Switch Theme:

tau - what suits are worth it, how many of each?  [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 ca
Lethal Lhamean





somewhere in the webway

been reading alot on the tau, both here and through the book. im trying to build/rebuild my old tau force, wich brought just about everything i legally could either in a suit, or a vehicele. since vehicles (devilfish) are somewhat obselete now, im trying to work out a solid tau list - and i want as many crisis/stealth/riptide/broadside as i can. i normally play at 2000 pts, so i *could* dual force org.

im also not really keen on special characters. ive generally made liberal use of them in other armies and lists. my group tends to react...poorley to SC pressence. and aside from a marine player who takes calgar (only in 2500+ games) i have yet to see an opposing SC ona regular basis (our local cronplayer tried imotekh once and then left him at home)

anyway, the biggest issues are below. some thoughts on how i can "adjust" my thoughts here will help a ton.

HQ:

i was thinking of running 2x commanders with 2 bodygaurds. load with 3shield and 3 missile drones each, then one commander and co take plasma/missile, the other goes plasma/fusion. shield generators on most suits, and the commanders have drone controllers. problem i run into here, each unit racks up to the 300+ point mark. making them SERIOUS investments.

ELITE:
on a single force org, i was looking at a single crisis team kitted for tank/flier killiing with missiles, fusion and velocitys, plus max drones, then a pair of riptides. give each a ion accelerator, and maybe some drones... but once again the points cost is MASSIVE. the riptide seems awsome, but one looks like a butt kicking waiting to happen, so 2 should help mitigate that, plus be my anti horde/infantry etc. the crisis team supports the riptides and commanders and can aid the heavy dept in taking down fliers. in a dual chart, a unit of stealth suits (or 2) would be awsome, simply for the ability to sneak in and spam burst cannon fire at some infantry. target locks and fusions to assist in tank/termie hunting would be bonus.

troops:
i dont like kroot... i never will. just a personal thing. i dont like the models, or the fluff... so i wont use them. initially i had planned on 3 10man unit of firewarriors with marker drones, but i dont expect they will do much. are firewarriors feasable in minimum squad sizes with marker drones, or even stock? all i want them to do is camp out of LOS and or hold an objective while everything else does the heavy lifting. maybe contribute some firepower if the need arises.

fast:
pathfinders are meh. i realize markers are awsome, but i really think a few minimum size units should be able to provide respectable marker suport. i dont want to go full bore on these, simply to avoid cheesying it up, but also because that would make them a SERIOUS linchpin, and a smart opponent will see that and fry them first turn, wich will cripple my plan. i would rather spread markers out, and have them in small numbers everywhere, then only in a few units.

heavies:

debating between missilesides, railsides with velocity for aircraft duty, railheads and skyrays. i DEFINITLY want at least a single unit of railsides (SMS/seeker..maybe velocity) to deal with aircraft, and then help with antitank stuff...but beyond that im somewhat stuck. i have a few railheads from my first tau army, and i enjoy them. so thinking maybe a unit of the railsides as above, then 2x railheads? or would a skyray+railhead+broadside be better?


obviously my overall goal here, is to take as many suits as i can, simply because i love the crisis suit idea, and they are great fun to build and paint. (especially the FW ones) i imagine the force is pretty much 80% suits, with a small amount of FW for support and other light roles. i imagine the firewarriors as being "in training" to run suits, and part of that training is field work to grab objectives and watch and learn.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Fireknife Shas'el






Missile drones are only able to be taken by the... Crap your profile picture is disturbing.... Broadsides. It kinda sucks, but there's plenty of ways to work around that.

What I've been running is two commanders with double missile pods (not twin-linked), drone controller, and target lock. Purchase two marker drones for them and attached a 4 man marker drone squad to each. That gives two units with 8 total BS5 missiles able to hit two different targets, and 12 BS5 markers able to hit two different targets.

