Switch Theme:

Tau faq update, so how are you loading your crisis suits now?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




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





Nebraska, USA

they can move they just sacrifice their BS3 on the broadsides (missile drones fire normally, its assault for them)

As an allied force, yea that kinda hurts. As strict tau, youre going to have enough marker lights to not care as you move them up to the middle of the field to get in range for just about anything. Might take you two turns to get where they need to be, but i doubt youd need to move them more than 6" up from the front of your deployment zone to reach whatever they need to.

Dont forget markerlights improve snapfire. And snapfire has nothing to do with limiting twin-linked.

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
Angered Reaver Arena Champion






Two missile pods and early warning override provide some nice flyer deterence similar to missile-sides. (but less at a cheaper price)

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 Dracos wrote:
Two missile pods and early warning override provide some nice flyer deterence similar to missile-sides. (but less at a cheaper price)


Except that you only hit on 6's.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Dakka Veteran




 DarknessEternal wrote:
valace2 wrote:
Brickolage wrote:

Also, I wonder what this will do for missilesides? Considering a double missile-pod puts the same number of S7 shots as the much more immobile Broadside.


Missile pods are only assault 2 firing two weapons that's 4 shots plus no SMS. 3 man missileside squad with no drones can put out 24 misses crisis team with dual missile pods only get 12 shots. Missile sides are still the bomb.

Broadsides can't move.


Sure they can you just need some markerlights to get the hymp shots back up to bs3 and the SMS doesn't have to snap fire.
   
Made in us
Regular Dakkanaut




valace2 wrote:
 DarknessEternal wrote:
valace2 wrote:
Brickolage wrote:

Also, I wonder what this will do for missilesides? Considering a double missile-pod puts the same number of S7 shots as the much more immobile Broadside.


Missile pods are only assault 2 firing two weapons that's 4 shots plus no SMS. 3 man missileside squad with no drones can put out 24 misses crisis team with dual missile pods only get 12 shots. Missile sides are still the bomb.

Broadsides can't move.


Sure they can you just need some markerlights to get the hymp shots back up to bs3 and the SMS doesn't have to snap fire.


Technically, you can even run, if you have an Ethereal.
   
Made in us
Terminator with Assault Cannon





Looks like this is the death knell for Missilesides. IMO they were already inferior to Railsides, and now that you can take those 4 shots on a Crisis Suit but move around and JSJ while doing so, there's no real reason to do it on a Broadside team.
   
Made in ca
Angered Reaver Arena Champion






 Thaylen wrote:
 Dracos wrote:
Two missile pods and early warning override provide some nice flyer deterence similar to missile-sides. (but less at a cheaper price)


Except that you only hit on 6's.


Well that's just completely wrong.

I guess what you are really meaning is that "when firing at flyers you only hit on 6s?"

That statement is true. I also didn't say anything which contradicts that statement. You don't have to fire your missilepod suits at flyers - but you have the option to snap shot alpha strikes at them (which stand a good chance of putting a couple hits up) when needed.

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Sneaky Sniper Drone






Utah, USA

I think double missile pods is the way to go for the Warlord. Keep him out of danger and mobile with some ML drones.

I also plan on running a up-close-and-personal commander with CIB/FB Iridium and Onager gauntlet.

 
   
Made in us
Regular Dakkanaut




A crisis team with two missile pods and skyfire is begging to be alpha'd by a AP3 template weapon the moment the turkey gets on the board; interceptor buys them a chance to get 12 S7 shots off, even if they need 6's. Just keep that in mind. The Missilesides won't be alpha'd off the board.

That said, a squad with a load of flamers would be great chuckles against Orks. Plasma getting 12 shots off at 12" would also be excellent. This FAQ ensures that Crisis Suits are still competitive with Riptides.

This message was edited 1 time. Last update was at 2013/04/23 21:14:20


 
   
Made in us
Terminator with Assault Cannon





Xyrael wrote:
A crisis team with two missile pods and skyfire is begging to be alpha'd by a AP3 template weapon the moment the turkey gets on the board; interceptor buys them a chance to get 12 S7 shots off, even if they need 6's. Just keep that in mind. The Missilesides won't be alpha'd off the board.

That said, a squad with a load of flamers would be great chuckles against Orks. Plasma getting 12 shots off at 12" would also be excellent. This FAQ ensures that Crisis Suits are still competitive with Riptides.


Heldrakes don't really do anything to Crisis Suits. 2 Wounds is a great defense against the Baleflamer, typically restricting the Drake to one Suit killed at best. In fact, I think the Hades Autocannon is more effective against Crisis Suits than the Baleflamer is.

