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Warhammer 40,000/8th Edition Tactics/Tau
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====Pros==== * You can shoot overwatch with any unit within 6" of the charged unit. Noteworthily, basic overwatch in 8th can be performed multiple times, but using this special rule makes you unable to fire more this turn. * The new codex basically turned Tau into Imperial Guard armed with Eldar-grade equipment - it's practically suicide to charge a Tau gunline, especially with all the other disadvantages assault armies now have in the 8th edition meta. * Strength 5 guns everywhere means your troops have an easier time wounding most MEQ things and T8 tanks/monsters. * You can pump out a lot of mortal wounds if you build around Destroyer Missiles and Rail weapons. * Markerlights let you focus down single big targets effectively with your entire army. * Almost everything bigger than {{W40kKeyword|INFANTRY}} has the {{W40kKeyword|FLY}} keyword, with all the buffs granted by that! * Easy access to rerolls on 1s to hit makes Overcharging Ion weapons much less risky than usual. * A plethora of sources for wound-transferring mechanics, wound ignore rolls, and invulnerable saves can make your important units very resilient. * You have a wide selection of decent AP weapons. * Crisis/Commander suit weapons are Assault, letting them Advance and still shoot. Also <s>Deep</s> Manta strike. * You have a lot of advantages in Cities of Death. * Communism * The glottal stop of everyone trying to pronounce your new apostrophe.
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