mid May. ------------------------------------------------------------------ Aur'ocy shath'r'i tskan sha Tau'va. Soldiers of the Fire Caste! Kroot and Vespid allies! Today, we stand as a bulwark against the selfish, the soulless, and the mad! Today, we must drive back our enemies from our city and from our world! Today, more than ever before, we fight for the Greater Good! And we will triumph! This will be the first time that the might of the T'au Empire will be mobilised to enter the ETL for The Greater Good and the Ethereals expect all Shas, Por, Kor and Fio caste members to acquit themselves well in the coming storm. It is the time for our young Empire to show these upstart races the strength of our mighty Her’ex’vre - the Kor'vattra will darken their skies with Sun Sharks, Razorsharks, Barracudas and Tiger Sharks - shoals of Hammerheads, Skyrays and Piranhas will rent their puny vehicles - Devilfish will carry our brave Shas towards the foe ably supported by our Kroot and Vespid allies and the heavy footfalls of our mighty Ta'unar will turn their bones to jelly in fear. Participants vowing for the T'au Empire will be able to draw units from the Codex and Forge World units so let’s take this opportunity to organize ourselves, measure our strength and see what everyone plans to pledge. We have a great range of miniatures, an updated 8th Edition Codex and the flexibility of a young and vibrant race! Remember, the miniatures may be assembled and undercoated – but not otherwise worked on at the time of vowing them! It is but a Kai'rotaa in the future - be ready! When the Ethereal call... who will answer?
  17. I know nothing about Tau but I’m starting the army for one of my kids. We have: Infiltration cadre burning down box. Optimized pathfinder team Start collecting tau 7th ed What’s the best build for these boxes? As an overview they have: 10 firewarrriors 20 pathfinders 10 small drones 4-6 bigger drones One huge drone One pod One tank A smaller tank 3 Crisis suits I have no idea which weapons to add. I’d appreciate suggestions. Thanks!
  18. Part 1 of the ongoing Saga of the Lord Emperor Campaign, a 1K Point League at my FLGS. My Army List and other games I've played in the campaign can be found here: http://www.bolterandchainsword.com/topic/341428-angry-goats-iron-hands-battle-reports-1k-league/?p=4933654 My opponent's list was roughly the following: 1x Longstrike w/Railgun and Smart Missile Systems 1x Hammerhead w/Railgun and Smart Missile Systems 2x Devilfish w/Burst Cannons 1x Cadre Fireblade w/Markerlight and Pulse Rifle 1x Ethereal 4x Strike Teams - Each 5-6 members w/Pulse Rifles ---------------------------------------------------------------------------- Scout Squad Kiko had been on a routine patrol when they discovered signs of an enemy force. After spending a restless night tracking them down, an encampment had been discovered in the ruins of an Imperial town. These foul Xenos, now able to be identified as a mechanized force of the T’au Empire, had been discovered as they stopped to refuel. Though these T’au had been able to cover ground quickly, they had sacrificed any semblance of stealth to do so. With the Xenos temporarily vulnerable, Squad Kiko called in for reinforcements. Chaplain Valdosta had recently been interred in a Dreadnought Sarcophagus following his heroic sacrifice during the campaign known as Karn’s Winter. He and his task force had spent the last few weeks securing the Eastern flank of the main body’s advance. Though he and his fellow Ancients had held the line through multiple skirmishes, he felt that he had not contributed enough to the war efforts this far from the front. As a result, an emotion sub-routine resembling “boredom” had creeped into his system. So, when the call for reinforcements came from Squad Kiko, nothing short of a direct order from the Chapter Master would have stopped him form responding in all haste. Though Dreadnoughts are tireless and unrelenting in their advance, speed is not their greatest asset. So, by the time Task Force Valdosta arrived, the T’au had finished their refueling and were preparing to depart. Wasting no time, Valdosta sent out a burst of machine code. The four other Ancient Dreadnoughts with him, each a veteran of centuries of battle, fell into a flying wedge formation with instinctual ease as they charged ahead. The T’au sensors had little difficulty in detecting their hasty approach, however. And as the Dreadnoughts crested the ridge, the foul Xenos opened fire. Ancient Saanen, an honored brother of countless campaigns, was the sole target of the initial volley. Though the defenses built into his Contemptor-pattern body was able to deflect the worst of the damage, the Railgun rounds were enough to slow his advance. Seeing his charge stagger, the Techmarine Surati ran forward and began to repair the damage while Squad Kiko provided limited supporting fire. With the initial volley proving less effective than they had hoped, the T’au forces began to spread out in preparation of a drawn-out engagement. Their scouting Piranha moved along Northern ridge in an attempt to outflank the Dreadnoughts, while the Devilfish transports flew forward to provide physical cover as their occupants disembarked. Ancient Pyrenean, also housed in a Contemptor-pattern body, wasted no time and ran towards the Xenos lines as fast as his body would take him with Chaplain Valdosta close behind. As he passed by the Piranha, he raked it with fire from his Kheres Assault Cannon which caused more than a few smoking holes to form. Seeing the primary threat to be the Hammerhead Gunships lining up for another shot, Ancient Repartida sent a volley of Lascannon and Autocannon shots into the lead tank. The shots from his Venerable Castraferrum-pattern body caused the gunship to real backwards. This provided all the opening that his counterpart, Ancient Orobica needed. Armed in the same fashion, the Venerable Dreadnought sent his own Lascannon and Autocannon shots into the stricken Hammerhead and put the foul Xenos machine out of commission. With a hiss of static, Techmarine Surati watched in frustration as the remaining Hammerhead sent more fire into Ancient Saanen. With Surati’s earlier repairs being all that stood between the Ancient and catastrophic damage, the Techmarine set to work fixing this new affront to the machine spirit. Under the cover of these shots, the Devilfish moved to the flanks of the approaching Dreadnoughts and poured fire into them. Unlike the Railguns, however, this fire proved ineffective. The recently disembarked Fire Warriors, seeing Ancient Pyrenean barreling towards them, quickly formed firing lines and sent every shot they could into him. Despite their best efforts, his armor held strong and the damage suffered was of no consequence. He was in amongst them, crushing their relatively frail bodies with his massive power fist, before they could do anything else to react. The T’au forces recognized the main source of the continued Dreadnought threat was Techmarine Surati. And while the remaining Hammerhead attempted to penetrate Ancient Saanen’s quickly recovering defenses, the two Devilfish converged on the Angry Goat lines and concentrated their fire into Surati. But the Techmarine’s armor, nearly as old and venerated as the Dreadnoughts around him, held under the onslaught. Saanen and Valdosta, enraged by the attack on their brother, charged into the two Devilfish and rent massive holes in their hulls with their power fists. Combined with the supporting fire of Orobica, both of the Devilfish exploded under the onslaught. Meanwhile, Ancient Repartida saw the approaching Piranha finally finish its flanking run. With a calm precision born of centuries of experience, he sent fire at both the Piranha and the Hammerhead, destroying them both. With every other threat eliminated, all five Dreadnoughts combined their firepower and sent an inescapable volley steaming into the remaining Fire Warriors, killing them to the last. With the Xenos forces righteously purged, any traces of the boredom sub-routine had been replaced by righteous joy. Chaplain Valdosta, his oration skills not dimmed in the slightest by his interment into the Venerable Dreadnought sarcophagus, led his brothers in celebration of their victory. A simple, but powerful chant boomed from his ancient speakers: My Armor is Contempt! My Shield is Disgust! My Sword is Hatred! In the Emperor’s Name, LET NONE SURVIVE! ----------------------------------------------------------------------------
  19. The Tau are what got me started in 3rd Ed and I will always hold a soft spot in my heart for them even though I moved on to 3.0 Chaos for a more tactically viable army shortly after. I still had them until the codex with the Riptide came out and decided to give them up (I liked the model but hate the spamming of special rules like nova reactor that was becoming commonplace in 40k). From what I've been learning about 8th though, things are looking rather grim to me for the Tau. From Bolter Rifles seeming to be better to Pulse Rifles, the apparent loss of JSJ, and the focus on making Assault better; I'm not seeing anything that great for them right now. What do current Tau players think of 8th?
  20. https://youtu.be/h_MhqwkCDfo How NOT to run Harlequins! Cheers, Thoth
  21. https://youtu.be/P6JDHJF71no Cheers, Thoth
  22. So, yesterday is typically my 40k day at my FLGS. This week, the store has gotten a jump start on the Fate of Konor campaign, and I initially signed up for Imperium since my primary army is Blood Angels. But then I spoke to a couple of the store guys and quickly realized that there were too many Imperium players. There are simply not enough Chaos and Xenos players to guarantee a match-up for all of the Imperium players. So, instead of fielding my Blood Angels, I will be contributing to the war as a Tau-Eldar alliance. I'm not trying any power-gaming, but I only have a few Tau models. We're playing it as an escalation league, so I'm not going to be able to field the higher pointages since they're keeping substitution to a minimum. But I have a friend who has a large Eldar army. So, early on, I'm going to try to play straight Tau, but gradually shift to Eldar as the points rise. That all said, any advice for maximizing my Tau elements? I have a couple of fire warrior squads, one piranha, a few drones, three crisis suits, and a couple Ethereals.
  23. I've had a few tau projects in the works for a while and would like to share them with you. Commander Farsight has always been a cool character to me, but I hated the old model, and while I like the new one, I never got around to buying it, so I decided I'd give a crack at him myself. He is a kitbash if I've ever seen one, and as you'll see, I've reached outside the bounds of gamesworkshop to build him. His torso, jet pack, hands, and a few other bits are from various gundam action figures. I wanted to try something new, while still remaining some aspects of the current Farsight. http://i.imgur.com/IEV7i9A.jpg?1 http://i.imgur.com/dtI0CS6.jpg?2 http://i.imgur.com/JYwG3SD.jpg?1 I have more of him on the way in a bit as well as my alterations of the XV22. C+C welcome!
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