This message was edited 1 time. Last update was at 2013/04/23 21:17:57


 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Kingsley wrote:
Xyrael wrote:
A crisis team with two missile pods and skyfire is begging to be alpha'd by a AP3 template weapon the moment the turkey gets on the board; interceptor buys them a chance to get 12 S7 shots off, even if they need 6's. Just keep that in mind. The Missilesides won't be alpha'd off the board.

That said, a squad with a load of flamers would be great chuckles against Orks. Plasma getting 12 shots off at 12" would also be excellent. This FAQ ensures that Crisis Suits are still competitive with Riptides.


Heldrakes don't really do anything to Crisis Suits. 2 Wounds is a great defense against the Baleflamer, typically restricting the Drake to one Suit killed at best. In fact, I think the Hades Autocannon is more effective against Crisis Suits than the Baleflamer is.


the vector strike and the flame are still going to do some damage, killing drones and wounding suits. Then something else can shoot them down.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





valace2 wrote:
Missile pods are only assault 2 firing two weapons that's 4 shots plus no SMS. 3 man missileside squad with no drones can put out 24 misses crisis team with dual missile pods only get 12 shots. Missile sides are still the bomb.


Crisis suits can now take 2 missile pods each, giving them the same amount of shots per turn as missilesides, no twin linked, but they can move and shoot them, giving them better range and mobility. Can take the same upgrades broadsides can, with the exception of missiles drones and the fact that broadsides come with a secondary weapon. So if your finding your missile drones ineffective and your sms/plasma rifles useless, 2xmissile pod crisis suits are better.

   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

Hmm, well for a Farsight Bomb with these rules how would this look?

Farsight

1x Support'vre with C&C + Multi Spec + Flamer + Neuroweb System Jammer + Iridium Battlesuit + Puretide Engram Neurochip
3x Bodyguard with two Fusion Blasters + Target Lock
2x Bodyguard with two Plasma Rifles + ATS
1x Bodyguard with two Plasma Rifles + Vectored Retro-thrusters
4-6 Shield Drones to add wounds and invulns

This message was edited 2 times. Last update was at 2013/04/23 22:13:04


6400 Pts
4300 Pts
3200 Pts
2600 Pts

3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth 
   
Made in us
Legendary Master of the Chapter






Noctem wrote:
Hmm, well for a Farsight Bomb with these rules how would this look?

Farsight

1x Support'vre with C&C + Multi Spec + Flamer + Neuroweb System Jammer + Iridium Battlesuit
1x Bodyguard with two Fusion Blasters + Target Lock + Puretide Engram Neurochip
1x Bodyguard with two Fusion Blasters + Target Lock + Puretide Engram Neurochip
2x Bodyguard with two Plasma Rifles + Help meh decide what to add!
1x Bodyguard with Plasma Rifle + Burst Cannon + Counterfire Defense System + Vectored Retro-thrusters
1x Bodyguard with Plasma Rifle + Burst Cannon + Counterfire Defense System
4-6 Shield Drones to add wounds and invulns

Another thing I was thinking of was replacing the Plasma Rifles on the last two Bodyguards and having a second Burst Cannon on those two. Ideas? Help?


Careful with that copypasta. you cant has 2 neuro chips
you should just stick it on the support suit.
everyone else should be some flavor of target lock and double plasma or fusion. anything else is a waste unless your going shadow sun and distance harass with nothing but missile pods.

This message was edited 1 time. Last update was at 2013/04/23 21:47:53


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

Oh wow, fixed! Thanks for pointing that out =P

Does that look a little better? Would you recommend I keep the Burst Cannons or basically make them ALL double fusions and double plasmas and only switch some to burst if I'm facing a more infantry based army?

6400 Pts
4300 Pts
3200 Pts
2600 Pts

3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth 
   
Made in us
Legendary Master of the Chapter






Noctem wrote:
Oh wow, fixed! Thanks for pointing that out =P

Does that look a little better? Would you recommend I keep the Burst Cannons or basically make them ALL double fusions and double plasmas and only switch some to burst if I'm facing a more infantry based army?