This still opens up the ability to take Bodyguards as a seperate unit of 1-2 suits. I do this because the Commander starts off at BS5 and give him a weapon that's really not going to benefit much from markerlights. That leaves tokens available for elites and bodyguards.

Most common builds for suits will be double fusion, double plasma, plasma/fusion, or variations of those with a few missile pods every now and again. Really two weapons is all they need. Skyfire will probably be too expensive for suits and the only cost effective upgrades will probably be the target lock or interceptor upgrades.

If you really want a lot of suits try bringing the farsight bomb with the support suit. It's probably about 900 points for a huge unit with plenty of weapon variety that are all twin-linked and ignore cover.

Marker drones in firewarrior squads are probably just too expensive for two BS2 markers. That and markers really are better off in bunches as opposed to spread out. That way one unit fires and you can decide then how you want to spread the tokens around with the rest of your army instead of firing one unit, seeing how many you have and deciding to save or use them with the next unit and it's markers.

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 nz
Longtime Dakkanaut



New Zealand

I don't play Tau, but my general experiences with the new Codex are that the 2+ save Suits (Riptide, Broadsides) are what you want to be bringing. Crisis Suits don't really bring anything unique anymore, the torrent of fire S7 can be got from Missilesides and AP2 from Riptides, both of which are more durable platforms (Crisis suits die horribly to Drakes and S8). Broadsides with Missiles are far superior to Railsides as well, the ONLY place the Railsides have an advantage is against AV14 purely because they can glance it to death (and that isn't going to happen, find a Fusion Gun). Even against AV13 its far easier to simply glance them to death with Missiles due to the hugely increased number of shots.

Imo the best HQ loadout is 1 Commander and 1 Ethernal. The Commander barely even needs guns, bring a Drone Controller, Puretide and Multi Spectrum Sensor Suite and attach him to a unit of Broadsides with Marker Drones. He gives the unit Monster Hunter or Tank Hunters and ignore cover which is pretty awesome, and all the Drones are BS5 (and with Target Locks on the Broadsides you can split all the S7 shots off and fire the Markers at something else). Ethernal you really can't pass up because the extra shot at 15" is nasty, you can just take people off with Fire Warriors. The Ld bubble is nice too.

If you don't like Kroot then you need allies or the highly inefficient unit of Fire Warriors in a Devilfish to have any hope of getting objectives outside your zone. Eldar were a good combo since you could get a Farseer with Warding and Doom + 2 x 3 Jetbikes to grab objectives, but you really need to wait a few days to see if that still works. You are massively underestimating Fire Warriors though, most armies I have seen are running at least 4 x 10 (usually with 2 units of Kroot as well). With the Ethernal buff that gives you 120 S5 shots at 15" (and then the same again in overwatch probably) which can absolutely ruin most infantry units even without factoring in a couple of Markerlight hits boosting them to BS5 etc. Even at long range 40 S5 shots is pretty solid.
   
Made in ca
Lethal Lhamean





somewhere in the webway

i believe you are wrong about the missile drones. IE the commander or crisis suits simply say "may take up to 2 drones from the drones list" - and the missile drone is part of that list. there is no 1/2 indicator on that stipulating only broadsides or riptides etc, such as there is on the support systems list.

additonally there is nothing in either the unit entry, or the army roster stating that crisis teams etc can only take gun/marker/sheild drones.

the way i read it, unless i am missing something is that missile drones are available to any unit that can "take up to 2 drones from the drone list" - shielded missile drones however are riptide only, and as such have the cost under the riptides army roster section.

as for the broadsides... im wondering:

with a unit of 3, and velocity trackers (they are deployed to shoot fliers down) with the rail rifle and SMS, they have 4 str 5 shots (wich is not great but not horrible for most fliers) and a twin linked str 8 ap 1 shot. with marker support, the shot WILL hit. (and 3 of them in a full unit) then a 2-3 + tp pen... then your adding +2 to damage. in theroy 3 railsides with SMS, seeker missile, velocity tracker, and 6 missile drones should be able to drop a flier per turn. once all the aircraft are down, or disengaged, they can turn towards shooting down transports, or light vehicles like venoms, vypers, land speeders... or even focus on troops. those missiles will put some hurt on whatever they hit. and the railgun will ID most MEQ as well, making them nice for shooting down nobs,palladins, etc. - just my thinking on the matter...

