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Warhammer 40,000/9th Edition Tactics/Tau
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====Pros==== * You have the best infantry weapon in the game. Eat your heart out Necrons. * 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 are no longer weapons that you shoot, but actions. They give easy access to +1 to hit for your entire army. Looks like something good did come out last edition's -1 to hit spam. * [https://www.youtube.com/watch?v=Yn27jQAuoWw Almost everything bigger than {{W40kKeyword|INFANTRY}} has the {{W40kKeyword|FLY}} keyword.] * A plethora of sources for wound-transferring mechanics including wound ignore rolls, and invulnerable saves can make your important units very resilient. * You have a wide selection of decent AP weapons. * All Crisis/Commander suit weapons are Assault, letting them Advance and still shoot. Also <s>Deep</s> Manta strike. * Miss the old days where the Tau was a highly mobile army? Congrats! New rules mean only infantry suffer -1 to hit for moving and firing heavy weapons. * A bunch of badass-looking titanfall-esque battle suit models. *You still have {{W40kKeyword|DRONE}}s, which means weapons designed to murder something based on its keywords don't exist to kill a large portion of your storm shield equivalents. *[[Cheese|Railguns]] *The best shooting phase in the game. Not even a meme anymore. The shooty army can finally find solace in the fact that it actually shoots good.
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