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Made in gb
Drone without a Controller




Tadcaster

Hi everybody

I always load out my suits with one type of weapon e.g crisis suit with two fusion blasters so it's dedicated to one job but is it better to use two weapon types e.g crisis suit with fusion & burst cannon so it can deal with a wider array of jobs?

Any thought?
   
Made in gb
Longtime Dakkanaut





Only weapon pair id consider mismatching would be flamer + burst cannon because you could drop next to a juicy target (cultists, lootas etc) and then either scatter out of range or overkill your templates range but not be able to deal additional s
wounds to the rest of the squad.

its better to do one job really well than 2 jobs half as well.
   
Made in il
Warplord Titan Princeps of Tzeentch






Unless you play farsight, dedicate yourself.

If you are an enclaves player, you can have enough suits so that mixed loadouts are viable enough to have "all purpose" troops.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Regular Dakkanaut




Atlanta

Specialize. Then they will get the job done.
   
Made in gb
Drone without a Controller




Tadcaster

Thanks for the input
   
Made in us
Brainy Zoanthrope




Boston, MA

I'd say even if you're playing FSE you should probably still specialize unless you know what you're facing. Most combo weapons work well against a certain type of target, in a TAC list you can't count on knowing what you'll face.

As said before, Burst Cannon/Flamer works pretty well, and even Fusion Blaster/Plasma Rifle still works pretty well against certain targets (the Fusion can help you to double out multi-wound T4). I've also had success with Burst Cannon/Plasma Rifle against MEQs. But overall I've had more success looking at the rest of my list and specializing in what I need to cover my weaknesses (most of the time ends up as Fusion Blasters to deal with AV14).

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





Nebraska, USA

Duo weapons. Always.

Burst-Flamer combo actually can work depending on who youre against, but even then i tend to go duo bursts if i go bursts at all because i can hover at 18" away instead of 4-6" so i can actually use said flamer. Flamer would be more for overwatch, since remember we cannot fire both weapons in overwatch thanks to GW's wording on "shooting phase" in our multi-tracker entry.

The plasma kinda works with fusions since they both have high AP and decent to high strength, but my issue with this duo is while it might be good against MCs since plasma wounds on a 4+ usually, it sucks balls against vehicles. I actually dont even use plasma suits anymore, they just dont do jack without a buffmander for me while the melta suits never disappoint me.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Drone without a Controller




Tadcaster

Thanks everyone for the feedback there a few great options

I was going for two missile pods for range and it means 4 str7 shots

No ones mentioned missile pods yet any reason?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Forgot them.

Thats usualy my markerlight team. I run this every list since 7th hit and it hasnt disappointed me.

Commander Buffy 213
Flamer/Drone Controller/Shield Gen/Stims
Iridium Armor/MSSS/CnCNode/PEN

3x Crisis Suits 243
Duo Missilepods and Targetlocks
6 Markerdrones

Thats 6 Marker drones at BS5 and also benefit from the commander's reroll to hit wargear, so its safe to say thats 6 lights wherever you need them (usually going to my broadsides). The 12 missilepod shots from the suits fire at a different target with rerolls to hit, ignore cover, and monster or tank hunter. They do not disappoint.
Thanks to tanky buffmander, its also a very resilient unit. So far only the Daemon's litlte manta-ray thingie whatever its called that does a crapload of S4 "vector strikes" can reliably kill me since it randomly allocates the wounds, usually nailing my drones since theyre the majority.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Fireknife Shas'el






Missiles are a general use weapon while most prefer specific use weapons. Like a Plasma Rifle is good against heavy infantry, fusion is great against vehicles, and burst cannons are good against GEQ units. Missiles are good against many targets but specialized for nothing.

I still run plenty of them, though. Generally my "go to" option since I prefer versatility.

Also I've found dual weapons in low point games to be a bit more viable than some would imagine. In a 500 point game I brought two solo suits with fusion and missile pods figuring that it would be able to handle multiple types of targets depending on what army I went up against. If I needed to take out heavy armor, I had fusion deep striking and could missile targets after if none were in range. If no armor, I had missiles that could pick off lighter targets until they came into fusion range.

Next time I was going to try Burst Cannon and Fusion, since I run a three man squad with Missile pods anyways. It's not ideal set up, but it's manageable and versatile if you don't know what you're up against. If you're short on points, it's a nice way to save points.