i have used firewarriors in previous lists before the new codex, and i do like them. for a general troop they have an awsome gun, and they arent expensive. unfortunitly in a suit oriented list, those suits suck points fast, so something has to give. im also going for a theme, rather then an ultra competetive list. (i also like the amout of plasma/fusion the suits can bring, cant do this on a FW squad)

what about stealth suits? skyrays?

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Fireknife Shas'el






Check the FAQ. It specifically says that missile drones may only be purchased by broadsides.


Automatically Appended Next Post:
Stealth suits are over priced for what they are and what they are is too limited in an army based around versatility. There are some tricks to them since they can take positional relays and homing beacons, but aside from bringing in units that will do some good, I don't really think they really give the army anything useful.

Broadsides are fine anyway you take them. If you're wanting to shoot down flying units the HYMP seems to be everyone's go to unit. I, however, prefer shots that count and take the HRR.

Skyrays seem good. Cheap, durable, and a nice support unit loaded with missiles. I wouldn't say it's amazing, but Heavy Support has lots of room lately.

This message was edited 1 time. Last update was at 2013/05/27 22:51:12


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 ca
Lethal Lhamean





somewhere in the webway

that is one short FAQ lol. well that does change a small amout of ideas, but not much. i was just thinking that since guns and missile drones cost the same, why not take missile drones instead of the gun variant? since thats not an option... then the gun drone makes more use i think, simply as an ablative wound.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in nz
Longtime Dakkanaut



New Zealand

 DarthSpader wrote:
i believe you are wrong about the missile drones. IE the commander or crisis suits simply say "may take up to 2 drones from the drones list" - and the missile drone is part of that list. there is no 1/2 indicator on that stipulating only broadsides or riptides etc, such as there is on the support systems list.

additonally there is nothing in either the unit entry, or the army roster stating that crisis teams etc can only take gun/marker/sheild drones.

the way i read it, unless i am missing something is that missile drones are available to any unit that can "take up to 2 drones from the drone list" - shielded missile drones however are riptide only, and as such have the cost under the riptides army roster section.

as for the broadsides... im wondering:

with a unit of 3, and velocity trackers (they are deployed to shoot fliers down) with the rail rifle and SMS, they have 4 str 5 shots (wich is not great but not horrible for most fliers) and a twin linked str 8 ap 1 shot. with marker support, the shot WILL hit. (and 3 of them in a full unit) then a 2-3 + tp pen... then your adding +2 to damage. in theroy 3 railsides with SMS, seeker missile, velocity tracker, and 6 missile drones should be able to drop a flier per turn. once all the aircraft are down, or disengaged, they can turn towards shooting down transports, or light vehicles like venoms, vypers, land speeders... or even focus on troops. those missiles will put some hurt on whatever they hit. and the railgun will ID most MEQ as well, making them nice for shooting down nobs,palladins, etc. - just my thinking on the matter...

i have used firewarriors in previous lists before the new codex, and i do like them. for a general troop they have an awsome gun, and they arent expensive. unfortunitly in a suit oriented list, those suits suck points fast, so something has to give. im also going for a theme, rather then an ultra competetive list. (i also like the amout of plasma/fusion the suits can bring, cant do this on a FW squad)

what about stealth suits? skyrays?


How are you getting marker support against fliers, the only unit that can get Skyfire with a markerlight is the Skyray? And how are those Railguns without Skyfire hitting fliers at all? If you take Interceptor then the Missiles are massively superior due to the increased number of shots, and if you have Skyfire then again the huge increase in number of shots still puts the Missiles in front.
   
