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==Markerlights== This deserves its own section, due to its importance to the army. Lots of your units have Markerlights and when a unit is hit by a Markerlight, place a counter by it for '''the remainder of the phase'''. Effects depend on the number of Markerlight counters on a unit, and are '''cumulative'''. In addition, Markerlight counters are no longer used up for their effects, so you can really pour focused fire onto a lit target - but make sure you actually do make use of them once placed, because they'll be gone at the end of the Shooting phase (or the Charge phase if you're shooting them on Overwatch). The marker light rules specify that most of the buffs only apply to {{W40kKeyword|TAU EMPIRE}} units. #{{W40kKeyword|TAU EMPIRE}} models attacking the target may reroll hit rolls of 1. #*Re-rolling 1s is an increase in accuracy of about 16.67% - BS4+ goes from 50% to 58.3%, while Overwatch goes from 16.67% to 19.44%. In addition, it also means overcharging ion weapons is way less risky. #Destroyer and Seeker missiles fired at the target use the firer's Ballistic Skill (and re-rolling 1's, as above), instead of hitting only on a 6. #*With your 4+ to hit, the shot is now only a gamble to fire, not pointless to take. Works wonders with Longstrike though. Keep in mind that Hammerheads still have BS3+, and the Seekers cost basically nothing anyway so just take it and be happy if one of those D1d6 shots gets through. It also works great with the Stormsurge as it'll cause a ridiculous amount of damage against everything (excluding hordes, don't use it to shoot those). #The target gets no saving throw bonuses for being in cover. #*Good in most situations against any opponent competently plays the game as most of your high volume weapons don't have AP. An ok bonus, but you shouldn't just stop with 3 markers. #{{W40kKeyword|TAU EMPIRE}} models shooting at the target may ignore the hit roll penalties for moving and firing Heavy weapons, and Advancing and firing Assault weapons. #*This is somewhat useful for extracting suit teams who fail to alpha their intended target (and chances are, they will unless you sink 1/4+ your points into a single squad) or for your infantry to retreat from approaching enemy units as Tau lost some of their mobility to move and shoot in the same turn effectively. The only problem is that you have to decide whether you move/advance before you know whether you can hit with enough Markerlights, so better keep those Target Locks on your Riptides. #{{W40kKeyword|TAU EMPIRE}} models shooting at this unit get +1 to hit. #*There's the money shot! If you fail to get your 5th markerlight, consider the Uplinked Markerlights stratagem as anything less is barely worth the points taking them at all. #**With the addition of The Greater Good, Aerial Targeting is also available if you've already used or want to save Uplinked Markerlights for another target. #*Fortunately, 10 Pathfinders can expect to lay down 5 ML hits per phase, unless you move then it's only 3, and cost a whopping... '''80''' points. Remember, we're Tau, not IG (Your troops may have better guns, but your more expensive for less volley fire). * You often don't have the resources to put 5 maker lights on everything, so only aim for 1 light if it's a minor threat (you only put one them so the far of Gun Teams has something to shoot at), 3 is for those pesky Centurion squads, 4 is if your moving your lines forward and also want to kill a target, and 5 is insuring that tank or Heavy weapons Squad will go to the grave. If you have CP to spare and only need the markerlights for a couple of attacks, the Coordinated Engagement Stratagem is also a good alternative. * '''Special note:''' Markerlights shot from non-vehicle sources cannot be fired in addition to other weapons (Page 123, Codex Tau). This means Cadre Fireblades, Darkstrider, Pathfinders, and various unit leaders with both markerlights and other ranged weapons - they get to choose which to fire (other weapons OR Markerlights), not both.
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