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Warhammer 40,000/8th Edition Tactics/Tau
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====Cons==== * Virtual army wide BS 4+ meaning the so called "Ranged experts" of the galaxy are only as good as your off the line Imperial grunt without markerlight support. * You'll still crumple in assault against just about anything actually optimised for it. Using your [[dakka]] and mobility to make sure they never get that close is still the key to survival. * Because of the sheer number of Tau units that have the {{W40kKeyword|FLY}} keyword, beware of enemy AA. * Lackluster snipers that require Marksman and Drone Controller support to be cost effective.... (You can still field great character killers, though. Place 4 fusion blaster on a Coldstar Battlesuit, there are very few characters who can withstand 4 fusion blaster hits to the face!) * Markerlight system is annoying due to being forced to progress through each stage on a table, with the holy grail of +1BS requiring five ML hits. If you are running an infantry army, 3/5ths of the table is useless chaff. * No way to protect your vulnerable drones from LoS ignoring and/or ranged fire. Especially long ranged artillery fire. Expect them to die early, and take advantage of the time they buy you. * You have no psychic powers, few defenses against them, and no cost-effective way of eliminating the {{W40kKeyword|CHARACTERS}} who are hiding among infantry. Anyone running heavy Psy is going to have a field day with your lack of Deny the Witch outside of an Enclaves-only relic. * You may get frustrated trying to master your shooting, and -1 to hit like on Aliatoc and Raven Guard will make your game a painful, frustrating slog. * You are very reliant on Stratagems. Expect to burn through CP like no tomorrow. * The glottal stop of everyone trying to pronounce your new apostrophe.
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