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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Codex: Astra Militarum (6th Edition) (Digital Edition), "Tauroxes," "Dedicated Transports-Taurox," "Dedicated Transports - Taurox Prime"

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. Unquestioning Obedience – 1CP: Gives a Commissar or Tempestor Prime a 12″ fearless bubble for MILITARUM TEMPESTUS units. While armies with 10-model squads of Scions do exist, they still don’t really have enough of them to make this super great, but it is still a cheaper Insane Bravery when you need it, so OK. C+ While none of the regiments are outright bad, this is one of the slightly weaker ones simply because it doesn’t lean in that well to what Scions are trying to do. The redeploy is cute, but given it doesn’t allow you to pull units into deep strike it would mostly be good on Tauroxes, which are overpriced at the moment. The strat is mostly aimed at them too. The doctrine is extremely swingy – sometimes it’s actually great, but will also sometimes do nothing, and you generally want an ability that’s going to be useful most of the time from a faction trait. The relic is hilarious but doesn’t ultimately pull these up for competitive play. 32nd Thetoid Eagles Disciplined Shooters: INFANTRY can rapid-fire at 18″. It’s fine, and if you’re heavy on infantry you want to push gradually up the board the combo with Wilderness Survivors makes for an acceptable if relatively unexciting trait. C Aerial Spotter – 2CP: Use at the start of the Shooting phase on a Basilisk or Wyvern, that unit can re-roll failed hit rolls. Handy for squeezing a bit more efficiency out of these units, and especially great if you’re also going to double shoot them with the Vigilus stratagem. However doing that does get very expensive, and unless you have an absolute ocean of CP the ceiling for that combo is a bit low for 4CP spent. Still OK, but not great. C+Chimera ( Chimerax • Chimedon • Chimerro) • Hellhound • Bane Wolf • Devil Dog • Taurox • Taurox Prime • Tauros • Sentinel • Salamander Scout • Pegasus AAV • Salamander Command • Pegasus Command 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 Slow and Purposeful: Re-roll 1s to wound in the shooting phase if the model moves half its move characteristic or less. This is OK, but it’s a bit too marginal compared to some of the other options here, and can’t be combined with things like Unyielding Advance the way the basic Grinding Advance bonus can. C Regimental Doctrine – Death From Above: Enemy models slain in the shooting phase count as two for the purposes of morale.

We’re going to go through each battlefield role and look at the units within it, and how to get the most out of them. The Core Units There is no better delivery system for small groups of soldiers armed with devastating weaponry, and Veterans, Special Weapons Squads and Command Squads who have shown an aptitude for close-quarters firefights are often assigned a Taurox to carry them into battle.The Astra Militarum can only accomplish its mission of defending the Imperium of Man through disciplined volleys of massed lasgun fire, deftly-crewed columns of armored fighting vehicles, and proper application of fierce bayonet charges. No equipment or personnel are above sacrificing in the pursuit of your objective. Astra Militarum Commanders, Inquisitors, and Planetary Governors must regularly send droves of a civilization’s finest soldiers to die upon nameless hills in defense of a single planet amongst millions. Such is the will and dedication required amongst mortals to stand in the face of the ancient evils and inhuman terrors assailing the Imperium. So long as the Imperium stands, the Astra Militarum will stand to defend it. Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. Experienced Eye – 1CP: Gives a VETERANS squad +1AP. Veterans, unfortunately, aren’t in a great spot right now – there’s very little reason you’d take them over Scions. That, sadly, leaves this largely irrelevant despite being a powerful buff on paper. C. Recovery Gear: An immobile Taurox is a dead Taurox. That said, you probably cannot afford how long it will take to repair (definitely not on my dice rolls) some people swear by this; I would take a storm bolter first as I can always get use out of that.

There are different regiments of Scions, each with their own unique characteristics, such as the Scions of Armageddon, who specialize in urban warfare, and the Lambdan Lions, who are known for their use of flamers and incendiary weapons. The Wyvern is a self-propelled artillery unit that is based on the Chimera chassis, much like the Hellhound and Leman Russ. It is primarily used by the Astra Militarum as a support unit in battle. The Wyvern’s main weapon is the Quad Stormshard Mortar, which is a rapid-firing artillery piece that can fire up to 4 times a turn. Each shot has a blast radius that can hit multiple models in a unit, making it particularly effective against hordes of infantry.Searchlight: draws attention to your Taurox when you should be taking advantage of your cover save. If you have 3 points left over, take relic plating. Kappic Eagles mixing up full deep striking or Valkyrie Squads leveraging their ability to ignore the move/shoot penalty on the otherwise very potent hot-shot volley gun. Regimental Doctrine – Parade Drill: INFANTRY gets +1Ld +1 to hit on overwatch if every model’s base is touching at least one other model’s. VEHICLES get +1 to hit on overwatch if they’re within 3″ of another MORDIAN VEHICLE. Note: Yes, modifiers don’t work on overwatch, but there’s an FAQ for this that basically runs to “this works as intended because we say so”. The HQ slot is stuffed full of good options. Note that Marbo isn’t in the core book, but has a separate datasheet that comes with his model. Every single one of these has turned up on a tournament table in 8th edition, with the possible exception of Lord Commissars which tend to be left aside in favor of their cheaper juniors in the Elites slot. Looking at the rest, then, we have: Colonel ‘Iron Hand’ Straken (NC, Catachan) Iron Talon - The Iron Talon of the 55th Kappic Eagles regiment took a fearsome toll upon the forces of the Crimson Slaughter Chaos Space Marines during fighting on the Ybrekian Ice Worlds. During battle, the Iron Talon held the Frostjaw Crevasse bridge for over a solar hour until reinforcements could arrive, forcing the enemy to retreat.

Killing Zone – 1CP: Use after a Infantry unit kills a model from a unit. Other infantry get +1 to wound against that unit. +1 to wound is always one of the spiciest abilities in the game, and this lets you do some really dirty things with Militarum Tempestus against horde armies, especially if you’re on the Kappic Eagles volley gun build. Also, don’t forget to gamble on wasting a guy with your Tempestor if he’s dropping with your units – that minimizes the number of un-buffed shots you have to fire. Definitely worth taking a bolt or plasma pistol on them to try and set this up. A Regimental Doctrine – Heirloom Weapons: Add 6″ to the range of rapid-fire and heavy weapons with a base range of 24″ or more.Fragile. Seriously. The same hull points as a chimera, but side armor is worse than a Rhino. Keep this baby in cover. 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). It’s still underwhelming, but does at least have the upside of being T7 and carrying 12 models, making it a cheap, modestly hard to shift bumper car that can bring your buff characters too. Having long been maligned, seeing a couple of these in decently-performing lists isn’t uncommon, and they’re cheap enough that armies going all-in on spamming them turn up sometimes as well. A bit of extra resilience and mobility for 65 points is basically just fine.



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