Almost.

the body guard with plasma burst cds and vrt is illegal as suits cant have more than 3 weapon and support systems.

i can understand if your trying to save up on points but 1 burst cannons seems pointless. secondly since this squad will be firing at whatever farsight needs to shoot anyway.

anything that isn't fusions shouldn't need to take target locks.

if you want to save some points give most of them ATS as you should have a lot of precision shots from shear weight of fire + lots of ap 2 to kill off special weapons or charterers that could give you trouble if not just outright erasing them.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Focused Fire Warrior




Norwich,UK

This is how I'm going to load my farsight bodyguard with the new faq has the tools for all occations. On the expensive side tho

Farsight [165] 874

Crisis support XV8 bodyguard 1 [146] Bonding knife ritual Drone C&C node PEN Sensor suit iridium armor drone controler 2 gun drones 

Crisis XV8 bodyguard 2 [93] Bonding knife ritual Fusion Gunx2 Target lock 2 gun drones

Crisis XV8 bodyguard 3 [93] Bonding knife ritual Fusion Gunx2 Target lock 2 Gun drones

Crisis XV8 bodyguard 4 [93] Bonding knife ritual Plasma riflex2 Target lock 2 Gun Drones

Crisis XV8 bodyguard 5 [93] Bonding knife ritual Plasma riflex2 Target lock 2 Gun drones

Crisis XV8 bodyguard 6 [93] Bonding Knife ritual Missile podsx2 Target lock 2 gun drones

Crisis XV8 bodyguard 7 [93] Bonding knife ritual Missile podsx2 Target lock 2 gun drones

This message was edited 1 time. Last update was at 2013/04/23 22:24:15


Tac Ticz, Whatz Dat?  
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

 Desubot wrote:
Noctem wrote:
Oh wow, fixed! Thanks for pointing that out =P

Does that look a little better? Would you recommend I keep the Burst Cannons or basically make them ALL double fusions and double plasmas and only switch some to burst if I'm facing a more infantry based army?


Almost.

the body guard with plasma burst cds and vrt is illegal as suits cant have more than 3 weapon and support systems.

i can understand if your trying to save up on points but 1 burst cannons seems pointless. secondly since this squad will be firing at whatever farsight needs to shoot anyway.

anything that isn't fusions shouldn't need to take target locks.

if you want to save some points give most of them ATS as you should have a lot of precision shots from shear weight of fire + lots of ap 2 to kill off special weapons or charterers that could give you trouble if not just outright erasing them.


Hmm that makes sense, and wow I am brain farting and mixed up VRT with sig systems!

What do you think about this, much simpler straight forward bomb:

Farsight

1x Support'vre with C&C + Multi Spec + Flamer + Neuroweb System Jammer + Iridium Battlesuit + Puretide Engram Neurochip
3x Bodyguard with two Fusion Blasters + Target Lock
2x Bodyguard with two Plasma Rifles + ATS
1x Bodyguard with two Plasma Rifles + Vectored Retro-thrusters
4-6 Shield Drones to add wounds and invulns

6400 Pts
4300 Pts
3200 Pts
2600 Pts

3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth 
   
Made in gb
Water-Caste Negotiator






Scotland

 Capamaru wrote:
Suits names now need a major overhaul


What do you mean by this?

My Tau P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/488519.page

40,000:
Tash'Var Kauyon Kau'Ui Raatol - 3000pts - 6ed = W: 6 / D: 3 / L: 7 .......... Dinoguard Strikeforce - 3000pts - WIP .......... Inquisition Warband - 1000pts - WIP

Fantasy:
Syntharsil (Asrai) - 2500pts - WIP .......... Clan Bador - 2500pts - WIP .......... Children of Sotek - 2500pts - WIP .......... Undead - Special Warband - WIP 
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

 Dakarillion wrote:
 Capamaru wrote:
Suits names now need a major overhaul


What do you mean by this?


I think he means that we need to come up with names for suits with two of the same non-twinlinked weapons, like the Fireknife and Helios names

6400 Pts
4300 Pts
3200 Pts
2600 Pts

3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth 
   
Made in us
Legendary Master of the Chapter






Noctem wrote:
 Desubot wrote:
Noctem wrote:
Oh wow, fixed! Thanks for pointing that out =P

Does that look a little better? Would you recommend I keep the Burst Cannons or basically make them ALL double fusions and double plasmas and only switch some to burst if I'm facing a more infantry based army?


Almost.

the body guard with plasma burst cds and vrt is illegal as suits cant have more than 3 weapon and support systems.

i can understand if your trying to save up on points but 1 burst cannons seems pointless. secondly since this squad will be firing at whatever farsight needs to shoot anyway.

anything that isn't fusions shouldn't need to take target locks.

if you want to save some points give most of them ATS as you should have a lot of precision shots from shear weight of fire + lots of ap 2 to kill off special weapons or charterers that could give you trouble if not just outright erasing them.


Hmm that makes sense, and wow I am brain farting and mixed up VRT with sig systems!

