We have two major favorites:
- Hazards, Hazards, Hazards: Ra, with two hazard generators; Turret Bot, with radius two hazard; Operative with HBS(+ Bitter Spiral for super effectiveness); or AZ. AZ has the added benefit of forcing Tachyon to use an extra point of movement if she wants to hypersonic through the hazard, but this is debatably helpful. This strategy is doubly potent if Tachyon cannot get behind your targets, as Hypersonic Assault must pass through targets to hit them, or if your targets are so spread out as to make hypersonic assault only hits one target at a time, forcing the card use with maybe an unrelenting momenutm to make it reasonably effective per turn.
- Wait her out. Tachyon's Traditional Terror Turn is Push the Limits, Unrelenting Momentum, Lightspeed Barrage(on extra turn). Then she's at one health. Most teams we've seen like to 'cap her there, for the easy point. We think this is mostly folly, as it lets her pop up and hit harder, without having to travel(most times). If you let her sit at one health, you force the other team to waste an action healing(if they thought to bring Dawn or Legs to the fight, but then it's a different match entirely), or give you a point to push the limits and start all over. Either way, Tachyon is more valuable as a walk-off point, as she is never quite as effective at one HP. Sucker Punch can still be potent, but that's just knowing what she has in her deck and avoiding the opportunity.