Made in ca
Lethal Lhamean





somewhere in the webway

i wasent really conisdering marker support on fliers... aside from maybe pathfinders snap firing. and the broadsides can take velocity trackers for skyfire option.

im not arguing here, so if my math or idea is .... off well... sorry.
i also usually love the idea of spamming shots at something untill it dies. force enough saves and anything goes down. but ive learned that when combating fliers, quality sometimes matters.

so 4 shots at str 7 lets say you have no marker support, results in 2 maybe 3 hits with twin linked, (hit on 4+/reroll is a touch better then 50%) once you hit, depending on the flier, av 11 is your average. so you need a 4+ to glance. so maybe 2 if your lucky. might get 1 pen. then you have to roll for damage, and at AP 4, its the straight roll... so you need a 6. as stunned, weapon and immobilized dont do anything to stop that flier from shooting you next turn.

the rail rifle on the other hand, has the same odds of hitting, but is str 8. so it pens on 3+ instead of 4+, and any pens it does get have +2 to the roll. so you crash that flier on a 4+ (50%) and have almost a gaurentee of knocking a weapon off. with 3 rail rifles firing at the same target, it should almost be a sure thing to get it down, even just with hull points. while the HYMP acomplsh the same thing from volume, the RR does it through quality. then, you still have an AP 1 weapon to fire at things like termies, or wraith knights... or whatever else is making life miserable with a 2+ AV... vrs the missiles probally just bouncing off the armor.

that said... vrs ground targets, that have a moderate save, like jetbikes, or any bike really, light skimmers, small units of JI etc, then the missile pods win out for me 100% simply because i can inflict more saves on the unit, and thus kill more then 1 thing. but when your shooting at a single model target, and that target is fragile, sometimes having quality matters.

also , sigged part of savages first reply... lol. i believe "disturbing" is the point....

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in au
Trustworthy Shas'vre






Missilesides are (statistically) equal or better than Heavy Rail Rifles in nearly all situations, except for AV14 (in which case, HRR can glance 12% of the time... not exactly good odds), or instant-death-ing T4 models. And Wraithknights.
Against AV10/11, even when snapshotting a squad of 3 with missiles will (on average) bring down a flier; the railguns will do only get ~1 hit and so have a 25% chance to bring it down.


Useful suit builds:
2x Plasma Rifle - by far the most deadly against all forms of infantry
2x Fusion Blaster - deadly against vehicles and TEQ
2x Burst Cannon - Rips apart any non-TEQ infantry, passable against AV10/11 vehicles - though can be substituted for Stealth Suits
2x Flamer - for funsies. Cheap, and overwatch shenanigans means they don't actually need range to their target so for 100pts you can get 6D3 automatic HITS against any unit assaulting any friends within 6".
2x Missile Pod - Ok at tank hunting and ok at infantry, I expect to see this loadout on Commanders most of the time, as it gives them the flexibility to operate decently alongside any unit in the army when chasing down tanks, fliers, infantry or MC's.

Mixed suits:
Plasma Rifle + Burst Cannon - Another good infantry hunter
Plasma Rifle + Fusion - Good MEQ/Termy/Tank hunter
Plasma Rifle + Missile Pod - A former staple, the Fireknife suit really isn't that great anymore but it is still versatile.
The problem with mixed suits is that you can often achieve better results by having 2 dual-weapon suits: instead of having 2 PR/FB suits you can take 1 PR/PR and 1 FB/FB + target lock, allowing you to focus fire better.


Shield drones aren't great anymore. Due to them losing their 'shared armor' rule and the new wound allocation in 6th edition, it is quite easy for an opponent to allocate the bolter/lasgun wounds to the shield drone until it dies and then let the missile/melta wounds on the battlesuit. For the same price, you can take marker drones which give you only slightly less durability but give you a few BS2 (or 3 or 5 with drone controller) markerlights.


