kyle foster wrote:ive currently only got 1 riptide would it be better to drop 1 riptide for another squad of xv8s or is the othjer riptide worth the buy?
It totally depends on the rest of the list. The one i posted earlier has 2 because you said you wanted them, and has a good number of
MLs because Riptides are highly dependant on them. Personally, i prefer Crisis suits to Riptides, but just swapping one unit for the other makes no sense, the rest of the list is not optimized if you do that. I think that if you expect to face a lot of
SMs, a double Riptide can be a problem for your opponent because it's hard to kill and can do a lot of damage to power armors from far away. If you want to change that, you can put 3 Crisis with dual plasma instead, they fulfill the same role but they need to get much closer and are more fragile (but in my opinion, also more effective), and at this point you can totally avoid the drone squadron, put some marker drones on the Crisis and join the second Commander to them, you can aso reduce the total number of marker drones because you don't need that many (crisis are less
ML-dependant than Riptides). It can be tricky because the plasma crisis could benefit a lot from
MLs but can't provide the ones they need themselves, you need to have the two crisis units interact with each other. Be also aware that the plasma crisis would be closer to the enemy, and they will be the only unit that needs to get close (except the
FB Bodyguards,
ofc), and therefore can become a primary target. You need to use
JSJ movement to protect them effectively. Oh, obviously if you choose to do that, swap
MPs for PRs on the second Commander. The new Tau codex has a lot of viable options, it's all a matter of deciding what you want your strategy to be and list accordingly.
Automatically Appended Next Post: skchsan wrote:Sorry if I'm off topic, but why would jetpack infantry EVER get assaulted?
While I do agree that flamers are generally the weaker spec for crisis team, jetpack units are REALLY hard to get them locked in combat, unless its dedicated assault units (assumed to have assaulty special rules like fleet and what not) that elect to move 12", run, then charge.
Of course if the thrust move roll was really crappy, but that flamer would come in handy for wall of death since most
fast dedicated assault units come with low armor.
It's not impossible to get assaulted with suits, in general, expecially against multiple fast units (
btw, you can't run and assault. That was 5th edition). But with Farsight Enclave, it's extremely hard to find yourself in that position unless you don't want to (and choose to be Stubborn accordingly), because you can eliminate closer threats with ease, and have an impressive Overwatch. Still, flamers are BAD in a unit than has sense only if it maximizes its firepower. They need both their weapons and a Target lock to split fire in the most efficient way possible, no room for flamers.