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Thanks to israfel420 for this.
Compared to other units in the Tau arsenal the Piranha is an often overlooked piece of hardware. The first thing people tend to see is a lightly armored (fragile) vehicle with only one weapon for sixty points. Therefore at first glance it would seem to lack both offense and defense for the points.
The reality is a much different story. The piranha, is one of the most useful, flexible units available to a Tau commander. Lets look at some of the nifty options this sweet machine brings to the table.
First of all, Piranha should always run fusion blasters, one reason for this is obviously tank hunting. Also, fusion insta kills many hard targets, (though not as effectively as a railgun), it kills marines more effectively than the Burst Cannon, and it only costs 5 points. Besides there are many other units which have S5 AP5 shots.
If you are running FB on your Piranha, as you should, then you must take a Targetting Array. You don't wanna miss when it counts.
Lastly take a Decoy launcher as always.
So here is the loadout: Fusion Blaster, Targetting Array, Decoy = 75 pts Factor out the cost of the independant gun drones(24), and the cheaper than crisis suit fusion blaster(7) and you have a 31 point savings on getting these abilities elsewhere.
Of course if you need more tank hunting you could add seeker missiles, but this is up to you. The Flechettes can be useful, but at ten points I'm not sure this is the case. Especially since the enemy has to decide to assault you.
In this configuration they would seem to primarily be a tank hunting unit. They excell at this since it doesn't take long for them to come into 6" range of anything on the board. As they don't suffer from the immobility of the Broadsides, this is one way you could free up a heavy support slot. Also you can take multiples in a squadron so they aren't as one shot dependant as hammerheads and therefore benefit from markerlight hits more(especially against marines when their drones are still attached).
Ah the wonderful gun drones. The uses for these little frisbees are many. Piranhas have the unique ability to drop up to ten of them, coupled with the ability to get them "in the face" of your enemy quicker than even a devilfish and more reliably than deep striking. They can cause pinning tests, kill infantry, cause target priority tests, and become annoying speed bumps to enemy fast assaulters. This ability to slow down rapidly advancing enemy units should not be understated, it can literally mean the difference between winning and losing. Also, since the Piranha is open topped, they can assault out of it, which can be useful in some situations.
The Piranha itself can do lots of things which don't involve it's Fusion or Drones. Other than causing the annoying Target Priority test, they are great for screening vespid. The way this tactic works is simple the Piranhas form a line in front of a piece of terrain with 6" from their front tip to said piece of terrain behind. The Vespid fly into the terrain, immediatly behind the Piranhas which should improve their save against enemy fire. (These first two step could be done in either order, depending on the situation.)
They then have up to a 6" field of fire in front of the line of Piranha's. The enemy cannot move within 1" of the Piranhas on their movement phase, so unless they can assault more than 6" or fly over the Piranhas in the movement phase they are effectively out of charge range of the Vespid. The Vespid fire, along with the Piranha(if moved under 12"), and next turn, both teams bail out to another location. I call this tactic "The Bug Screen" and is my signature pride and Joy method of keeping those wonderful bugs alive.
The Bug Screen tactic will work in the open too, but the vespid will be more vulnerable to bolter fire. Of course the marines will still have to target priority test to shoot them, so it's much better than nothing.
Another unique tactic is using them in combination with either a fish or a hammer head. First, surround a unit with the Piranha in such a way as to negate the ability of the enemy unit to move between them (1" rule) leave a gap where the Hammerhead or Fish can fit through to get at the enemy. Then simply tank shock with the hammerhead/fish. If he passes his leadership test or not, he still has nowhere to move without breaking the 1" rule, therefore he is destroyed outright via the "No Retreat" rule. Try this on an expensive termie or HQ squad and watch your opponent's jaw drop. I call this little beauty "The Feeding Frenzy".
The Frenzy can also be used against transports(especially rhinos) by surrounding the access points then destroying it with the Piranha. They will have no where to bail out without breaking the 1" rule. This version has been seen before, but is a great use of these speedy machines.
Next, think about all the shots the enemy will waste trying to kill an 11 10 10 fast moving skimmer squadron. It will require a minimum of STR5 to even glance, and it should only ever glance since you should move them over 6" every turn. This fire magnet effect is invaluable for saving your actual tanks from the grief of being stunned, shaken, or destroyed. And if you lose one Piranha, it's about half the points of even an economy ionhead.
