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Made in us
Fresh-Faced New User




So I've recently started playing Tau. I've just bought 18 Crisis Suits. I've been waiting for 7th edition before deciding on what loadouts to give them. I might not (probably won't) always play all 18 in 1 list. I've considered magnetizing the weapons but it's a big hassle and they spin around if you don't use 4 magnets. I'm going to paint the suits and then superglue the painted weapons on after. That should make them pull off easy'ish, if I decide to change them up in years to come.

So here's the question. What weapons do you suggest I use? Also if you'd like to include tactics for how to use the different loadouts then that'd be great. Thanks guys
   
Made in us
Longtime Dakkanaut




United States of America

Well with 18 you could take different load outs. like 4 with duel fusion, 4 with missiles, 4 with plasma, 4 with burst cannons, and 2 with duel flamers to act as buff commanders.

As for tactics, its pretty simple

Fusion suits can suicide deep strike and take out tanks, or group them together for super heavy control (includes knights).

Missiles are long ranged anti light tank, and infantry good for camping (in a suit themed army).

Plasma is anti TEQ, can also kill light tanks.

Burst cannons are goo at rear armour and hoards, forcing wounds is key.

And the buff commanders with duel flamers is for all their juicy gear and over watching.

Good luck!

11k+
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7k
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Made in br
Fireknife Shas'el




Lisbon, Portugal

put at least one Target Lock per team, so you won't need to overkill something if there's a similar threat around

magnetize everything!

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

You can use a pin instead of the second set of magnets.
   
Made in us
Fresh-Faced New User




Thanks for the fast responses. As for magnetizing, I've done it with models I have limited numbers of (riptides, new missilesides) but with so many suits, I'd rather just glue 'em.

Arbiter, I can only do 3 in a squad. Why do 4 of each? Would you do any mixed units or mixed loadouts?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Theres a lot more combinations than 18 suits would allow, least in numbers of said combination to make it worth bringing.

Best bet is to magnetize the weapons, or just pin them. It takes a little extra effort but they have so many loadouts and uses they kinda need to be customizable like that.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

A cost effective strategy is single twin linked weapons.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Fresh-Faced New User




I was considering using twin fusion on 3, twin plasma on another 3, twin bursts x3, triple flamers x3 and then doing the last 3 with fusion, plasma, flamer


Automatically Appended Next Post:
Oh, that's only 15. There's still one more squad! I know there's missile systems but I've got 9 missilesides if I want missles.

I play a big mix of armies. Astra Militarum (still doesn't sound right), CSM, Daemons, SM, Nids.

I thought that 2 flamers suits and a dual/TL fusion with target lock might be good against IG tanks and guardsmen. It'd probably work equally well against Nid MCs and swarms

This message was edited 1 time. Last update was at 2014/06/03 16:53:48


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Triple flamers? Thats kinda a waste. Flamers are pretty weak and twinlinking one would be pointless on such a unit, and you cant fire 3 weapons so taking 3 flamers one has to be twinlinked or you have a useless weapon lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

also, to cheaply magnetize try buying some metal sheets at a hobby store/off ebay, works really well for light weapons


I have half a mind to kill you, and the other half agrees 
   
 
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