Re: heavy support. Broadsides are good, but can get expensive real quick when you start adding Skyfire. I give mine the EWO and this is still enough to deal with most fliers *before* they start shooting. Hammerheads aren't nearly as mobile as they used to be, but I still field 2 (1 Ion Cannon and 1 Railgun w/Longstrike) and they've been performing very well. Skyrays work well as an 'alpha strike' unit - pick a target, shoot all 6 seekers at it to kill it dead, and then just use it as a mobile, skyfire markerlight platform that can give cover to your infantry. And Sniper Drones are actually bloody good - pair with an Ethereal for 3 sniper shots each at 24" JSJ, that's a lot of dead anythings.






   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

 DarthSpader wrote:
been reading alot on the tau, both here and through the book. im trying to build/rebuild my old tau force, wich brought just about everything i legally could either in a suit, or a vehicele. since vehicles (devilfish) are somewhat obselete now, im trying to work out a solid tau list - and i want as many crisis/stealth/riptide/broadside as i can. i normally play at 2000 pts, so i *could* dual force org.

im also not really keen on special characters. ive generally made liberal use of them in other armies and lists. my group tends to react...poorley to SC pressence. and aside from a marine player who takes calgar (only in 2500+ games) i have yet to see an opposing SC ona regular basis (our local cronplayer tried imotekh once and then left him at home)

anyway, the biggest issues are below. some thoughts on how i can "adjust" my thoughts here will help a ton.

HQ:

i was thinking of running 2x commanders with 2 bodygaurds. load with 3shield and 3 missile drones each, then one commander and co take plasma/missile, the other goes plasma/fusion. shield generators on most suits, and the commanders have drone controllers. problem i run into here, each unit racks up to the 300+ point mark. making them SERIOUS investments.

Crisis commanders are meh, they saw a massive point increase for only and addtional hardpoint, imo, the only character suits that tend to be worth it are Farsight and Shadowsun, the generic ones are cheap enough to cut it anymore.

ELITE:
on a single force org, i was looking at a single crisis team kitted for tank/flier killiing with missiles, fusion and velocitys, plus max drones, then a pair of riptides. give each a ion accelerator, and maybe some drones... but once again the points cost is MASSIVE. the riptide seems awsome, but one looks like a butt kicking waiting to happen, so 2 should help mitigate that, plus be my anti horde/infantry etc. the crisis team supports the riptides and commanders and can aid the heavy dept in taking down fliers. in a dual chart, a unit of stealth suits (or 2) would be awsome, simply for the ability to sneak in and spam burst cannon fire at some infantry. target locks and fusions to assist in tank/termie hunting would be bonus.

Stealth suits are kinda meh, a bit cheaper than they used to be, but are still competing for slots with the codex's bread (Crisis suits) and butter (Riptides) and even then Riptides are better than XV8s in some scenarios. If you want suits for clearing flyers, your best bet would be Broadsides with HYMP in the Heavy Support slot.

troops:
i dont like kroot... i never will. just a personal thing. i dont like the models, or the fluff... so i wont use them. initially i had planned on 3 10man unit of firewarriors with marker drones, but i dont expect they will do much. are firewarriors feasable in minimum squad sizes with marker drones, or even stock? all i want them to do is camp out of LOS and or hold an objective while everything else does the heavy lifting. maybe contribute some firepower if the need arises.

Firewarriors got cheaper, but they got free grenades, which is bad (since they need to die asap when they get into combat, not that they should be there regardless), Kroot got heavily nerfed for little reason, but they provide us with one thing no other army in the game gets, cheap scoring snipers en masse, so I would say that Kroot are great to have, but hardly necessary by any means.

fast:
pathfinders are meh. i realize markers are awsome, but i really think a few minimum size units should be able to provide respectable marker suport. i dont want to go full bore on these, simply to avoid cheesying it up, but also because that would make them a SERIOUS linchpin, and a smart opponent will see that and fry them first turn, wich will cripple my plan. i would rather spread markers out, and have them in small numbers everywhere, then only in a few units.

