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Made in gb
Sneaky Chameleon Skink




For a TAC list, what would be the best way to equip the compulsory 3 man crisis team from the farsight conclave?
I don't really play tau and I'm a little stuck
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

I usually see most people using Missile Pods.

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Made in us
Shas'ui with Bonding Knife





Missile Pods are good for standoff fights and anti-light vehicles, but if you plan in deep striking them take two dual plasmas and a dual fusion with a target lock. These guys make a great scalpel for removing back field units, but don't expect them to survive too long.
   
Made in se
Honored Helliarch on Hypex




I really, really don't think plasma guns are worth bringing unless they're part of a Farsight Bomb. It's a rapid-fire Gets Hot! BS3 weapon that needs to deny saves to do credible damage. If you're in a squad with no-scatter deepstrike, rerolls to hit, and ignores cover USRs, this works just fine.

Outside that somewhat limited circumstance, I'd advise sticking with the Burst Cannons. Volume of fire doesn't suffer so much when your opponent has a fallback cover or invuln save, and they give you an extra 6" of distance between you and the squad you're firing at (at least, relative to double-tap range).

EDIT: Missile pods are also good, though I tend to see those (in the High-Yield variety) on Broadsides rather than Crisis Suits.

This message was edited 3 times. Last update was at 2013/12/09 00:16:10


 
   
Made in us
Fireknife Shas'el






Tau plasma doesn't get hot.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

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lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
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-Tom Kirby 
   
Made in us
Human Auxiliary to the Empire





Corollax wrote:
I really, really don't think plasma guns are worth bringing unless they're part of a Farsight Bomb. It's a rapid-fire Gets Hot! BS3 weapon that needs to deny saves to do credible damage. If you're in a squad with no-scatter deepstrike, rerolls to hit, and ignores cover USRs, this works just fine.

Outside that somewhat limited circumstance, I'd advise sticking with the Burst Cannons. Volume of fire doesn't suffer so much when your opponent has a fallback cover or invuln save, and they give you an extra 6" of distance between you and the squad you're firing at (at least, relative to double-tap range).

EDIT: Missile pods are also good, though I tend to see those (in the High-Yield variety) on Broadsides rather than Crisis Suits.


Ummm...
Tau plasma doesn't get hot, at the expense of S6 instead of S7

edit: ninja'd

This message was edited 1 time. Last update was at 2013/12/09 00:32:30


 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

The main thing to know psychosheep is that the weapons options are far more open than they used to be.

If you have old Tau models from one or two editions of codesx ago you probably have Fireknife, they still work, but other combos now also work more.

Still all in all you need to do things with your suits you cant do elsewhere, Tau lack heavy weapon add ons for infantry so you need your suits to take up those roles. This means that burst canon, while cheap and good are a mediocre choice as uyou can get enough S5 shooting from your Fire Warriors.

Plasma rifles, fusion blaster and missile pods all provide firepower that your main troops don't dish out, this makes them very useful. Flamers also get a look in here, but flamers have obvious problems for a distance shooting army.

Only Farsight Enclave can afford to have horde killing crisis with busrst cannon and or flamers. All other Tau l.ists need to configure their crisis to deal with at least two of the following,

- Heavy tank killing (fusion blaster) mitigated with railguns.
- Monster killing (assorted medium strength low AP weapons) mitigated with Ion Cannon.
- Terminator killing (plasma rifles) mitigated by all Ap2 weapons, which is not a lot really.
- Light vehicle & transport killing (missile pod) mitigated with other missile pods elsewhere.
- Meq killing (plasma rifles) mitigated by Ion cannon.

You see Crisis need to be a swiss-army gun unit and needs to carry tools to deal with several target types as a backup or primary solution as most other alternatives are hard to get in sufficient numbers. Choose your weapons accordingly.

n'oublie jamais - It appears I now have to highlight this again.

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Made in se
Honored Helliarch on Hypex




 Savageconvoy wrote:
Tau plasma doesn't get hot.

 Doctarro wrote:
Ummm...
Tau plasma doesn't get hot, at the expense of S6 instead of S7

edit: ninja'd

This is what I get for posting at 1am. Still, the rest holds, and at S6, having Tank Hunters or Monster Hunters from the Puretide Engram Neurochip is just as important.

This message was edited 1 time. Last update was at 2013/12/09 00:51:47


 
   
Made in us
Regular Dakkanaut




For the 3-man compulsory team, I say burst cannons. I make an extensive case for it here.

Unless you have a specific plan to deep strike in those three suits, as some kind of tank-hunting unit with target locks, or put an allied buffmander with them, the burst suits are the best thing for the points.

I don't understand why people say that burst cannons are redundant BECAUSE FIRE WARRIORS. Especially in a list where fire warriors are more expensive just for the privilege of being there. Versus Crisis teams loaded with gun drones (only 1 extra point per suit) who can do the same job with burst cannons while being easier to reposition.
   
 
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