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Honestly, it largely depends on what else you're running. As a trio (which is how it's run, there really shouldn't be any discussion on this) and joining with Craftworld Eldar I'd go as follows.
For the Cronos it's very simple, take the Spirit Probe for the +1 FNP bubble, there's no reason why you'd take the Spirit Vortex large blast instead (it's rather annoying that you can't take them both these days). The Spirit Syphon flamer comes as standard.
For the Talos leave the Splinter Cannon, with only a single shot the Haywire Blaster or Heat Lance aren't really a credible anti-tank options. For close combat the Ichor Injector is pretty good but I'd only go with it if you think you're going to be taking on a lot of MC's, otherwise I'd just go with the Chain Flails for Shred, helps to mitigate agaisnt those inevitable bad rolls. Liquifier Guns are uselss and to be avoided.
The Haemonculus I generally run with a WWP and Scissor Hands (that rending can come in handy). If I have 5 points spare I'll give him a stinger pistol (Poison 2+).
The really interesting thing is if you're running a Corpsthiefe Claw as well. I found today that running the Dark Artisan behind the CTC means you have a lot of S7, T7 MC's with a 4+ FnP that re-rolls 1's thanks to the Haemy's Warlord Trait (Master Artisan). In this case you arm all 6 Talos across the two formations with whatever ranged weapon type you feel you're lacking (anti infantry or anti tank, personally I go for the Heat Lance's if you want anti-tank as it's still very dangerous when used against infantry) and with such a high volume of attacks I haven't seen the need to upgrade the close combat weapons, you'll generally kill whatever you're up against unless they have Force.
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