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View Full Version : Crisis Suit Configurations in the new Tau Codex



ElectricPaladin
04-11-2013, 03:32 PM
We've already had a (brief) conversation about deathwind crisis suits; now let's talk about the classic crisis suit configurations in the new codex.

Here's my take on them; I'd love to hear yours.


Bladestorm (Burst Cannon/Plasma Rifle)

Still one of the highest ROF configurations out there, though limited somewhat by the plasma rifle's range (you need to get within 12'' to enjoy both the burst cannon's Assault 4 and the plasma rifle's Rapid Fire double-shot). This is a good configuration if you want your crisis suits to be able to take on both light and heavy infantry, as the plasma rifles high Strength and AP 2 will allow the suits to threaten squads of MEQs and TEQs, while the burst cannon's Assault 4 will allow the crisis team to assist massed shooting (ie. fire warriors) in taking down hordes. Don't send the crisis suits in alone against hordes, however, because even the full six shots per suit (18 shots total for a three-suit squad) is not really enough to scare a bunch of Ork boys or Tyranid gaunts.

Burning Eye (Twin-Linked Plasma Rifle)

Took a hit, like all twin-linked configurations, because they lost the points advantage of not needing a multi-tracker... but hey, plasma rifles are one of our best weapons, so twin-linking them is great. I imagine that this configuration is best if you know you're going up against MEQs - especially small squads of MEQs - and want your crisis suits to be able to harass them. This configuration operates best at 12'', but can harass with less power at 24''.

Deathrain (Twin-Linked Missile Pod)

We all agreed that deathrain has taken a serious hit in the new codex, because it a) became, comparatively speaking, less of a bargain and b) there are so many ways to get 7/4 shooting on the table that it lost a lot of its uniqueness. However, it's still the most versatile and mobile platform for 7/4 shooting, so it's not like deathrain will vanish altogether. It's just not our only tool in the box anymore.

Fireforge (Fusion Blaster/Missile Pod)

The go-to anti-vehicle configuration, with missile pods for light vehicles and fusion blasters to melta heavy vehicles. They also work well for deep striking because even if they deviate too far to melta their original target, they are probably still in range of a secondary target with their missile pods. That tactic, in general, got a boost from the fact that crisis suits can now still do their 2d6'' assault jump after deep striking.

Fireknife (Missile Pod/Plasma Rifle)

I firmly believe that the days of fireknife supremacy are gone. The fireknife used to be great because it combined two of the strongest, longest range weaponry that crisis suits could field. However, the focus of the weaponry was split, because the plasma rifle was at its most useful at 12'', which wastes 24'' of the missile pod's range. I don't think fireknives are bad now, but I think there are better and more focused ways to use our crisis suits.

Firestorm (Burst Cannon/Missile Pod)

This one's always been an odd duck of a suit, though I guess it's still good at killing light infantry and light vehicles. Actually, doesn't that make it an ideal suit for fighting guardsmen? Pop the chimarae from a distance with the missile pod, then jump in close at zot the guardsmen with six shots per suit? Not a bad idea, actually.

Anyway, this one is also kind of a split suit, but not bad.

Heatwave (Twin-Linked Flamer)

Seriously?

I guess I can see it on a suit that's getting a command and control node (suit sacrifices its shooting to twin-link the rest of the squad's weapons), so it can still contribute 1d3 automatic hits in Overwatch, twin linking the roll-to-wound. But with so many higher Strength weapons in the Tau arsenal, and markerlights to ignore cover... I just don't see it.

Helios (Fusion Blaster/Plasma Rifle)

I think this is my new favorite suit. It operates well in three different range bands (one shot at 24'', two at 18'', and three at 12''), but the ranges are relatively close together, so you aren't sacrificing a huge swath of one weapon's range to use the other. All the shots are AP 1 and 2, so its great at hunting MEQ and TEQ, which pretty much every army struggles to kill.

Soulfire (Flamer/Fusion Blaster)

It used to be that this split-purpose suit benefited from not really needing a multi-tracker. Fusion for the vehicles, then jump away, then jump back and flame the dudes inside. I think that the tau army has better ways to do this now.

Sunforge (Twin-Linked Fusion Blaster)

Great for deep striking crisis suits to kill high AV vehicles - not so great for anything else.

Sunstorm (Burst Cannon/Fusion Blaster)

This one is also a kind of an odd split-purpose suit because of the radically different statlines of the two weapons - 5/5 and 8/1. However, it works similarly to the bladestorm, with two different weapons for two different purposes, so you can use the suits as all-purpose troubleshooters. However, I think that the bladestorm is better because those two jobs - killing MEQs and GEQs - are closer, so the suit is better at both. This suit's two jobs - killing vehicles and TEQs - are so different that the two weapons don't really contribute to each others' purposes.


