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==Building Your Army== The 6th Edition Tau codex is the most recent version, and the Forge World stuff <s>is still languishing in old rules</s> has been updated to 6th via IA3 2nd ed and the nee IA: Apoc. Be sure to check the [https://www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3400019&start=2 latest errata] when considering your options. My recommendation is to: *Start with a Crisis Commander *Mount all Fire Warriors in Devilfish. [[Fish of Fury]] may be dead, but your Fire Warriors still need the survivability. *<s>Railguns, Railguns, Railguns. Railguns are still the kings of popping vehicles in normal 40k and are more points effective than most apocalypse options and are far more available.</s> :''Unfortunately, with "real" railguns now being the sole province of the hammerhead, the Tau's primary anti-tank capacity has shifted to Fusion guns and Ion Accelerator toting Riptides (Large blast ordanance Lascannons with 72" range)'' *Riptide, Riptide, Riptide. Buy a Riptide or two or three, or four with enclaves and watch your opponent weep. *Battlesuits are great. You want battlesuits.(but <s>not</s> <b>ESPECIALLY</b> to the point you flood the WHOLE DAMN TABLE with them by playing Commander Farsight) *Without eating up space for your railguns, MARKERLIGHTS. You love them, take them. Double FOC is recommended in 2000+pts games - you need at least 4 troops in 2k anyway, and extra commanders and suit teams are great. If you are playing enclaves, that means you can have 12 crisis teams.
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