Remember, it is important to use them in conjuction with markerlights for maximum effect and don't be afraid to ditch one which is stunned or immobile, to keep the others moving if need be.
Lastly they are great for objective grabbing as they can move 24".
Not a bad deal for only 75 points apiece!!
But how many should you take??? Well, the answer to that depends on the points value of the game of course.
For 2000 points I always take either 1 squad of 4 and 1 squad of 2 or if I am not useing vespid I take 3 squads of 2.
For 1500 I take 2 squads of 2.
Smaller games are at your discretion, but even in 500 point I take 2 squads of 1.
The reasoning for these sizes ar simple, victory points. In a squad of 2, he has to kill both to get any victory points(but he gets full). In a squad of 4 he has to kill 3 to get any victory points(1/2 victory). When a squad of 2 loses a member hide the remaining one so it will remain a scoring unit and only pull it out when you need a quick fusion hit. Same goes with the team of 4 when they lose 2 members.
Tenet 1. According as circumstances are favorable, one should modify one's plans.
Piranha's are extremly versatile providing many different useful tactics/threats at the same time, allowing you to modify their role as the situation permits.
Tenet 2. All warfare is based on deception.
Piranha's only have one gun, but they have drones and can do much more than destroy tanks. Use this fact in the metagame by complaining about how "expensive" your 75 point Piranhas are and that they are only equipped with the one main weapon. This will cause the enemy to discount them as a threat, which is what you want up until the point they release their drones. Then start pointing out how cool it is that they had those drones, and how you really like em now. This will cause a shift of fire away from your advancing tanks(which should be hidden first turn), to what has effectively become a 51 point model (drones worth 24 points).
Tenet 3. Hold out baits to entice the enemy. Feign disorder, and crush him.
"Oh golly, my Vespid are all alone over there(in cover) and boy are they expensive, on top of that they were my best way to kill all those marines. I sure hope they don't die" you say looking terrified. He then (hopefully) takes the bait and moves a unit to towards them. In zips your Piranhas from 24". "Yeah, I call that one The Bug Screen" you remark as your vespid zip gleefully away from the unit they just mauled.
Tenet 4. If he is secure at all points, be prepared for him. If he is in superior strength, evade him.
The Piranha can entice units away from the main force, while using their speed to their advantage to escape out of LOS.
Tenet 5. If your opponent is of choleric temper, seek to irritate him. Pretend to be weak, that he may grow arrogant.
I love this effect midgame, nothing is more irratating than to ALWAYS have to test for target priority. Combine this with your markerlights ability to automattically pass the same test, and watch his ire rise. He'll be wasting shots on thos cheap durable skimmers in no time. And, even if he kills 'em all, the drones will still be zipping around in the middle of the field causing the same tests(against infantry only).
Tenet 6. If he is taking his ease, give him no rest. If his forces are united, separate them.
Once again speed and enticement. The Piranhas forte'
Tenet 7. Attack him where he is unprepared, appear where you are not expected.
Bug screen anyone, Feeding Frenzy, 24" movement? drones popping out of nowhere? yeah it has this one on lockdown.