Pathfinders are significantly better in the new book, but neither are they the be all - end all of Tau fast attack (alongside tetras that is), with Pirahnas being so much cheaper as melta platforms that a FOC slot can be put aside for them in some cases, that being said, pathfinders are still really important to a Tau army as they turn mediocre shooters into holy#$%^ shooters, just like in the last book.

heavies:
debating between missilesides, railsides with velocity for aircraft duty, railheads and skyrays. i DEFINITLY want at least a single unit of railsides (SMS/seeker..maybe velocity) to deal with aircraft, and then help with antitank stuff...but beyond that im somewhat stuck. i have a few railheads from my first tau army, and i enjoy them. so thinking maybe a unit of the railsides as above, then 2x railheads? or would a skyray+railhead+broadside be better?

Heavies are much wider in range then they used to be, with the LongstrikeHammerhead and a unit of VT missilesides both being really popluar. Sniper drones themselves aren't really special, but they have the option to take BS5 markerlights and more importantly, reliable markerlights outside of the Fast Attack slot. Skyrays are another unit that is significantly better than its last incarnation, especially now that it has a velocity tracker and can voluntarily shoot its missiles at will. It again provides reliable markerlights outside the Fast Attack slot.

obviously my overall goal here, is to take as many suits as i can, simply because i love the crisis suit idea, and they are great fun to build (No, they are most certainly not any fun to build) and paint. (especially the FW ones) i imagine the force is pretty much 80% suits, with a small amount of FW for support and other light roles. i imagine the firewarriors as being "in training" to run suits, and part of that training is field work to grab objectives and watch and learn.


One more thing as well. Now that we can take mulitples of the same weapon on a crisis suit, there is virtually no reason I can think of to mix weapons on suits and just take specialised, redunant units of suits, in short, imo, mixed weapon suits are going to go extinct.


DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Huge Hierodule





Louisiana

Alright I've played about 12-15 games with the new codex since its release, and here are some of my musings on crisis battlesuits and their loadouts (I was going to do a new thread but saw this topic so i figured i'd join in.)

As stated above, while the points are higher for weapons taken in doubles as opposed to twin linked, the efficiency is higher as well (especially when markerlights are factored into the equation). That said, a couple dual-weapon suits still hold a place in my heart, if for no other reason than they can switch tasks mid-game if you lose a specialized suit. I have named these suits following as many of the previous suit-name conventions as I could, so bear with me:

DeathShower suits

XV-8 Crisis suit with Missile Pods, Missile Pods, Target Lock

-These guys are great. they're highly mobile and put off 4 s7 shots each, at potentially different targets. My warlord commander with a puretide chip is almost always a DeathShower configuration. Note that they are redundant to Broadsides with High-Yield Missiles - they sacrifice a 2+ save, twin-linked firepower, and extra smart missiles but gain mobility. Also it's always good to have a backup unit in case someone destroys one or the other.

Additionally, this unit is perfect for a Marker Drone setup - A commander DeathShower with a Drone controller, and each suit takes a couple marker drones. The Markers can fire at bs5, the missiles (16 of them) can fire at up to 4 other targets. Very pesky, very useful unit.

BladeShower suits

XV-8 Crisis suit with Burst Cannon/Burst cannon/Flamer

-A new configuration that I have been using in just a couple games, I deem these to be the new "Hazard Lite" suits. With as much firepower as 3 XV-9's toting Phased Ion Guns (Burst cannons are higher Strength, but not rending like PiGs) and less than half the cost. Like XV-9 suits they require markerlights for any sort of efficiency (although you could swap the flamer for one twin-linked burst cannon if you so desired) but with just a couple markerlights these guys shred anything up to and including marines through weight of saves. An anecdote from my game last night: a squad of 3 caused 18 wounds to a tactical squad....my opponent failed 7 saves. I was thrilled, he was less so.

