
With the actual reading, you can only cause Snap Shots per unit per activation, which would be three units in one turn, or one unit over three turns, and all the variants in between. My best guess is they thought thought that Holophoton Countermeasures effectively gave Invisibility to the unit for a turn, which would be fairly powerful, instead of actually causing a single enemy unit to only fire Snap Shots per use.

All of the prime strenghts of these units/rules have been gutted, be it shooting or any form of wargear. Saying stuff like "but but you have other formations which are still really good so dont feel bad bla bla" is just plain condescending. A formation that’s been gaining some attention recently, the Piranha Firestream Wing is newly back from the dead following the updates to the FAQ and there’s more than a few skilled players who are giving it a whirl.X078 wrote: RAW is extremely clear in the ghostkeel case, and also for the rest of the nerfs, firestream, coordinated firepower etc. Click to read more about it, or check out the Tactics Corner for more reviews and strategies. Lord knows I love Piranhas, even when they aren’t great. And sadly, until recently the Piranha Firestream Wing hasn’t been great due to changes made by the ITC vote- it’s shown up in tournaments now and again, but hasn’t made a lot of waves at ITC events for the most part. However, with the new racial FAQs gone live and the resulting reversion to the printed text of the Firestream’s effect, it stands to become a meaningful part of the meta as well as a significant option for Tau armies to make use of in lieu of the big suits that have composed the majority of their firepower up until now. The Firestream Wing comes out of the Farsight Enclaves book, though it is not mandatory for it to be a Farsight detachment (though there’s no reason not to make it one, since none of its units have the option for Bonding Knives.) It is composed of four units of Piranha skimmers one of them is the Target Acquisition Team and must have only a single model, the others can be of any size and armament.Ī Firestream Wing gains two main benefits that give it value in a competitive environment compared to the standard Piranha (which, though I love it, is not going to be seen at the top tables on its own.) The first is the Target Acquisition Team- this solo model can nominate a single enemy unit at the beginning of your shooting phase as the Wing’s target for the turn and all Piranha models in the formation gain +1BS and Tank Hunter when shooting at that target. (Note that this bonus only applies to the Piranhas, not any drones in the formation.) As Piranhas are often tasked with destroying enemy vehicles and have an otherwise-lackluster BS3, this is a huge bonus for them- all the more so because of the formation’s other rules. The second part of the formation is the one most people are familiar with, Rearm and Refuel.


Firestream wing tau full#
However, like other units a Firestream Wing is unable to leave the table the same turn it arrives (though you typically wouldn’t want to anyways.) If the entirety of a squadron ends its movement phase within 6″ of your board edge, it can choose to leave the table (even if some members are immobilized) and enter ongoing reserves when it returns, it will be restored to its full original strength and with any drones or expended weapons ready for use again as well as any damage repaired. So, obviously the Firestream Wing offers some very interesting possibilities to a Tau player outside of the normal paradigm Tau are typically a somewhat fragile army with very limited endurance and once they begin taking damage or getting assaulted they will usually fold up fairly quickly. In fact, it is this very reason that the “monster mash” armies are predominant for modern Tau, as they are much more resilient against most things than regular Tau armies are. The Firestream Wing, however, offers a different type of play and one that is familiar to many players- the ability to spawn more units as the game progresses.Ī Firestream Wing can produce up to four sets of drones over the course of a game, dependent on circumstances especially when taken in larger units this can be an impressive number of models moving across the table surprisingly quickly.