• • •

What do you think? Discuss.

kire
04-11-2013, 07:47 PM
A new option to consider is having a regular and a twin-linked weapon. so many new names

Joe Fixit
04-11-2013, 11:50 PM
Nice summarisation of the crisis suit load out EP, looking at what you have contributed to the forums in regards to Tau tactics you know your stuff. It's helping me a lot. Thanks. I tend to face Guard and Chaos so I bit of a mix in armour types. I think the Helios and Firestorm config are my go to then. Plus with the new stuff adding some weight of fire power, my favourite style of play (gunline with denied flank) just got a new army. With Space Marine allies to add some CC protection to said gunline I see some potent combos.

Phototoxin
04-12-2013, 02:19 AM
I do agree that missile pods aren't what they used to be (+3 pts more?) and there's lots of otherways to get 'autocannon' (S7 AP4) shots in the army. I think the main issue is either weight of fire or else low AP and figuring out what you need. That said I still think that the missile pods are good because you can still fire off shots in the early stages before you get into double tap, melta or burst cannon range. I'm wondering if twin linked plasma/fusion/burst cannon + missile pod is now the way forward.

ElectricPaladin
04-12-2013, 01:49 PM
A new option to consider is having a regular and a twin-linked weapon. so many new names

I actually think that this option isn't going to turn out to be a great idea. What you're buying is a little extra reliability for some of the shots. That's all well and good, but you're also pouring more points into the suit and giving up the option to buy the suit, say, Skyfire, or Interceptor, or BS 2 Overwatch.


Nice summarisation of the crisis suit load out EP, looking at what you have contributed to the forums in regards to Tau tactics you know your stuff. It's helping me a lot. Thanks.

Daw... thanks!


I tend to face Guard and Chaos so I bit of a mix in armour types. I think the Helios and Firestorm config are my go to then. Plus with the new stuff adding some weight of fire power, my favourite style of play (gunline with denied flank) just got a new army. With Space Marine allies to add some CC protection to said gunline I see some potent combos.

As I wrote, helios is probably my new favorite. I'm really curious to hear how you go with the firestorm. As I wrote, I'm leery of the way the configuration deals with being split purpose.


I do agree that missile pods aren't what they used to be (+3 pts more?) and there's lots of other ways to get 'autocannon' (S7 AP4) shots in the army. I think the main issue is either weight of fire or else low AP and figuring out what you need. That said I still think that the missile pods are good because you can still fire off shots in the early stages before you get into double tap, melta or burst cannon range. I'm wondering if twin linked plasma/fusion/burst cannon + missile pod is now the way forward.

So, here's the thing: crisis suits can deep strike. Additionally, you can take pathfinder squads with recon drones, put them in a devlifish, and put sensor spines and a disruption pod on the devilfish. Now you've got a homing beacon with a 4+ cover save if it moves - more, potentially, if it goes flat-out or lands in cover (which it can do with zero chance of crashing). And inside it you can have up to three rail rifles or ion rifles (6/1 or 7/4 rapid fire).

All this combines to create a situation in which you can deep strike your crisis suits with zero chance of scatter, with a big old devilfish chassis for them to hide behind, and a squad of pathfinders with AP 1 weapons for backup.

In other words, I see no reason not to deep strike crisis suits in this codex. Ever. Which means that they don't need long range weapons anymore because you can put them exactly where you need them.

Conor Halcyon Wollbaum
04-12-2013, 03:59 PM
I've been seeing great use out of plasma/ flamer. And having the suits join with shadowsun. It'sa versatile unit that provides covers all its bases without sacrificing much. It also is fantastic at supporting fire .

Panxer
04-12-2013, 06:38 PM
I was always a fan of the Burst cannon/Missile pod config for standard elite Shas'Ui w/ a Fusion blaster/Missile pod for the Shas'Vre...

Now that plasma's cheaper, and advanced targeting systems are there making you have the possibility of a sniper weapon, I'm thinking of plasma, missile pods and a fusion blaster for the Shas'Vre.

Cyclic Ion blaster is kinda lame now. I liked the gamble of it.

Here's a question that would've been neat... How about an XV8 sized rail rifle? Pathfinders and Broadsides have them, why not make an XV8 w/ the ability to field one...even if its a signature weapon system...you can still keep the S6 AP1 profile, but have a mobile AP1 sniper system for the HQ? That would've been killer.

ElectricPaladin
04-12-2013, 06:56 PM
I was always a fan of the Burst cannon/Missile pod config for standard elite Shas'Ui w/ a Fusion blaster/Missile pod for the Shas'Vre...

Now that plasma's cheaper, and advanced targeting systems are there making you have the possibility of a sniper weapon, I'm thinking of plasma, missile pods and a fusion blaster for the Shas'Vre.

Cyclic Ion blaster is kinda lame now. I liked the gamble of it.

Here's a question that would've been neat... How about an XV8 sized rail rifle? Pathfinders and Broadsides have them, why not make an XV8 w/ the ability to field one...even if its a signature weapon system...you can still keep the S6 AP1 profile, but have a mobile AP1 sniper system for the HQ? That would've been killer.

There are a lot of guns that would have been awesome on XV8s. Also, missile drones.

