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Made in gb
Raging-on-the-Inside Blood Angel Sergeant





I've been searching everywhere for the best 6th edition Crisis Suit loadout but I've come up with nothing.

I know that you equip them to hunt down certain things but what would be the most common?

Best Squad size?

This message was edited 1 time. Last update was at 2013/09/05 23:52:17


d-usa wrote:Orks are the GW version of R2D2. No matter how advanced the defenses may be, there is always an open serial port somewhere that can be pluged into and a firewall that was never configured.
 
   
Made in us
Legendary Master of the Chapter






Of all the special weapons tau get, the crisis suit does plasma, fusion, and flamers

missile pods going to broadsides

and st 5 ap 5 everyone else.

i still fool around with plasma fusion just for the options.

 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
Raging-on-the-Inside Blood Angel Sergeant





Would you give Crisis suits 2 weapons each? The same or different?

And with squads would you mix and match or equip them all the same?

d-usa wrote:Orks are the GW version of R2D2. No matter how advanced the defenses may be, there is always an open serial port somewhere that can be pluged into and a firewall that was never configured.
 
   
Made in us
Longtime Dakkanaut





Personally, I like the missile pod. Broadsides have missile pod too, that's true, but Crisis Suits are mobile.

3 Suits - 2 with 2 missile pods each and a target lock with 4 marker drones. 1 Shas'vre with MSS, CnC and a drone controller with 2 more marker drones. 261 points

This unit put out 8 twin-linked Str 7 AP 4 shots on the move that ignore cover. Meanwhile it also puts out 6 BS3 twin-linked markerlight shots. Good generalist unit that fulfills two roles for a TAC environment when you don't know what you're facing.

Alternately, You could go for 3 suits with dual plasma each. That's "just" 156 points for six plasma rifles - not bad, but somewhat limited.

2 Crisis Suits - 1 with twin-linked fusion blaster, fusion blaster. 1 with 2 fusion blasters, target lock. 114 points. These guys are you suicide melta drop unit. I personally don't use them, but if you feel you are desperate to kill some anti-tank, I can see their use.

This message was edited 1 time. Last update was at 2013/09/06 00:40:07


 
   
Made in us
Legendary Master of the Chapter






 Thamor wrote:
Would you give Crisis suits 2 weapons each? The same or different?

And with squads would you mix and match or equip them all the same?


It depends on what your going for and the rest of your army.

double plasma suits in a squad of 3 will "with proper range and marker support" completely remove one unit of TEQ+

or a unit of double fusions drop in with target locks to erase a vehicle or 3. but it depends on your list

also magnets

 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
Rampaging Carnifex





Los Angeles, CA

Double burst cannon suits, with 2 drones a piece, + attached commander and drone controller are pretty awesome.

Also, +1 Magnets

This message was edited 1 time. Last update was at 2013/09/06 02:04:18


Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Water-Caste Negotiator




Louisiana

Crisis suits are best use to fill gaps or holes in your army's shooting capability.

Some key things to remember. They can take up to 3 of any weapon or battle-suit system. They have multi-tracker (shoot two weapons in the shooting phase) and black sun filter (ignore night fighting rules). This means you can have a TL weapon system (counts as two out of 3 slots) and a single weapon. Example: You can take TL MP and a single MP and shoot both. Conversely, you can also take two MP (takes up two out of 3 slots) and shoot both of them. Hell, you can even have up to three weapons on one suit if you wanted, but remember you can only shoot two.

You also want to keep the weapon profiles on all the suits in one squad generally the same. This means each squad has a general purpose, not each individual suit. Try to keep weapon ranges the same as best you can, or weapon damage profiles the same as best you can.

Crisis suits shoot at BS3, which is really kind of gakky. If you expect to be able to offer them MLs, consider running a dual weapon loadout. If MLs are not an option, consider TL weapons.

For commanders, try not to give them anything that is TL. They already shoot at BS5, TL won't be terribly helpful. (and it takes up two slots! D: )

Be careful with flamer and plasma's rapid fire range. It seems like a great idea at the time to get close (12in for plasma, template range for flamer), but i promise you, the assault 2D6 move will not save you from assault next turn.

Try not to pimp out your suits too much. As was said earlier, some suits only purpose is to DS down (with dual FB for example) and take out tanks. They're not expected to live past that, as their job is finished. (hopefully)

They are mobile and very versatile in their roles which is their greatest strength.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





I usually only take one crisis suit squad in my list, and it's normally run like this.