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

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Longtime Dakkanaut




 Savageconvoy wrote:

Next time I was going to try Burst Cannon and Fusion, since I run a three man squad with Missile pods anyways. It's not ideal set up, but it's manageable and versatile if you don't know what you're up against. If you're short on points, it's a nice way to save points.


Burst/fusion, aka Firestorms, are brutal in 500-1000 point games. The ranges are well matched and you are only loosing fire against the av13+ and super tough MCs. You have enough fire volume to keep hordes wary at that level, or to overload TH/SS equivalents.

In bigger games I like Fusion/MP, fusion/plasma, and BC/plasma simply becuase I like always having range with atleast one weapon.
   
Made in us
Crazed Spirit of the Defiler






Anyone had success running suits with dual flamers?

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

If they had options for heavy flamers, even at 10pts rather than 5, i would probably give it a shot.

S4 AP5 flamers are not that powerful. Not even my ork boyz give two gaks about a regular flamer, and theyre one of the few things AP5 pens.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Fireknife Shas'el






I ran a dual flamer in the same 500 point list. Didn't do much, but he did manage to run and jump on an objective last minute to pull the win.

It's cheap, but I agree that it never really does much damage. In my case I went three games with it mostly staying in reserves and dropping out last minute to do something that any other suit really could. Dual Burst cannons would be better just due to the higher S, range, and dedicated number of shots.

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

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Water-Caste Negotiator






Ohio

Hey gang,

Good discussions. As a new Tau player myself, I wanted to get some opinions.

I bought all my suits off ebay and they are all mixed equipment. Would you guys recommend removing the guns and re-arming them all? (I would love to do magnets, but not my skill level yet.) Right now I have three that are Plasma rifle and missile pod, 1 that is fusion and burst, 1 that is fusion and missile pod, and one that is air-bursting and fusion.

Second question. Is it better to have two weapons that are the same type or to have twin-linked versions of the weapon?

Thanks,
Duncan

For the Greater Good!
40K, SW:Armada, Bolt Action, Legions Imperialis(maybe…) 
   
Made in us
Fireknife Shas'el






I'd recomend magnets. If your skill level isn't there yet, get some one to help or take some time to learn. It's really simple.
You'll find yourself changing the suit weapons around and it's better to have them easy to swap than have to pry them off again.

Twin-linked is rarely better than two weapons. The only time I do run twin-linked is on solo fusion suits, helps cut costs and only one shot really needed to get through in 6th. Now I would run dual on everything, simply because it's better to have a larger potential especially with markerlight support.

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

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Longtime Dakkanaut




 vadersson wrote:
Hey gang,

Good discussions. As a new Tau player myself, I wanted to get some opinions.

I bought all my suits off ebay and they are all mixed equipment. Would you guys recommend removing the guns and re-arming them all? (I would love to do magnets, but not my skill level yet.) Right now I have three that are Plasma rifle and missile pod, 1 that is fusion and burst, 1 that is fusion and missile pod, and one that is air-bursting and fusion.

Second question. Is it better to have two weapons that are the same type or to have twin-linked versions of the weapon?

Thanks,
Duncan


If you can remove and replace the glued on weapons with out mangling the units, you are plenty skilled for magnets. I do Magnets, but trust my self to cleanly remove already glued on weapons.
   
Made in us
Regular Dakkanaut



Northern MN

I breifly went over replies, but this is my take...

Crisis suits truely are our swiss army knives this edition. You really need to look at the points level, your current local meta, and your own damn list!

IF you have tons of markerlight support and are lacking in anti heavy infantry.. double plasma is a great idea. But what if you are lacking in markerlights, and want plasma but need a little infantry killing power... then go plasma/BC, to offset some drawbacks.

You also need to look at how those suits are physicly going to get into postion to kill what they are intended to. Do you need target locks, buffmander in the group? what is thier support? Or are they going to work as support.. MP/MP and markerlights? There are soo many ways that this is not a good question to ask

Crisis suits fill the holes in your list, how you equip them should reflect that.

I'd also say that multi weapon instead of double weapon setups also help at lower points levels as a rule of thumb.

now I generally run:
MP/MP/TL x3 with markerlight drones
Plas/Plas - meant to have markerlight support to kill heavy infantry
Plas/BC - little to no support for general infantry killing
MP/BC - suprisingly fun against a transport + infantry type list (orks/rhinos/chimeras)
Fusion/fusion - deepstrikers with possible target locks or as part of the farsight bomb

This message was edited 1 time. Last update was at 2014/07/14 07:04:37


RAWRR! 
   
 
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