the_wraith wrote:The early warning override only works for the model. Since the the commander has no weapons, I am not sure what the purpose is of the equipment. Same with the puretide chip.
made some corrections to the commander and deleted the wrong item. Was supposed to remove the armour he is actually armed with a
TL Missile Pod also the puretide chip confers the bonuses to the squad he is with, what is wrong with that?
LValx wrote:I think the Terminators are a poor allocation of points. I find that Terminators are not durable enough. Even 10 of them can be reduced to ineffectiveness fairly easily (assuming average saves). I'd probably consider another troop squad! I'm not sure the Pathfinders are worth it when you are taking so few Tau. I'd probably drop them. I think the Hammerhead would be better served as a Riptide. I'd also consider taking
GK as the primary. Maybe fit in a Dreadknight if possible.
Would run a Riptide if I had one, thanks to
GW fuking up the release I haven't been able to pick one up. A Riptide would justify the pathfinders more than the hammerhead, but I wanted an excuse to run my hammerhead as I don't run it very often.
As far as the terminators go, they are troops. Cut the terminators to run a squishy expensive strike squad that can be char broiled by a heldrake and a Dreadknight?