Lead by Cmdr w/ 2xmpods, TL, DC, PENchip, Iridium, Neurochip

3x Suits
-Vre w/ MSS, C&C, Vector Thruster 2x marker drones
-2x suits 2x mpods, TL 2x Marker drones each

This squad is a tank killing squad that also output lot of accurate marker light to support your anti-infantry riptide blasts. It's tough and mobile. Ignores cover saves, and if needed an put a decent amount of S7 hits on flyers with the rerolls.

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
Regular Dakkanaut



Northern MN

AnonAmbientLight wrote:
Crisis suits are best use to fill gaps or holes in your army's shooting capability.

You also want to keep the weapon profiles on all the suits in one squad generally the same. This means each squad has a general purpose, not each individual suit. Try to keep weapon ranges the same as best you can, or weapon damage profiles the same as best you can.

Try not to pimp out your suits too much. As was said earlier, some suits only purpose is to DS down (with dual FB for example) and take out tanks. They're not expected to live past that, as their job is finished. (hopefully)


Quoted for truth

Crisis are meant to do a job, and outside of running x2 plasma, x2 fusion, or x2 MPs for specific roles (and usally ample markerlight support) these are my favorite loadouts for General all around squads.

For an infantry killing squad:
Crisis x3 (plasma, BC) x2, (plasma, AFP) x1

You really don't need to use the AFP, another burst cannon works fine, and with limited markerlight support the amount of burst cannon hits can equal double plasma suits pretty easily against the lower armor vaules in cover, and the AFP burst cannons and Plasma help when ICs are in a unit and tanking hits. Great when you have tons of kroot snipers outflanking and still need to kill hordes. A commander with the neroweb jammer and irid armor works great here.

Vehicles/MCs:
Crisis x3 (MP, Fusion) x3

Usally add in a commander with a PEN chip and I like to run him with a MP and CiB for funsies. Getting Tank hunter or Monster hunter with high str and low ap hits in there makes these guys a terror to anyone wanting to keep thier big stuff.

IF I add anything more to these squads it would be target locks AND marker drones, giving the attached commander a drone controller for BS5 markerlights and extra wounds for the rest of the squad.

RAWRR! 
   
Made in il
Warplord Titan Princeps of Tzeentch






It REALLY depends on if you are Tau or Enclave as well.

You see, while Tau crisis suits are often used as just dual-plasma or dual-fusion, once you got into farsight other loadouts start becoming attractive.
Plasma-burst, dual-burst, dual-missiles (with marker drones around), and dual-flamer are all much more viable once they are troops.
Plasma-burst is the "Tactical marines" of enclaves.
Dual-burst gives you them S5AP5 you no longer spam.
Dual-missiles (with marker drones and target locks) is a great backfield objective holder.
Dual-flamer are good for taking over enemy backfield objective.

It all naturally depends on the makeout of your other units, but these setups all work in proper context.


But the most important thing to remember about thrust moves, while it wont save you from assualt if you went in for flamer/plasma double tap range-there will be no assault if there are not survivors.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Purposeful Hammerhead Pilot





London

I like to field my suits to take out certain targets. And do it well, but try to give them some versatility to deal with more than 1 target.

For example im currently running 2 squads of 3 crisis suits.
First one with 2x plasma and a flamer. The Plasma to deal with MEQ/TEQ which 12 shots in rapid fore range with appropriate marker support does very very well (even better when with a M3S and C+C node) and the flamers are to deal with hordes and to burn down anyone with overwatch. granted theres many matches where i dont use the flamers at all but its 15 points worth of insurance.

The second squad i use has 2x Fusions + target lock on 2 suits for TEQ/MEQ Tanks/MC and the thrid suit had the CIB and AFP for 2 large blasts, one ignoring cover and one S8 which totally eats hordes. Again this squad is awesome with M3S and C+C node.

I usually run a Farsight bomb with all these suits, Farsight, 8 Shield drones and a support suit with all the goodies (M3S, Nero Web, C+C, VRT, PEN Chip etc) (I tend not to run shadowsun below 2K and prefer a Mark'O commander as my second HQ with 7 marker drones for some insane BS5 markers). Just try and make your suits multi purpose but not so multi purpose they loose efficiency,

Also +1 to magnets.

This message was edited 2 times. Last update was at 2013/09/06 14:08:31


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Made in us
Trustworthy Shas'vre






So far my favorite combinations have been...

2x Burst Cannon 2xGun Drone
2x Burst Cannon 2xGun Drone
2x Burst Cannon 2xGun Drone

and

TL Missile Pod(Target Lock Option) 2xMarker Drone



I run Farsight Enclaves and the Burst Cannons give me a ridiculous amount of S5 Dakka especially with ML support(~30+ S5 Hits). The Solo Suit gives me a cheap scoring unit, two MLs, and 1.5 S7 hits per turn for a bargain 67pts.

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