Personally, I kind of like the cyclic ion blaster. Strength 7 and 8 aren't to be sneezed at, even if it's only AP 4. It's a great way for an XV8 commander to generate lots of shots, which can be a real boon to an XV8 squad. For example, three helios suits can generate 9 AP 1 and 2 shots per turn. This is great, but what if they encounter big squad of goons? Put a plasma rifle and a cyclic ion blaster on the XV8 commander and have him join the squad. Now, they're not just putting out 9 AP 1 and 2 shots a turn, they're putting out up to 11 AP 1 and 2 shots per turn and an additional three AP 4 shots per turn (or a Strength 8 blast). Now your squad is a lot more versatile. They can go TEQ hunting - TEQs are the natural prey of the helios configuration - or even harass squads of MEQs to death in a turn or two, if they have to. And if it's absolutely necessary, they have the ROF to put a dent in guard/ork/nid blobs.

Just stay away from the airbursting fragmentation projector. I dislike it for the same reason I dislike flamers on crisis suits. When a gun has a strength that's one lower than the strength of your army's basic gun, it's a bit pillow-fisted. Its only other advantages are that it can ignore LOS (Barrage) and cover (Ignores Cover). The trouble is that on an XV8, anything can ignore LOS if you exploit jump-shoot-jump correctly, and in the Tau army, anything can Ignore Cover if you exploit markerlights correctly... so basically you're giving up a point of Strength in return for advantages that you don't really need.

Tynskel
04-13-2013, 12:27 AM
There are a lot of guns that would have been awesome on XV8s. Also, missile drones.

Personally, I kind of like the cyclic ion blaster. Strength 7 and 8 aren't to be sneezed at, even if it's only AP 4. It's a great way for an XV8 commander to generate lots of shots, which can be a real boon to an XV8 squad. For example, three helios suits can generate 9 AP 1 and 2 shots per turn. This is great, but what if they encounter big squad of goons? Put a plasma rifle and a cyclic ion blaster on the XV8 commander and have him join the squad. Now, they're not just putting out 9 AP 1 and 2 shots a turn, they're putting out up to 11 AP 1 and 2 shots per turn and an additional three AP 4 shots per turn (or a Strength 8 blast). Now your squad is a lot more versatile. They can go TEQ hunting - TEQs are the natural prey of the helios configuration - or even harass squads of MEQs to death in a turn or two, if they have to. And if it's absolutely necessary, they have the ROF to put a dent in guard/ork/nid blobs.

Just stay away from the airbursting fragmentation projector. I dislike it for the same reason I dislike flamers on crisis suits. When a gun has a strength that's one lower than the strength of your army's basic gun, it's a bit pillow-fisted. Its only other advantages are that it can ignore LOS (Barrage) and cover (Ignores Cover). The trouble is that on an XV8, anything can ignore LOS if you exploit jump-shoot-jump correctly, and in the Tau army, anything can Ignore Cover if you exploit markerlights correctly... so basically you're giving up a point of Strength in return for advantages that you don't really need.

I completely disagree with your assessment. The point of the weapon is hitting things you cannot see.

The frag launcher with Target Lock and Drone Controller is the perfect drone squad commander. you hop out for your drones to shoot something, and the commander targets something 'whatever', whether in cover or not.

that's the point of the frag launcher.

Learn2Eel
04-13-2013, 10:18 AM
Good stuff! Until I really get settled on what I think works best in my army list, I'll probably buy a new Crisis Team every fortnight and kit them out differently to my previous one and see what works. Helios and Bladestorm are probably the only ones I'll use though.

ElectricPaladin
04-14-2013, 11:03 AM
Good stuff! Until I really get settled on what I think works best in my army list, I'll probably buy a new Crisis Team every fortnight and kit them out differently to my previous one and see what works. Helios and Bladestorm are probably the only ones I'll use though.

Don't do that. Crisis suits are easy as pie to magnetize. The sharp lines on the models and the fact that the guns are arm-mounted, rather than fist-mounted, means that it looks really good (rather than most magnetized infantry I've seen, where the magnetized bits always look artificial and weirdly angled).

Relatedly, by the way, I was recently admiring my collection of crisis suit weaponry and it made me laugh. I have seven crisis suits. I have ten magnetized plasma rifles, seven magnetized missile pods, and only two fusion blasters and burst cannons. No flamers - of course. It looks like I've got my work cut out for me.

Also, I may need to buy some more bits. I only have three more unmagnetized fusion blasters. I'm completely out of crisis suit burst cannons - I used all my leftovers, on a lark, to make heavy gun drones - though I think my two leftover stealth suit burst cannons will look pretty good on crisis suits.

Panxer
04-15-2013, 07:58 AM
Don't forget the bitz!

http://www.paulsongames.com/mecha_parts___54mm.html

ElectricPaladin
04-15-2013, 08:00 AM
Don't forget the bitz!

http://www.paulsongames.com/mecha_parts___54mm.html

DAY-umn, but those are some sharp bits! I will definitely keep those in mind!