Ssnik wrote: I guess I can add them.
The main problem for me is wargaer, especially for suits. So many options
Here's a post from Summer 2017 about how much damage Crisis Suits do per different target (
GEQ,
MEQ etc.) ...
http://www.3plusplus.net/2017/06/tau-weapons-8th-edition/ . Unfortunately, some of the information is outdated (like the ATS being only 8 points), but since none of the weapons' stats changed in the codex, it's still fairly accurate. The
TL;DR version is that crisis suits are still relatively expensive and, dare I say, inefficient for what they bring to the table. Especially since we lost the ability to bring in solo XV8's, Tau players have had to sink more points into Crisis Suits for not a lot more pay off. In all honesty, you're probably best to leave the Crisis Suits on the shelf for more competitive games, though if they suit your fluff then by all means bring them along. Best way to run Crisis Suits at the moment ...
1) Use them as Commander in XV8 Models (or proxies for XV85 or Coldstar models for the time being). Run them with quad weapons, or triple weapons and a shield generator if you have the bitz for maximum efficiency. Quad Fusion Blasters are fashionable right now.
2) If you're running regular suits, more guns are almost always better than upgraded guns (triple burst cannon is better than two burst cannons and an ATS etc.)
3) The exception to the above rule is to use Drone Controllers and Gun Drones if you have the models.
4) Cyclic Ion Blasters and Fusion Blasters are the most useful weapons Crisis Suits can bring. ABF is too weak, Burst Cannons are too redundant (you have a lot of other strength 5 shooting in your army), Flamers are very situational and don't work if you need to deep strike your suits (unless you have a homing beacon somewhere), Missile Pods are a little too expensive, Plasma Rifles are very, very situational at best.
5) Lower your expectations for them on the battlefield