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Militarum Tempestus Taurox Prime 47-16 - BX-A4-6-T48 - Warhammer 40 000 - Games Workshop

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Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1). Regimental Doctrine – Mobilised Infantry: Infantry ignore the move/shoot penalty for heavy weapons, and add 1 to their hit rolls on the turn they disembark from a TRANSPORT. Implacable Determination: Your warlord and one unit within 3″ of them can auto-advance 6″. I’m honestly surprised, reading this, that it’s never received wording clarification on trigger timing, especially as Guard has a trivial way to advance out of phase. The fact that this is the first time I am noticing this should key you into the fact that it’s probably not that great. Another one that does, to be fair, probably merits the occasional second look with progeny, but not much of one. C

Cheap though accessing them is, really only two of these matter – you aren’t going to put guard psykers in your list if what you want is psychic firepower, certainly not now that Inquisitors exist. Psychic Barrier and Nightshroud are both good stuff though – if you’re bringing Bullgryn or a Super Heavy you want these in your list, and even if you just have Tank Commanders or Pask being able to access them via a 35pt elite slot is such a low cost (while giving you a deny in your castle) that it’s frequently worth it.Deft Maneuvering – 1CP: Use when your opponent shoots at Armoured Sentinels. Halve the incoming damage from multi-damage weapons (rounding up). A strong reason to use the Armoured flavour for your Strike First, Strike Hard squad as it makes alpha-ing them off the board if your opponent goes first a real pain. B. Armageddon: Mount Up! –You can fire your weapons and embark in a transport if every model in the unit is within 3″ of the transport. Can be pretty cheeky, especially with Special Weapons Teams or Command Squad coming in off of Strategic Reserve. You can’t do this if you also disembarked earlier in the same turn. More about these strategies are discussed in the Tempestus Regiments section earlier, but all indications since TGG landed are that a Scion Patrol is likely to be a common sight in Guard lists going forward. That’s theoretically cool on, say, Bullgryn, but at WC8 it’s super unreliable and they don’t really need the help. You could also try her with Scions, but they’re very much looking to do a combo alpha strike, so you don’t want to introduce the unreliability of a WC8 case. At 45pts, and with no option to take other powers, Aradia thus doesn’t really see any play. Concentrated Fire – 1CP: A Heavy Weapon Squad gets +1 to hit and wound against a single target but all have to target it. Boy is that a hefty boost, yowza – the obvious place to put this is on a Lascannon team, where it leaves them wounding anything they shoot on 2s, and probably hitting on 3s re-rolling 1s (or even better if they’re Cadian). Heavy Weapon teams with good guns have always been unreliable glass cannons and thus not appeared in lists, but removing the “unreliable” from that equation is a serious draw to include one squad. Any strat powerful enough to make a bad unit good has to get at least a B+ and that seems like a good spot for this – the three model cap still puts a ceiling on it, but the power is there.

Splash Damage – 1CP: A HELLHOUND can re-roll wounds against a unit in cover with its main gun. The boost here is just way too small – it’s conditional and isn’t going to affect enough shots to be worth the point most of the time. D+ Fight to the Death – 1CP: Use when taking a Morale test. You can roll a D3 rather than a D6 for this test. Dead handy for keeping a unit around when it’s sat on a crucial objective. In 9th, this has gone up in value as you can only use Insane Bravery to auto-pass morale once per game. A Relic Plating: I'd throw this on a Taurox if I had 3 or 6 points left over. Might never come up, but it might win you a game. Use a lighter shade of the base colors to highlight the edges and raised areas of the Taurox Prime. This technique will add dimension and make the model visually striking. For instance, use Ahriman Blue to highlight the edges of the hull and Ironbreaker for the weapon edges.I'm pretty sure this can be classified as modeling to advantage, as i believe the side guns to only have a 45 degrees firing arc... else you might as well put your hull mounted lascannon on your leman russ turret, just like the sponsons... in fact, almost all imperial vehicles are known to be of flawed design, with guns mounted to the sides being a major 40 thingy... Pyromaniacs: Re-roll wounds of 1 with flamers, heavy flamers, or twin heavy flamers. Too narrow and honestly underwhelming even on the stuff it targets. D The Taurox Prime is a fast and agile vehicle that can easily transport special weapons and other cargo into position. Its small size and superior mobility make it a valuable asset for any Imperial Guard or Tempestus Scion regiment, and its adaptability and firepower ensure that it can perform a wide variety of specialist missions with ease. The Taurox Prime is also compatible with the Lambda Lions, which can give an extra AP to its weapons and make it an even more formidable force on the battlefield. Stratagem – Armoured Fist – 1CP: At the start of the shooting phase, give an ARMAGEDDON INFANTRY unit that got out of an ARMAGEDDON transport this turn re-rolls 1s to hit in shooting.

Each model can only have one Tank Ace ability, and you can’t give them to Named Characters. Sorry, Pask.

Taurox Wheel Conversion From Victoria Miniatures

Bellowing Voice: +3″ to the range of any abilities on the datasheet. There’s nothing super exciting to combo with this beyond making your characters slightly better. It’s sort of fine, but will never edge out the good choices. C Advanced Counter Measures – 1CP: Upgrade a Valkyrie pre-battle so that it can hover without losing Hard to Hit. This is a very useful ability that goes mildly down in value because you often won’t see value from it till turn 2, giving your opponent a chance to “waste” your CP if they pop the Valk straight off (which they will often want to). Still a pretty hefty upgrade, and maybe worth trying out. C+

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