Thanks for the speedy response!
Kendowned wrote:Crisis suits taking diffrent weapons is a no go since we can just take double of the same ones which is far more efficent also im not sure about taking retro thrusters it dosent make much sence. the lone crisis will die to pretty much anything let alone survive a round of combat to roll a 1 or 2 to get out of combat.
I did um and arh about taking the same weapons or not. Thought it gave some flexibility having two separate weapons but can see the point! Do you recommend twinlinked or just two of the same?
Haha, yeah the retrothrusters were chosen purely because I had some points left over and wasn't sure where to stick them. If I somehow survived combat thought it gave me a slim chance to make it out alive. But might as well drop them.
Kendowned wrote:The wargear on the mark'o dosent make much sence i would just roll drone controler, iridium suits, target lock and maybie a couple of missle pods so you are matching the range of your drones that way you can keep back and be effective with the whole unit.
Hmmm...yeah...so no excuse for my randomness here!
Basically I liked the idea of the system jammer and wasn't sure if I was able to take multiple signature systems on one model. This led to the shield generator being chosen. The retro-thrusters were chosen in case the marker drones got caught up in melee, better a slight chance of running away then none at all. And the fusion...was...errr...chosen

Yeah good catch on the missile pods! I was going to have him with no weapons at all but felt he needed something. The fusion blaster was just a deterrent more than anything! I'll take your advice and go down the iridium route.
Kendowned wrote:Other than that it seems like you have alot of bloat upgrades which cost a fair bit but wont help the list as much as cutting them and taking more models. Things like bonding knifes on a 3 man stealth team that is totaly useless. and im not sure why you are running mixedd rifle/ carbine units.
I will admit, some upgrades are certainly more useful than others! The bonding knives are related to my fear of coming from an army that cares very little about morale (space wolves). I've become so used to just rallying and carrying on that the thought of the unit forever running away scared me a little. However, you are completely right that the stealth suits as they are currently probably don't need them. The target locks were for the fusions so I don't have to fire the unit just at a vehicle. The mixed rifle and carbines is related to the pinning rule on the carbines. The rifles give me the range to start pummeling units, but the carbines give me the chance to ground a unit as it gets closer, giving me another turn to blast them/focus on other threats before they hit...well...if they are going to hit. I assume this is not the norm? Used to do it when I started just as it seemed to make sense but if it is a worthless tactic might as well stick with the rifles.
You mention bringing up model count. Where do I seem to be lacking? Where would you shift points to? With the changes you suggest I free up a few points but wondering what you would suggest to free up more?