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===Tau=== The [[Tau]] have two choices of fleet. Their initial fleets were composed of refitted modular merchant ships and scout vessels. After getting their shit wrecked, they got together and finally built combat ships. Players have the option of the modular, adjustable, Merchant fleet (boxy) or the efficient, effective Combat fleet (sleek). None of the ships' names are pronounceable. "to pronounce it correctly, I would have to cut out your tongue." The most effective Tau weapon is (surprise!) missiles. Meaning, torpedoes which can adjust speed and direction, which is unique for standard torpedoes in the game (there are guided torpedoes for the IN, but they can malfunction, and do not have the adjust speed gimmick). Other than that, They have starship-sized Ion cannons (lances) and massive railguns (macrobatteries). The other little gimmick they get is that their bomber flyer, the [[Manta]], gets a 4+ save, simply for being massive as fuck. Extra bonus is the ability to get an aura that lets you turret more effectively and ignore the column shift of battery at long range. Though you still don't get the 60range guns and your firepower is below the waterline. Without using allies Tau fleets suffer horribly at the hands of Elfdar, Chaos and Necron foes. And if anyone gets to board you, you get your shit wrecked because your crew power is half of that of the basic enemy most of the time. Your "combat" fleet sacrifices a lot for that tasty 90 sharp turn, being even less effective than your blocky cruisers of merchant fleet, getting even more assraped by Chaos, Elfdar and Necron, but they get the lances, so they are not as prone to one-sided ownage at the hands of 6-armour-all-around marines, though you go below the average in terms of air superiority and torpedo power when you start building combat-fleet instead of merchant-fleet, so try mixing them for best results, keeping your 6-hitpoint protectors squadroned behind beefier hero class to avoid sudden cripples.
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