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===Why Play Tβau Empire=== *'''Pros''' **Long-range weapons make the range penalty less of an issue. **They can still fire overwatch for each other. **Strength 5 shooting as standard across the board means you hit like a cast iron skillet against the head of an abusive husband, and the easier time wounding helps mitigate guardsman level accuracy. **You're the only faction in the game with standard units that can fly. (Excluding units introduced in expansions such as Commanders or Elites) **You get Kroot via the Kroot Mercenaries faction. **Pulse Pistols are now kinda useful in melee and EVERY Fire Warrior & Breacher can take them for free. So as long as they survive the initial charge, they might actually be able to give those ork boyz up in their face a rude surprise. It's a slim chance, but as [[Ciaphas Cain]] would say, a slim chance is better than none. **Rail Rifles *'''Cons''' **Tau are just as squishy in melee here as they are in 40k, and on a small battlefield that's an even bigger problem for them than usual. Fast moving melee units like Sicarians, Wyches, Harlequins, Reivers, Genestealers and especially Lictors will wreck your shit if you don't make ''maximum'' use of terrain and fire lanes to keep them far, far away. **With one shot that suffers from range penalties with the Tau BS of 4+, markerlights are nearly useless and cannot be relied on to help you hit things most of the time. Additionally, the benefits of markerlights can be replicated by many faction tactics, specialisms and commander aura effects.
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