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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Coordinate to Engage (1 CP):''' Basically extends the benefits of FTGG to the Observer unit as well as the guided unit. Very nice! *'''Point Blank Ambush (1 CP):''' Usable only when the Kauyon is on at round 3. Pick one of your units that hasn't shot yet and has a target within 9" - the AP of their attacks improves by 1. Probably gonna be used most often by Breachers, Kroot, Vespids or Crisis teams. </tab> <tab name="Strategic Ploy"> *'''Combat Embarkation (1 CP):''' If an enemy tries to charge one of your {{W40kKeyword|Infantry}} units while they're within 3" of a {{W40kKeyword|Transport}}, the troops can immediately flee into their transport and force the enemy to target someone else. Once again, the Tau has learned a lesson that no one else has; to take your ball and go home when the neighborhood bully comes around with a chainaxe and a raging stiffy. *'''Strike and Fade (2 CP):''' Jump-Shoot-Jump for {{W40kKeyword|battlesuits}}, but only those that can {{W40kKeyword|fly}} (so not usable by Broadsides). After your selected unit has shot, they can make a normal move but cannot declare a charge. </tab> <tab name="Wargear"> *'''Photon Grenades (1 CP):''' Used on an opponent's unit when it charges one of your units. The charging unit takes a battle-shock test and gets -2 to their charge range. Now usable by Kroot, too! *'''Stim Injectors (1 CP):''' apparently this is standard equipment on battlesuits now - it just requires CP. During the fight phase or your opponent's shooting phase, a {{W40kKeyword|Battlesuit}} unit gets 6+++ until the end of the phase. More of a desperate solution but now it at least applies to Riptides. </tab> </tabs>
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