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

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

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

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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. Full Payload is far and away the winner here, the only real question is whether, in the long run, it beats out just taking two Weapon Experts. Super-Heavy Aces 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. Basically, taking Creed is never a bad choice, but it’s also not necessarily the optimal choice. It really is up to you. Armoured Rush: This lets you shoot your turret guns after advancing. It’s pretty cool, and honestly only loses out because there are other ways to boost your mobility, and because other choices do more. B

Up-armoured: Gives a 2+ base save. Loses out against Master Mechanic as a general-purpose defensive tool, but a lot better in some matchups. Assuming tournaments end up ruling this similar to Exarch powers and you end up being able to “flex” one added by a stratagem, this will sometimes be worth taking. B Regimental Doctrine – Brutal Strength: INFANTRY get +1S and +1Ld if they are within 6″ of an officer. VEHICLES can re-roll one of the dice used to determine a random number of shots for each weapon they fire. Sadly, someone has to bring up the rear, and here it’s the Mordian Iron Guard. They’re just kind of bad – none of this is anywhere close to the power level of the good regiments (or honestly really any of the others).Codex: Astra Militarum (6th Edition) (Digital Edition), "Tauroxes," "Dedicated Transports-Taurox," "Dedicated Transports - Taurox Prime" Shoots well above its weight. I know, this was a pro, right? Well, actually it's kinda bad. The kind of firepower a Taurox produces can actuall attract the wrong kind of attention as your opponent suddenly swivels his biggest guns to shoot it. This is such a problem, in fact, that if your Taurox is more than 90 points, I would take the troops out (unless they're terminators or something. Yeah, you can do that.) and deep strike them. 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. For that matter, this review assumes you are using the Taurox Prime from Militarum Tempests as that is my only experience with it. Personally, if taken on their own merrits, I find the Taurox less effective transport for veterans than a Chimera, simply because of the inability to take an IC and less survivability. Having said that, if you spam Tauroxes, it will be cheaper so you can invest in other things. For me, I carry a Primaris with my vets and I want to keep them inside for as long as possible.

Relentless – 1CP: A non-TITANIC vehicle can act on top profile for a turn. Not being able to use it on your superheavies is a bit of a shame (but does at least suggest that they’ve learned from the catastrophic error that was Machine Spirit Resurgent), but because of the number of ways in The Greater Good to make one of your tanks somehow superior this is still helpful – if your opponent takes a swing at your Tank Ace and narrowly misses being able to run a full reprisal is good. A In the list of available units, we will note which ones are named characters (denoted “NC”) and, where units are regiment-specific, what regiment they belong to. We will also note “Auxilia” units as described in the Regiments section above, as well as Forge World units (denoted “FW”). HQRolling Death – 1CP: A Taurox gets +1 to hit if it moves under half it’s speed. This does not make the Taurox happen. D Valhallan: Fire on My Command! –Allows you to shoot targets that are within Engagement Range of friendly units, but any 1s you roll to hit scores a hit on one of your friendly units within Engagement Range. You can’t use this to shoot with a unit that is itself in Engagement Range of an enemy unit.



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