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| Comment made by Animist on 15:21:12, 28 July 2008 |
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| You didnt mention the ability to get seeker missiles in position with a Pirahna to hit side and rear armour on vehicles, as missiles travel in straight line from vehicle that launched them to their target. I am pretty sure they can do this even if they moved flat out as they have no control over the seekers themselves. |
| Comment made by Animist on 15:07:37, 28 July 2008 |
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| Watch out for heavy and normal flamers with your pirahnas, they are very vulnerable to these. |
| Comment made by Shas Vre Sacea Kais on 13:39:12, 23 July 2008 |
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| Wow. Suddenly, I want to bring all my Piranhas back out of storage. Thanks a ton for all of the new uses! |
| Comment made by Sau1us on 09:40:13, 4 July 2008 |
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| The Sun Tzu reference has truly redefined the way I will use all units. |
| Comment made by Joey Goldcoast on 10:27:13, 27 February 2008 |
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| amazing |
| Comment made by deadnightwarrior on 13:34:17, 3 January 2008 |
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| Thanks, great article. Personally I\'m a huge fan of Piranhas. I feel, as you said far too many Tau players overlook and underestimate them due to their low armour but they can be quite invaluable in a mobile Tau force. |
| Comment made by Veteran3212 on 12:12:37, 28 December 2007 |
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| Piranhas should take burst cannons against infranty and fusion blasters against tanks. odds are that with fusion blasters you would kill three or four targets a turn. Burstcannons and carbines can over ten. this advice is worthless |
| Comment made by pepsi on 10:39:01, 11 December 2007 |
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| a bit of reorganizing this would help my eyes. |
| Comment made by pepsi on 10:33:49, 11 December 2007 |
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| a bit of reorganizing this would help my eyes. |
| Comment made by Zerotrousers on 19:46:21, 9 November 2007 |
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| I Like the article, I\'ve never previously thought about pirhanas as an equivalent for broadsides. Somehow I don\'t really want to get rid of my precious pathfinders though... |
| Comment made by Shas'O Check'Sa Bar'naby Kias on 10:10:14, 3 November 2007 |
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| I always use 3 pirhnas, 1 seeker missile, no fusion blasters. |
| Comment made by TheEvilOne on 09:41:57, 9 October 2007 |
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| in 1000pts games would it be advisable to take 1 squad of 3? or 1 squad of 2 or any thing else? |
| Comment made by Talking Head on 09:45:32, 26 September 2007 |
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| you\'ve successfully convinced me to use the 3 piranhas in the mega force set :) They seem to fill a need in the tau army list for a fast, versatile unit. Good job referencing Sun Tzu, many quote him and don\'t know what they\'re talking about. Good application of his thought, and a clear concise article, keep it up! |
| Comment made by Talking Head on 15:31:00, 22 September 2007 |
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| Very good article, clear and concise with good points made. I'm going to run 2 piranhas in my 1500 point list for hard target hunting and devious mischief purposes. Piranhas also have the advantage of being very inconspicuous. no one really fears them until their 24" move puts them in position to melt a land raider >:) |
| Comment made by Divinity on 16:15:21, 30 July 2007 |
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| he said the HAMMERHEAD does the tank shock. the pirahnas just cut off the retreat |
| Comment made by Ducimax on 12:29:01, 30 May 2007 |
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| skimmer TANKS can do, but mere skimmer vehicles cannot. |
| Comment made by boda on 04:38:34, 13 May 2007 |
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| i thought skimmers could tank shock |
| Comment made by n0valoco on 09:02:54, 27 March 2007 |
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| Correct me if I'm wrong, but it's a skimmer not a jet bike. That means that it doesn't screen troops behind it w/o crashing and leaving wreckage. Also the drones do not force a target priority check, but if your DF's are behind the Piranha squadron they could save your transports. Overall a good article, just a few small issues. ;) |
| Comment made by Yanoss on 03:45:24, 2 March 2007 |
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| hmm, very interesting uses of those little buities... but correct me if i'm wrong, it's my understanding that skimmers can't tank shock... err... so... can you explain your feeding frenzy in enough detail to explain how u can actualy make the tank shock move? |
| Comment made by comicfreak on 17:28:45, 25 August 2006 |
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| good tactics i never thought of before |
| Comment made by MyenMontKa on 18:58:48, 13 August 2006 |
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| Fusion Blasters aren't the must-have upgrade everyone seems to think they are. The speed and mobility of the Piranha, combined with its thicker-than-normal frontal armour makes it an excellent flanker unit diving towards an opponent's rear armour values (typically 10), enabling both Burst Cannon and Gundrone chances to penitrate, without sacrificing what might be key horde-sweeping firepower. (A basic BC 'Ranha costs the same number of points as an unaugmented Guard squad, and could easily kill 50% or pin the squad by itself). They key to utilizing burstcannon Piranha is trust. You have to rely on other mobile firepower, such as your railgun-equipped Hammerheads or Skyrays to deal with harder targets. As an incidental note, the Skyray finds a wonderful tank-killing partner in the Piranha BC. Remember that Seeker missiles don't count towards the carrier's shooting, and strike vehicles from whatever direction they were launched, not which one the Markerlight hit from. Use the Piranha speed to zip in behind a target vehicle, then guide a Seeker missile right up his tailpipe. |
