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Made in ca
Monstrous Master Moulder



Space Cowboy Cruising Around Olympus Mons

So I've been reading a few threads and it seems like plasma guns are now out for crisis suits which is weird because they used to be a great choice!
I am planning on taking 2 crisis teams (3 suits each) and 2 commanders
I was planning on taking a commander with 4 fuisons and a commander with 4 missile pods.
One unit of 3 xv8s will have 3xfusions each hopefully for deep striking.
The second unit with be 3 xv8s with 2x missile pods and 1x flamer as a sort of balanced unit to help with long range but can deal with any deep striking units with their flamers.

Cyclic ion blaster looks decent too but would rather have the fuisons.
What are you guys having success with on your crisis teams? I know they costs a lot but I have so many lol
   
Made in us
Longtime Dakkanaut





Crisis Suits? 3x3 Flamers, 2 CIB & ATS, Triple Plasma

Crisis Suits are too expensive for more or less any other loadout. Plasma are a LOT worse than they used to be but is still a not 'total garbage' options for Crisis just for the low cost.

Commanders are what you want to SPAM... I'm talking about 3-5 per Lists!

3xMP+ATS, 4 Fusion, 3xCIB & ATS

Those are the best loadouts. Don't use Flamers on Commanders.

Finally...
Don't mix Missile Pods with a Flamer... In fact... Don't bring Missile Pods AT ALL if you aren't going to use ATS. It's GARBAGE. If you want to do 2 Weapons + Flamer, use CIB or Plasma.

Oh, and CIB are THE BEST WEAPON WE HAVE...
Again... CIB ARE THE BEST WEAPON WE HAVE!!!

They are old school Plasma, but literally better... They kill half the tanks in the game better than Fusion. They kill infantry better than Missile Pods and Plasma. They do it all.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in ca
Monstrous Master Moulder



Space Cowboy Cruising Around Olympus Mons

Think CIB is better than the fusion suits though? There's been some debate on taking 3 weapons or 2 + ATS but don't you think 3 fusions on a team would be good to tear through multiple wound units? Why is CIB better than ap -4 on the fusions? By overcharging it to get d3 damage?

Also I see what you're saying about the missile pods + flamer guys I was just thinking it would be useful to use during overwatch.
   
Made in us
Longtime Dakkanaut





 chiefbigredman wrote:
Think CIB is better than the fusion suits though? There's been some debate on taking 3 weapons or 2 + ATS but don't you think 3 fusions on a team would be good to tear through multiple wound units? Why is CIB better than ap -4 on the fusions? By overcharging it to get d3 damage?

Also I see what you're saying about the missile pods + flamer guys I was just thinking it would be useful to use during overwatch.


4xFusion Commanders are strictly better than 3xCIB+ATS Commanders at killing Heavy Tanks.
3xCIB+ATS is better against all other targets.
4xCIB is slightly better against targets with really good Invuln Saves or ones that have Invuln Saves that is better than it's Armor Save, but worse against targets without it and have a higher chance of potentially hurting yourself. After all, you're paying for Armor Penetration, if you don't use it. It was technically, and mathematically worse.

The main reason for this is due to number of shots. So 1 Fusion Commander and 2 3xCIB+ATS Commanders are my recommendation.

Commanders also function fairly well with 3xMP+ATS. It's basically the "HYMP Commander", they don't need Flamers since you should just be smart about avoiding close combat with your 36" guns.
Not to mention the best way to ambush a runaway HYMP Commander is to Deep Strike near and assault. Flamers cannot assist in that Overwatch. So you're just spending points for a situation that won't happen very often.
When it does happen, it arguably won't even help...




6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
 
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