FireKnife suits

XV-8 with Plasma Rifle, Missile Pods,

- You know them, you love them. The ubiquitous fireknife - now with an additional slot thanks to free multi-trackers in our current codex. I usually tag on a target lock to these guys, but if my list seems light on markerlights I'll twin link one of their weapon systems instead. They fit the ultimate mid-range field control. MEQs/TEQs? Plasma. Light vehicles or medium infantry? Missiles, plasma. Medium Vehicles? Missiles. Short of av13/14 they can do some serious damage. Leaving them dual-equipped also allows them to fill in if your other AP2 weaponry gets shot down, or if you need some extra missiles somewhere they can add firepower there too.

Helios suits

XV-8 with Plasma Rifle, Fusion Blaster

-Another staple suit from 5th edition, I still love these as well. They're geared towards killing MEQ and Tanks. A role at which they excel greatly. Not much more needs to be said here, again I typically target lock them so the fusions can melt multiple vehicles.

The Lone Hunter

XV-8 Commander with Iridium Armor, Stimulant Injectors, 1 Shield Drone, Onager Gauntlet, Neuroweb Jammer, Shield Generator, 2 Fusion Blasters

- I absolutely LOVE this suit. You can make a similar, cheaper model by using a crisis bodyguard instead of a commander, but i feel like the extra wounds, BS, WS, and Ld make this guy well worth 50 points extra. Just make sure he isn't your warlord, as he will be danger close all game - deploy via Deep Strike and go after high-priority vehicles first. Secondarily gum up the works with the Neuroweb Jammer, and finally he can tarpit a unit in close combat with his 2+/4++/Feel No Pain once all the high priority targets are done. Your opponent will learn to hate the "Lone Hunter".

SunBlade Suits

XV-8 with Plasma Rifle, Plasma Rifle, Advanced Targeting System

-Are meltaguns and sergeants ruining your day? Do you hate terminator armor? The sunblade suit is for you! coming in 110% the cost of an Aegis Defense Line per model, you get 4 ap2 shots (within 12") that are precision. Just like all the other suits, markerlights will help immensely here since none of the weapons are twin-linked. I like these suits as well, but i tend not to field them often as their efficiency drops when you're not facing an army with 3+ and 2+ saves.

And that's not it, there are a MYRIAD of suits still left to discuss, and try out. The flameshower suit (flamer, Twin linked flamer) is incredibly cheap (eleventy-one points for three of them) and incredibly risky as they require a very close deep strike for max effectiveness. The point here is try out any and all of the above configurations, and you'll see them do their job as intended in most cases.

Tau'Va!

This message was edited 1 time. Last update was at 2013/05/28 13:04:54


Been out of the game for awhile, trying to find time to get back into it. 
   
Made in ca
Lethal Lhamean





somewhere in the webway

thats a pretty good breakdown of the crisis suit loadouts, tetris. lots to think about. so i suppose the question... in a 2000 pt game, how many crisis suits do you take, of what builds, etc?

i was, as mentioned looking at 2 commanders with bodygaurds, then another team or 2 depending on dual FO or not.

after doing more reading, an ethereal supporting FW is just... almost TOO good not to have. so a dual chart would seem to be the best choice here. wich means 4 units of firewarriors. possibly with an aegis line. i also want to fit in broadsides and riptides, as i have the kits now, and it would suck not to use them.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in no
Dakka Veteran




Personally in a 1k build i currently use 5:

3x TL Missile Pod suits with Flamer
2x 2x Fusion guns with Flamer

And my commander is a 2x Missile pod with puretide chip, neuro jammer and something else that i forgot, maybe the iriduim suit.

But the general idea of the Suits is to put into your army what you lack, tho i already use a 3x broadside team with missile drones i have 3 more suits for mobile sniping and 2 suits with melta for tanks in the case someone field AV14 in a 1k game.

 
   
 
Forum Index » 40K General Discussion
Go to: