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===T'au=== The new Codex and changes to 9E means that T'au are effectively Imperial Guard (S3 T3 1W 1A WS5+ BS4+) with Aeldari-tier ranged weapons. There is a lot of S5 AP0 shooting available which means you can easily deal with MEQ and T8 tanks and monsters, and heavier weapons like Destroyer missiles and Rail weapons are a potent source of mortal wounds. What does this mean? It means combined with overwatch changes and markerlights, charging a T'au gunline is tantamount to suicide and the T'au player can easily focus down your big units in no time at all. Not all hope is lost however, as T'au have many key weaknesses: their army-wide BS4+ means without markerlight support they shoot like Guardsmen as well (that is, not brilliantly), and their absolutely pitiful close combat performance means mobility and shutting down anything before it gets close is paramount (seriously you WILL die against anything remotely optimised for close combat if it gets there). And anybody bringing psykers is going to have a field day as apart from a single Enclaves-exclusive relic, T'au have literally nothing that can counter that shit. Overall T'au are kind of a one-trick pony, but they get by because they do that one trick really, ''really'' well. Generally, what works against T'au is close combat. Drown the blue bastards in bodies and melee attacks. If you run Imperial Guard then fighting T'au is one of the few instances where affixing bayonets is actually a ''good'' idea. Hug terrain like its your grandmother and take any modifiers that protect your troops you can; the days of -4 to shooting are over, but -1 to-hit on units with BS4+ is nothing to write off. If you can force the T'au to burn through CP then that is also good as they are highly dependent on it. As nearly everything in the T'au army has the FLY keyword and is vulnerable to it, AA is always a good idea. And remember, the T'au's chances of killing anything in melee is always low but ''never'' zero!
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