Candle_man wrote:Brothererekos, made a few changes thanks to your advice and I can see why it's a better idea to give a crisis suit the toys rather than the commander so Iv done that and you can't sky fire template weapons so Iv changed the riptide to have
ewo instead of sky fire
Glad you found about about the templates and skyfire. What page in the
RB is that? Otherwise, the 3 Ion shots at S7 would not do much to most AV12 fliers.
Candle_man wrote: but not entirely sure why the marker drones need to be squads of 6 wouldn't 3 squads of 4 be better so I can shoot them at 3 different targets rather than 2 ?
Drones' BS2, that's why.

Units of 4 Marker Drones are not mathematically reliable enough to give even odds on scoring 2 Markers per salvo. 6 MDs should produce 2 Marker hits per go. Generally, 2 to 3 Markers makes a difference, 2 markers often go for Ignores Cover, then a single
BS bump.
The
TL/IgnoresC AP2 group won't need the marker help. The IonTide will and so will a b-side unit. ...
I know you're in the planning stages, so let's maybe toss the 'not full' Ghostkeel unit out of your plans. It is the 3 GhostK, plus drones unit that is a nasty nut to crack, where as having only points for one makes it less so.
For some points, you include a 2nd
HQ Crisis Suit, the Baby-Sitter:
dual
MPs, Target Lock, Drone Controller, 2 Marker Drones, and then you attach one of your 4 MarkerD units to him. This is a great source of MarkerLights.
Not
BCs! The whole point of
MSS is that without Cover, most target
MEqs are going to die with no Save, thus dual PRs or PR/
FB are a good loadout for the Cmdr joining this group.
In general, never
BCs on suits. In 7e, dual PRs, dual
FBs or PR/
FB.

Dual
MPs for the Baby Sitter only.
Candle_man wrote:Crisis battle suits. X6. 367
Shas'vre, command and control, multi spectrum sensor suit, stimulant injector
4x double plasma rifles, target lock
1x double fusion, target lock
Just target lock the
FB. You're going to want to erase an entire unit, so all those PR shots should go to the same target. Also, I think Stims on the 'Vre is over much. Better to
Look Out, Sir! nastiness. And anything he will want to hand to a drone, is likely to be a S8 wound that will negate the Stim's effectiveness.
Magic numbers for Morale Checks are 9 and 12. At 8 dudes, two need to die for a Morale Check, but at 9 to 11 members, it takes three deaths, until you get to 12 guys and so forth. So, those 3 dudes making each unit a flat 10 squad are kinda superfluous.
Now, in these planning stages, you can keep that last in mind on how big the
FW units get. May I suggest your purchases:
a. 2 more Riptides. The formation is just too good not to use
b. 8 or 9 Crisis Suits. 2 as
HQs, the other 6 the gunners. Absolutely have them magnetized. I did it myself with too small
REMs and the guns don't stay erect (insert your joke of choice here). So get advice and help on that, a pin-vince, properly sized
REMs, etc. Paying a service like FrontLineGaming is a good way to go, if you're okay with top work for top money.
c. StormSurge. Again, it is just a great insane unit, and Lords of War are not going away. WKs are one of tau's tougher
Opponents To Beat.The Stormsurge's fire power is the answer to the ubiquitous undead elf twin robot (it is in their fluff).