What do you think about this, much simpler straight forward bomb:

Farsight

1x Support'vre with C&C + Multi Spec + Flamer + Neuroweb System Jammer + Iridium Battlesuit + Puretide Engram Neurochip
3x Bodyguard with two Fusion Blasters + Target Lock
2x Bodyguard with two Plasma Rifles + ATS
1x Bodyguard with two Plasma Rifles + Vectored Retro-thrusters
4-6 Shield Drones to add wounds and invulns


Looks legal and good. now go test it out.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Water-Caste Negotiator






Scotland

 BlueRift wrote:
I also plan on running a up-close-and-personal commander with CIB/FB Iridium and Onager gauntlet.


My Shas'El back in 4-5th was this combo and still is.
Now with the addition of Vectored Retros to get her in and out of trouble she's one cool unit.

@Noctem: Ah got ya

My Tau P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/488519.page

40,000:
Tash'Var Kauyon Kau'Ui Raatol - 3000pts - 6ed = W: 6 / D: 3 / L: 7 .......... Dinoguard Strikeforce - 3000pts - WIP .......... Inquisition Warband - 1000pts - WIP

Fantasy:
Syntharsil (Asrai) - 2500pts - WIP .......... Clan Bador - 2500pts - WIP .......... Children of Sotek - 2500pts - WIP .......... Undead - Special Warband - WIP 
   
Made in us
Hellion Hitting and Running






So at first I was excited about two weapons of the same type but I am wondering how necessary it is. How many fusion blasters do you need in a team? You can get double missile pods but you might want to get broadsides for that who have tl missile pods, with missile drones and sms. Plasma rifles seem great, but only against meq and teq and they don't have anti-armor. I kinda feel the strength of the crisis suit lays in its versatility.
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

I'd agree, i think my 2 suit units with PR/TL MP would work pretty good against most enemies, Going pure missiles would make me lack MEQ killing power and going pure PR would make me less likely to remove Armour with only S6. Having a balance I believe means that you can choose a priority target, rather than being forced to a particular target.
   
Made in us
Dakka Veteran




 Kingsley wrote:
Looks like this is the death knell for Missilesides. IMO they were already inferior to Railsides, and now that you can take those 4 shots on a Crisis Suit but move around and JSJ while doing so, there's no real reason to do it on a Broadside team.


Yea sure I would take 15 shots over 20 all day. While you are taking loads of crisis suits where do you stick your riptides?
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Then main reason I see double mp being effective is because it does the same thing broadsides do, not quite as effective, but cheaper and more mobile, and it also frees up the heavy support slot for killing those infantry with templates as they pop out of their transports/flyer you just killed with your missile spam.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 Dracos wrote:
 Thaylen wrote:
 Dracos wrote:
Two missile pods and early warning override provide some nice flyer deterence similar to missile-sides. (but less at a cheaper price)


Except that you only hit on 6's.


Well that's just completely wrong.

I guess what you are really meaning is that "when firing at flyers you only hit on 6s?"

That statement is true. I also didn't say anything which contradicts that statement. You don't have to fire your missilepod suits at flyers - but you have the option to snap shot alpha strikes at them (which stand a good chance of putting a couple hits up) when needed.


You mention that 12 shots hitting on 6's is a good defense vs a flyer. This is not true you as you can only expect about 2 hits when firing a team of 3 suits at a flyer.

2 hits needing 5 to glance and 6 to penetrate (vs the AV 12 flyers that are most peoples concern) is not good odds, you can barely even expect a single hull point to be removed, much less an actual damage roll.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in ca
Angered Reaver Arena Champion






I said it provided "nice deterence", not "good defense".

I even expressly stated they were not providing the number of shots that the missilesides were.

2 hits is good against some fliers, and even against av 12 provides a ~55% chance to score at least a glance and about ~31% to score at least one pen. Seems like nice deterrence for me for a unit not directly geared to take on flyers.

This message was edited 2 times. Last update was at 2013/04/24 01:16:52


Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Regular Dakkanaut




This is a rather nice and welcome buff.

That being said where is the faq on the Sun Shark. That thing needs rules clarification more than anything else in the book.
   
Made in us
Shas'ui with Bonding Knife





 Capamaru wrote:
Suits names now need a major overhaul


I would say we should add the Broken and Super/Superior/Plus prefixes for suits.

Broken: Two Non-TL Weapons. "Broken Sunforge" 2x Fusion Blaster + Shield Gen

Super/Superior/Plus: A TL and Single of the same weapon. "Super Sunforge", "Superior Sunforge", "Sunforge Plus" TL Fusion + Fusion.
Sadly losses space for the shield gen though...



   
 
Forum Index » 40K General Discussion
Go to: