Tau, like most armies, benefit enormously from the addition of allies. There are simply some things certain armies can't do, that other armies can. Tau purists, this post isn't for you.
Just like to point out I don't own that image.
Anyways, I have seen people try a number of things: Grab some cheese units from other codices, and add them to our army list (Vendettas, Scythes, Paladins etc.), units that do what we do (shoot), heavily armoured assault units (TH/SS terminators, paladins again, Nob Bikers), disposable wounds (orks, IG) and psychic heavy hitters. While they all work in their own way, what we really want is synergy. I have tried allies from a number of different codices, and drawn certain conclusions about them.
Space Marines: Ah, our imperial battle brothers. Popular for several reasons, one being that everyone and their grandma has a SM army, so simply adding it to a tau force is only natural, right? Admittedly, some of their units have great synergy with ours (scouts, sternguard) and others are good for filling niches tau can't (pushing into their deployment zone and keeping them out of ours, ASM and either variety of terminator works). There are really two units I want to give a little bit extra emphasis to however: Librarians and scouts. Librarians are good for all the obvious reasons, yes, but also have some interesting tactics when mixed with our army, particularly broadsides. Three power really stand out here: Force Dome, it isn't a great invul. but it makes the broadsides less dependent on cover and so increases tactical flexibility. Gate of infinity is great for several reasons: Get broadsides out of harm's way, get side/rear armour shots, and last minute objective grabs in Big Guns Never Tire. The other one needs to be rolled for, it is the biomancy power 'Endurance'...FNP, IWND, Relentless broadsides? Yes, please. Scouts are great because they have the range of tau troops and so mesh with our play style, have sniper weapons which is now a big deal, and are a cheap way to fill the troops slot. I usually add a lascannon stormtalon to round off the allied contingent here.
Eldar: Don't mesh with our style of play very well. We are mobile, they are fast. Big difference. Their speed means they will get near the enemy, and we won't be able to keep up. Unsupported eldar=dead eldar. The good things, though, are that they have divination so can boost our shooting, eldar jetbikes so they can have T4 farseers keep up with our crisis suits and JSJ with them, monstrous creatures if that's your thing, and can have jetbike troops. So while you can play around with them to make them mesh, you will really just be shaping them into a tau list with different models, so really what is the point? Farseers are all that comes to mind.
Necrons: Lots of people are trying them thanks to us having access to cheap nightvision, and them having their night-causing rules. Or for their flyers. Both are not the greatest reasons. Most armies have access to nightvision, either in the form of searchlights, blacksun filters or simply being dark eldar, other armies either us short ranged fire or are assault oriented. Nightfighting isn't that big a deal. As for their flyers, a lucky volley of bolters could down them. Pass. I am sure there are other ways to run them with tau, but they are not immediately obvious, or appealing.
Grey Knights: It is tempting to take Draigo and a bunch of paladins. Don't. If you run grey knights alongside tau, I would recommend either a henchmen list with psyfleman dreads, or a PA list, because warp quake really is a great rule for an army that does NOT want anything coming that close to it, especially at full strength, having not crossed the board while getting chewed by pulse and burst cannon fire. Librarian would be pointless for the most part, what with us not being battlebrothers, however it could be useful for psychic defense or buffing other GK.
Chaos: I see potential here. The new chaos codex can really create just about any army type, which is good. It also has access to some ridiculously tough units, and if you run out of slots for broadsides, take obliterators! Being so new, I will need to playtest, I am however thinking of either a daemon prince with some oblits and cult marines, or a Tzeentch chaos lord with the sigil of corruption, 2+/3+ with a terminator unit attached, standard marines as troops and again, oblits. Bonus since people haven't figured out how to counter it yet, due to newness.
BA/SW. These are both gimmicky codices. If you use either as allies, you may as well just take their cheese units. I wouldn't recommend them though unless you REALLY want a runepriest in a drop pod with some GH.
IG: Same as above, don't mesh too well, being simply a "brute force" kind of army. If you take them, may as well load up on vendettas and hydras I suppose.
DE: Wouldn't suggest it. Suffers from the same drawbacks as elder, don't have battlebrother psykers to compensate.
Daemons: Could be fun, can't see it working out. Would be hilarious to have An'ggrath fighting alongside the tau too.
Well that pretty much covers specific armies. Not to sound like a broken record, but I will repeat myself; strive for synergy. A force that works in a way similar to the core force, yet accomplishes things it can't and covering some of it's weaknesses, is what you should be aiming for.
Wednesday, 31 October 2012
Saturday, 27 October 2012
Tournament Results
Ended up taking 2nd place overall, of about two dozen players. Played Four games.
Game 1:
My opponent for the first game brought a true horde army: Chaos cultists allied with orks. Among the more interesting bits of the list were abaddon and two maulerfiends. We got Vanguard Strike and the emperor's will, on a terrain heavy board. Has some abominable rolling for my shooting for the first two turns, and he got most of the way across the table. Top of turn three, my three suit units deepstrike and hit right where they need to, and some unholy good luck sees his army ripped to shreds. Abaddon was killed trying to death or glory my hammerhead when it, with only one burst cannon left, tank shocked his unit. The best moment was when one cultist unit charged my broadsides, and the aspiring champion issued a challenge. I accepted with my broadside team leader because I believed in him, and he lost. The cultist rolled on the boon tabled and became a prince. He then challenged again and I accepted with my librarian, who he also killed. He rolled and got D3+1 more rolls, of course getting four. He gained THREE additional wounds and 1T. Thank goodness the game ended there, with firewarriors on my objective and nothing on his.
Game 2:
Faced a necron army with two flyers, Zahndrekh and a whole lotta mech. We rolled dawn of war and Emperor's Will for mission and deployment. He got first turn, but I stole the initiative. I had my stealthsuits, tank and scouts deployed way up the field, and moved them further up, hoping to keep him away from my heavy, long ranged fire support in the backfield. For the first few turns, I was sweeping through his weak backfield, and then his flyers came on. They wrecked the broadsides and firewarriors, so we had basically swapped ends of the field and started to head back towards our own ends. His flyers deployed their troops, and I wrecked most of them, eventually whittling one squad of warriors to 2 men and the other to three. My suits choose now to come in, and shoot down one flyer and the squad beneath it. The stealthsuits destroy the other flyer, which crashes and kills the warriors beneath it, meaning he was tabled.
Game 3:
Faced a Chaos Space Marine/Daemon alliance, epidemius and plague marines. Wasn't the most exciting game, we rolled Dawn of War and crusade. 3 objectives, one in each deployment zone and one in the middle. I held mine, and advanced a firewarrior squad up to the central one, with my stealthsuits in his deployment zone harrassing him and soaking up a silly amount of firepower with their 2+ cover save. They were the only unit slain to a man on either side this game, almost nothing died. I still got first blood for fusion blasting a rhino though!
Game 4:
The final round, I faced a Blood Angels/Space wolves allied list. Hammer and Anvil, Purge the Alien. Runepriest with grey hunters drop podded into my deployment zone, Mephiston and death company were the blood angels contingent. They killed all three squads of firewarriors in the first two turns, and thunderhammered my poor hammerhead to death (after it claimed half the GH squad that podded in). My Warlord and the fireknives I attached him to scattered onto mephiston (he was alone too, hard to hit a lone 25mm base) and mishaped to death. The other unit dropped nearby, and by this point I REALLY wanted mephiston dead, so I fired them at him. The burst cannon shots ALL missed, except one which managed to wound and also beat his armour, imagine that. The plasma shot all hit, and NONE OF THEM WOUNDED. Next round, mephiston charged and they actually killed him with overwatch. Then death company with 3x thunderhammers happened.
All in all, it wasn't the hardest tournament I've ever played, but it was certainly fun. Especially killing Mephiston, and watching Bruce the Cultist (he earned a name today) become an unstoppable force of nature. The dice gods favoured me today.
Game 1:
My opponent for the first game brought a true horde army: Chaos cultists allied with orks. Among the more interesting bits of the list were abaddon and two maulerfiends. We got Vanguard Strike and the emperor's will, on a terrain heavy board. Has some abominable rolling for my shooting for the first two turns, and he got most of the way across the table. Top of turn three, my three suit units deepstrike and hit right where they need to, and some unholy good luck sees his army ripped to shreds. Abaddon was killed trying to death or glory my hammerhead when it, with only one burst cannon left, tank shocked his unit. The best moment was when one cultist unit charged my broadsides, and the aspiring champion issued a challenge. I accepted with my broadside team leader because I believed in him, and he lost. The cultist rolled on the boon tabled and became a prince. He then challenged again and I accepted with my librarian, who he also killed. He rolled and got D3+1 more rolls, of course getting four. He gained THREE additional wounds and 1T. Thank goodness the game ended there, with firewarriors on my objective and nothing on his.
Game 2:
Faced a necron army with two flyers, Zahndrekh and a whole lotta mech. We rolled dawn of war and Emperor's Will for mission and deployment. He got first turn, but I stole the initiative. I had my stealthsuits, tank and scouts deployed way up the field, and moved them further up, hoping to keep him away from my heavy, long ranged fire support in the backfield. For the first few turns, I was sweeping through his weak backfield, and then his flyers came on. They wrecked the broadsides and firewarriors, so we had basically swapped ends of the field and started to head back towards our own ends. His flyers deployed their troops, and I wrecked most of them, eventually whittling one squad of warriors to 2 men and the other to three. My suits choose now to come in, and shoot down one flyer and the squad beneath it. The stealthsuits destroy the other flyer, which crashes and kills the warriors beneath it, meaning he was tabled.
Game 3:
Faced a Chaos Space Marine/Daemon alliance, epidemius and plague marines. Wasn't the most exciting game, we rolled Dawn of War and crusade. 3 objectives, one in each deployment zone and one in the middle. I held mine, and advanced a firewarrior squad up to the central one, with my stealthsuits in his deployment zone harrassing him and soaking up a silly amount of firepower with their 2+ cover save. They were the only unit slain to a man on either side this game, almost nothing died. I still got first blood for fusion blasting a rhino though!
Game 4:
The final round, I faced a Blood Angels/Space wolves allied list. Hammer and Anvil, Purge the Alien. Runepriest with grey hunters drop podded into my deployment zone, Mephiston and death company were the blood angels contingent. They killed all three squads of firewarriors in the first two turns, and thunderhammered my poor hammerhead to death (after it claimed half the GH squad that podded in). My Warlord and the fireknives I attached him to scattered onto mephiston (he was alone too, hard to hit a lone 25mm base) and mishaped to death. The other unit dropped nearby, and by this point I REALLY wanted mephiston dead, so I fired them at him. The burst cannon shots ALL missed, except one which managed to wound and also beat his armour, imagine that. The plasma shot all hit, and NONE OF THEM WOUNDED. Next round, mephiston charged and they actually killed him with overwatch. Then death company with 3x thunderhammers happened.
All in all, it wasn't the hardest tournament I've ever played, but it was certainly fun. Especially killing Mephiston, and watching Bruce the Cultist (he earned a name today) become an unstoppable force of nature. The dice gods favoured me today.
Thursday, 25 October 2012
Upcoming Tournament: Oct 27, 2012
Coming up on Saturday at my friendly local games workshop is a 1500pt Warhammer 40k tourney.
I've been running permutations of different lists through my head for the past several days, and have finally chosen an army roster!
First though, I REALLY wanted to run a mono-tau list, something along the lines of:
HQ:
Shas'el w/ MP+PR+VRT+HWMT-97
Elites:
6x Stealth Suits, 2x FB-184
3x Crisis Suits w/ MP+PR+MT-186
3x Crisis Suits w/ PR+BC+MT-174
Troops:
10x Firewarriors-100
10x Firewarriors-100
10x Firewarriors-100
Heavy Support:
1x Hammerhead w/ railgun, Burst Cannons, Multi-tracker, Disruption Pod-165
1x Hammerhead w/ railgun, Burst Cannons, Multi-tracker, Disruption Pod-165
2x Broadsides w/ TA, Team Leader w/ 2x Shield Drones-195
Total: 1456. Would have thrown in some hard-wired blacksun filters for a few units, maybe another shield drone somewhere. The commander would have joined the scouts for a 2+ save and to give them H&R.
However, I decided that while that list may suit me well in terms of what I like to field, it wasn't quite a tournament list. I decided to bring along SM allies, for psychic powers and stormtalons!
HQ:
Shas'el w/MP+PR+MT-87
Terminator Librarian-125
Elites:
6x Stealthsuits w/ 2x FB-184
3x Crisis Suits w/ TLMP, Flamers-141
2x Crisis Suits w/ MP+BC+MT-100
Troops:
10x Firewarriors-100
10x Firewarriors-100
10x Firewarriors-100
5x Scouts w/ Sniper Rifles-75
Fast Attack:
Stormtalon w/ TL Lascannons-150
Heavy Support:
2x Broadsides, 2x TA, 2x Shield Drones-190
1x Hammerhead w/ Plasma Cannons, Burst Cannons, Multi-tracker, Disruption Pod-130
This list has a lot more anti-flyer firepower, between the deathrains, hammerhead, broadsides and stormtalon. Once again, the commander is going with the stealthsuits. Terminator with the broadsides [to make sure they never, ever die...biomancy is great ;)]
Another thing I was thinking of maybe doing, due to the poor anti-meq/teq of this list, was to put plasma rifles on the broadsides and give one an A.S.S, put them with the librarian and select the powers 'gate of infinity' and 'null zone'. Alternatively, I could swap out the three deathrains to two fireknives, and use the extra points to upgrade the second crisis unit's missile pods to plasma rifles.
So much to consider! I'll post the results once the tournament is done.
I've been running permutations of different lists through my head for the past several days, and have finally chosen an army roster!
First though, I REALLY wanted to run a mono-tau list, something along the lines of:
HQ:
Shas'el w/ MP+PR+VRT+HWMT-97
Elites:
6x Stealth Suits, 2x FB-184
3x Crisis Suits w/ MP+PR+MT-186
3x Crisis Suits w/ PR+BC+MT-174
Troops:
10x Firewarriors-100
10x Firewarriors-100
10x Firewarriors-100
Heavy Support:
1x Hammerhead w/ railgun, Burst Cannons, Multi-tracker, Disruption Pod-165
1x Hammerhead w/ railgun, Burst Cannons, Multi-tracker, Disruption Pod-165
2x Broadsides w/ TA, Team Leader w/ 2x Shield Drones-195
Total: 1456. Would have thrown in some hard-wired blacksun filters for a few units, maybe another shield drone somewhere. The commander would have joined the scouts for a 2+ save and to give them H&R.
However, I decided that while that list may suit me well in terms of what I like to field, it wasn't quite a tournament list. I decided to bring along SM allies, for psychic powers and stormtalons!
HQ:
Shas'el w/MP+PR+MT-87
Terminator Librarian-125
Elites:
6x Stealthsuits w/ 2x FB-184
3x Crisis Suits w/ TLMP, Flamers-141
2x Crisis Suits w/ MP+BC+MT-100
Troops:
10x Firewarriors-100
10x Firewarriors-100
10x Firewarriors-100
5x Scouts w/ Sniper Rifles-75
Fast Attack:
Stormtalon w/ TL Lascannons-150
Heavy Support:
2x Broadsides, 2x TA, 2x Shield Drones-190
1x Hammerhead w/ Plasma Cannons, Burst Cannons, Multi-tracker, Disruption Pod-130
This list has a lot more anti-flyer firepower, between the deathrains, hammerhead, broadsides and stormtalon. Once again, the commander is going with the stealthsuits. Terminator with the broadsides [to make sure they never, ever die...biomancy is great ;)]
Another thing I was thinking of maybe doing, due to the poor anti-meq/teq of this list, was to put plasma rifles on the broadsides and give one an A.S.S, put them with the librarian and select the powers 'gate of infinity' and 'null zone'. Alternatively, I could swap out the three deathrains to two fireknives, and use the extra points to upgrade the second crisis unit's missile pods to plasma rifles.
So much to consider! I'll post the results once the tournament is done.
Saturday, 15 September 2012
Unit Analysis: Crisis Suits part III
So, we've talked about why crisis suits are good, we've talked about how to build a solid crisis suits, now we need to talk about how to use them.
Now, the first thing you need to know are that how to use a crisis suits depends on the play style, the weapons of the suits, and the scenario. Despite that, there are some truisms that encompass nearly all playstyles.
First off, stay back. It can be tempting to move to 12" and make use of the rapid fire rule on the plasma rifle, but this should only be done when you are more or less certain you can destroy your target (i.e. 2 tactical marines against 3 fireknives). The other time it may be useful is if you are intentionally using the fireknives to draw the attention of the target unit, to protect something more important (i.e. firewarriors, anything on an objective), which brings us to our next point.
Crisis suits are expendable. Don't be wreckless, try and keep them around as much as is feasible, but don't protect them to the point of relying on their survival. They are great for killing, and perfect as a harassment unit, but don't fill up the more important tactical roles of being scoring and being tough.
Anyways, on the battlefield there are a solid number of ways to use crisis suits.
First off, they are aggressive suits. Get a wedge of 6+ crisis suits and just carve a path through your enemy, and sweep them off of objectives. Open up gaps for your other units, and just generally take the fight to the enemy. Manticore in the background making you rage? Introduce it to enough melta to wreck a baneblade. Blob squad causing you trouble? Get some markerlight support, and just chew through them with burst cannons. Most weapons do okay here, the missile pod may be out of place though, not because it wouldn't excel, but simply because you would be wasting it's awesome range.
Next off is defensive, hanging back and popping transports, thinning squads etc. gunline style, so that they are weak by the time they get to you, and then you just thrust away from them. Crisis suits filling this role are generally the greatest source of anti-transports we tau can get, also works well against flyers. Deathrains and Fireknives work well in this capacity, as missile pods and plasma rifles are the only weapons that really lend themselves to this role, due to their range.
Another common way is as a harassment unit. Do not be engaging in full on firefights so much as just wearing away at a unit's edge and boosting away on your jetpack to avoid retaliation. The purpose is not so much to be smashing units, as an aggressive suit would do, but weaking them. The main difference between this and the other suits are that aggressive suits move in for point-blank carnage, and usually have more than one squad teaming up, and defensive units generally stick to their table edge, whereas harassment units may deploy forward or deepstrike behind enemy lines, but generally still work independantly from the other teams and stay an arm's length away from the enemy. Missile pods, Burst Cannons and Plasma Rifles are the optimal weapons for this role, though both special issue weapons may also have their uses in this capacity.
The fourth and easily least common way of running a crisis suits is as a suicide suit. TL flamer, TL fusion blasters, flamer+fusion blaster etc., just to disrupt the enemy and hopefully recover more points than was invested in them, which they usually will, at the cost of a FOC slot. Not often used, and with good reason. I just thought I'd include it for the sake of completeness.
Now something you may have noticed, most crisis suit weapons are suitable for most roles. If you stick tot he more versatile weapons and builds, you can switch roles mid game. An example of how might work is that I usually take my suits (1 team of 3 with MP+BC+MT, 1 team of three with MP+PR+MT, 1 stealth team with 2x FB, most often) and start them out as harassment units, either deepstriking or moving up the flanks, and then once all my suits are behind the enemy, who will almost always be pushing towards your home base against tau, and suddenly pinch in from the rear/sides, using the classic hammer and anvil style with my firewarriors and broadsides and railheads on one side, and the suits on the other.
This also works because it can be varied based on the scenario, for example a green tide is moving up the board, covering enough space I can't move around it. The suits I was planning on moving up the sides can be played as defensive suits, with the deepstriking ones waiting until the greenskins move forwards and open up some room in their backfield for my suits to drop, at which point they would either start clearing the ork backfield of any lootas or what have you, or choosing to move forwards and harass the rear of the green horde.
Now, the first thing you need to know are that how to use a crisis suits depends on the play style, the weapons of the suits, and the scenario. Despite that, there are some truisms that encompass nearly all playstyles.
First off, stay back. It can be tempting to move to 12" and make use of the rapid fire rule on the plasma rifle, but this should only be done when you are more or less certain you can destroy your target (i.e. 2 tactical marines against 3 fireknives). The other time it may be useful is if you are intentionally using the fireknives to draw the attention of the target unit, to protect something more important (i.e. firewarriors, anything on an objective), which brings us to our next point.
Crisis suits are expendable. Don't be wreckless, try and keep them around as much as is feasible, but don't protect them to the point of relying on their survival. They are great for killing, and perfect as a harassment unit, but don't fill up the more important tactical roles of being scoring and being tough.
Anyways, on the battlefield there are a solid number of ways to use crisis suits.
First off, they are aggressive suits. Get a wedge of 6+ crisis suits and just carve a path through your enemy, and sweep them off of objectives. Open up gaps for your other units, and just generally take the fight to the enemy. Manticore in the background making you rage? Introduce it to enough melta to wreck a baneblade. Blob squad causing you trouble? Get some markerlight support, and just chew through them with burst cannons. Most weapons do okay here, the missile pod may be out of place though, not because it wouldn't excel, but simply because you would be wasting it's awesome range.
Next off is defensive, hanging back and popping transports, thinning squads etc. gunline style, so that they are weak by the time they get to you, and then you just thrust away from them. Crisis suits filling this role are generally the greatest source of anti-transports we tau can get, also works well against flyers. Deathrains and Fireknives work well in this capacity, as missile pods and plasma rifles are the only weapons that really lend themselves to this role, due to their range.
Another common way is as a harassment unit. Do not be engaging in full on firefights so much as just wearing away at a unit's edge and boosting away on your jetpack to avoid retaliation. The purpose is not so much to be smashing units, as an aggressive suit would do, but weaking them. The main difference between this and the other suits are that aggressive suits move in for point-blank carnage, and usually have more than one squad teaming up, and defensive units generally stick to their table edge, whereas harassment units may deploy forward or deepstrike behind enemy lines, but generally still work independantly from the other teams and stay an arm's length away from the enemy. Missile pods, Burst Cannons and Plasma Rifles are the optimal weapons for this role, though both special issue weapons may also have their uses in this capacity.
The fourth and easily least common way of running a crisis suits is as a suicide suit. TL flamer, TL fusion blasters, flamer+fusion blaster etc., just to disrupt the enemy and hopefully recover more points than was invested in them, which they usually will, at the cost of a FOC slot. Not often used, and with good reason. I just thought I'd include it for the sake of completeness.
Now something you may have noticed, most crisis suit weapons are suitable for most roles. If you stick tot he more versatile weapons and builds, you can switch roles mid game. An example of how might work is that I usually take my suits (1 team of 3 with MP+BC+MT, 1 team of three with MP+PR+MT, 1 stealth team with 2x FB, most often) and start them out as harassment units, either deepstriking or moving up the flanks, and then once all my suits are behind the enemy, who will almost always be pushing towards your home base against tau, and suddenly pinch in from the rear/sides, using the classic hammer and anvil style with my firewarriors and broadsides and railheads on one side, and the suits on the other.
This also works because it can be varied based on the scenario, for example a green tide is moving up the board, covering enough space I can't move around it. The suits I was planning on moving up the sides can be played as defensive suits, with the deepstriking ones waiting until the greenskins move forwards and open up some room in their backfield for my suits to drop, at which point they would either start clearing the ork backfield of any lootas or what have you, or choosing to move forwards and harass the rear of the green horde.
Wednesday, 15 August 2012
Unit Analysis: Crisis Suits Part II
Time to talk about the weapons crisis suits bring to bear, and the support systems/wargear that goes along with it.
First off, I would just like to say that equipping a crisis suit is something even tau veterans tend to bicker about, so I will try to stick to facts as much as possible, but if anything opinionated slips in, that is how I play MY suits at MY local store against MY opponents, and may not necessarily be the best for your situation.
Now, the weapons available to our suits are as follows:
-Airbursting Fragmentation Projector
This is one of the few large blast templates we get out side of apocalypse. Basically, a pie plate barrage with the Ignores Cover special rule, and the stats of a bolter. 0-1 for your army, but really comes in handy against IG infantry swarms and green tides. Good choice for a bodyguard, if you use them
-Burst Cannon
AP5 heavy bolter with about half the range, there are really only two things about it that are appealing: it's got good dakka, and it's cheap. Better than in 5th, as it can cause damage to transports/back armour tanks now.
-Cyclic Ion Blaster
You thought the burst cannon had dakka? You ain't see dakka. Comes with an unholy 5 shots a turn, but suffers from mediocre range and low strength. The good thing is it has a slightly weaker version of rending on it so it can sometimes pierce marine armour, and already penetrated anything less regardless. 0-1, like the AFP. Only suitable for high BS suits (usually a Shas'el with a Targeting Array).
-Flamer
Same as all the other races flamers. You'd think if guardmen could carry heavy flamers, that crisis suits could too but I guess not. Dirt cheap though, so sometimes used twin-linked on suicide suits (for fun) or to fill a third hardpoint, being the second cheapest option right behind the black sun filter.
-Fusion Blaster
Standard melta, good for killing tanks when you get real close, but you generally shouldn't get 'real close' with tau so...yeah. Pretty average price. If you are the kind of person willing to sacrifice their suits for the greater good...and the hope of exploding a land raider...then they can make excellent use of the XV8's inherent mobility and deepstrike capabilities, especially paired with a skyshield/pathfinders/tetras.
-Missile Pod
This weapon is one of the gems of the battlesuit armoury. It is an autocannon, a beautiful, beautiful autocannon. The longest ranged weapon battlesuits can use (not counting broadsides...), they are often used as backfield weapons. Not too expensive either. In my lists, I rarely have a suit without one, usually only one or two per game. Pairs well with every weapon in the armoury, and can be twin-linked, like all the others.
-Plasma Rifle
A nifty weapon, it was a staple in most lists in 5th edition, though now it's status as 'ubiquitous crisis suit weapon' is being quickly usurped by the missile pod, at least in the stores I visit (4 of them). It's basically a plasma gun, -1 strength and without the Gets Hot! special rule. You can see how that would be useful. The problem is it's expensive, and only gets one shot at 12-24", and none beyond that. Good against marines, generally not worth it against non marine armies though (high strength low ap weapon usually don't do much to a horde of gaunts). AP2 got better though.
Now, onto support systems:
Only gonna list those pertinent to crisis suits, which also happen to not have been discarded by GW (C&C node, target lock).
-Blacksun Filter
By far the cheapest thing you can put on a crisis suit. Grants Night Vision. Better than in 5th. If you have no idea how to fill up that last hardpoint, it's a pretty safe investment.
-Drones controller
Lets you take shield, gun and marker drones. Shield is probably the best of them, though it is not essential for standard crisis suits as it bumps up their cost significantly.
-Multi-tracker
Awesome equipment, super cheap, fills a hardpoint and lets you fire two weapon, this is one of the major factors that make crisis suits awesome. This wargear is one of the most important entries in our codex, without a doubt.
-Positional Relay
A lot worse in 6th than it was in 5th. It is 0-1, and it let's you bring in reserves on 2+, regardless of what it otherwise would be, and makes only 1 unit roll for reserves each turn, so you can keep your army in reserve longer, and bring a unit in with a fair degree of precision. Now that turn 3 reserves are 2+, and turn four is auto, this really isn't that great anymore.
-Shield Generator
Enormously expensive 4+ invulnerable save. The only time I would recommend it would be on a suicide suit, though I wouldn't recommend the suicide suit in the first place, or on a Shield'O (we'll get to that later).
-Targeting Array
Useful for any suit with access to the armoury, and by extension, the hard-wired multi-tracker. +1 BS, it's kind of expensive but I guess it's worth it if you keep your suits safe.
-Vectored Retro Thrusters
You can only get it on a lone suit or an independant character, and it's 0-1. It gives you hit and run. Pretty bad in 5th, your lone suit probably didn't survive the combat. Now, however, it is good. Hit-and-run is conferred to the unit in 6th. You can have your 30 kroot + blob benefit from hit-and-run. You can have farsight and the seven (or eight, while using this) samurais have hit-and-run. You can confer it to a SM or Eldar unit too. Could be interesting. Maybe have a cheap shas'el flying around pulling tau out of combat, just to see your opponents reaction.
And Finally, on to wargear:
-Bonding knife
A decent piece of wargear if you have spare points, it used to let the unit regroup when under 50% strength. Now, in the new edition, it's not quite as essential as in 5th. Now it makes them regroup at their unmodified leadership value. I guess it could come in handy with 3 suits and two drones, but really it's not such an issue. One way I can see it helping, however, is if your opponent has battle psykers and uses weaken resolve, it won't affect their regroup. Really only useful for Farsight suit, but they get them for free anyways sooo...
-Ejection System
If your commander/lone suit loses his last wound to a shooting attack that does NOT cause instant death (when does that happen?), he gets to eject. You basically have a firewarrior, with a pistol and no armour who keeps the Ld, BS and WS of the suit. Pretty expensive, pretty situational, 0-1. Not fantastic, but on your commander, if he is a warlord, and against dakka armies like IG or Orks, it could work. If it denies your opponent two VP that's great. Also, you can always throw the pilot on to a fire warrior unit for Ld9/10.
-Failsafe detonator
0-1. It is okay on large units of suits (Farsight, stealthsuits). Basically, once you've lost an assault and fall back, your enemy does not get to launch a sweeping advance. The suit equipped with the FSD stays where it is. You centre the large blast marker on it, no scatter, and all the enemies under it take a S8 hit. Might kill a space marine or two, and it will likely eat lots of ork boyz/guardsmen/gaunt, but that's not the point. The point is your other suits escape automatically. Obviously best when it goes off during the opponent's assault phase. The reason you only want it on big units is that you will probably lose the assault by more than just one wound, and the FSD would claim another 1-2 wounds, as the suit using it dies. So you may end up wasting it, with only the FSD suit surviving the assault.
-Iridium armour
2+ armour save in exchange for cutting your jet pack move in half (swapping 2D6 for D6). Pretty expensive too. 0-1. Only really worth taking on a shield'O, and only if he takes shield drones, which inherit the 2+ save.
-Hard-Wired systems
Blacksun Filter, Multi-tracker and drone controller, same points costs, but don't occupy a hardpoint.
-Stimulant injector.
FNP. Not too expensive. 0-1.
Configuartions:
Most crisis suit configurations combine a multi-tracker and two weapons, so we'll look at these first.
There are a huge number of combinations you can make with crisis suit weaponry, but a few of the most common are:
PR+MP+MT (Fireknife)
This suit is good at taking on almost all types of infantry, due to high strength, low ap, high RoF weaponry. Also good at wrecking transports. Pretty expensive though, and needs to be 12" away for max firepower.
PR+FB+MT (Helios)
This configuration is usually used either for anti-armour, or anti terminator duty. Just as expensive as the fireknife, even shorter range. Often uses deepstrike.
MP+BC+MT (Firestorm)
A good suit for anti-infantry due to having the highest rate of fire a crisis suit can get without the CIB, can also wreck transports pretty handily. The high ap is a bit of an issue against terminators and marines, but marines are usually in cover anyways and terminators have an invul save so it's not a big deal. Really cheap, at only 50 points.
MP+FB+MT (Fireforge)
Didn't see a whole lot of this one until recently, it is probably the best crisis suit configuration for destroying vehicles. Having two S7 shots that reach across most of the board and a melta weapon too, being able to fire both in the same turn? Cheaper than the Fireknife, more expensive than the firestorm.
Those are just a few examples of the more commonly used crisis configs with multi-trackers, there are literally dozens of possibilities though so bear than in mind.
Now, twin-linked weapon suits. These generally fill the third hard-point with either a targeting array, flamer or blacksun filter, though you can really put anything there, especially on a suit with access to the armoury.
Twin-linked MP (Deathrain)
This is possibly the most common crisis suit config nowadays, though the fireknife may still hold that title due to being a bit more versatile. Great for long-range transports destruction, for hitting infantry and staying out of range of return fire, or for taking down flyers due to twin-linked, long range, high strength weaponry. I've seen people run them with Targeting Arrays, though I almost always stick with a flamer.
Twin-linked PR (Burning Eye)
This one I have never been fond of. You are twin-linking a single shot at 24", or two at 12". For around the same price as a fireknife. So you can either twin-link 1-2 shots, or have 3-4 per turn. Seems like a waste of a suit to me.
Twin-linked FB (Sun Forge)
This one is for if you want to deepstrike a suicide crisis suit right behind that Land Raider than NEEDS TO DIE. I don't think I would ever run it, but I can see how it would be useful.
Twin-linked Flamer (the Troll suit)
This one doesn't have an actual name, so I will refer to it as the troll suit. Why? Because that huge blob squad of guardsmen, camping in the ruins? They just had a deepstrike troll suit pop up in their face and roast half their guardsmen. Against any horde army, it will probably make it's points back, but never take more than one, and never expect it to survive. Also, don't take it to tournaments. It is only 34 points minimum, so you only need to roast seven guardsmen for it not to have been wasted, but be careful about giving up that free victory point. Could be hilarious paired with a Fail-safe detonator or an ejection system.
Twin-linked BC (Typhoon)
I just made the name up for this configuration. Know why? No one has bothered to name it, or play it for that matter. Don't do it.
A few last notes on configurations:
-Try not to mix suit configurations within a team. It's okay if the team leader has some enhancements to his wargear, but don't mix a suit with a burst cannon and flamer with one who has a fusion blaster and a missile pod. They do completely different things.
-Though it is sometimes tempting, don't take three identical teams of crisis suits. While individual flexibility is important, synergy is even more so. Take specialized teams of suits, and they will excel at their specific task. Something I usually do when I take three teams of suits, one is anti-transport, one is anti-infantry, one is somewhere in between. Another thing I sometimes do is have an anti infantry loadout, a light-vehicle wrecking loadout, and a full-on tank trashing loadout.
-Some people like to take suits with three different weapons. I am not one of them. I think it is a waste, since there is always one weapon staying silent. Don't let that stop you from trying them though.
-Flamers and multi-trackers don't mix. Burst cannons and fusions blaster don't need a multi-tracker. Use common sense.
-One config I didn't list earlier is TL Flamer+Missile pod. Sort of a reverse deathrain. You use it basically like you would a deathrain, except slightly more aggressive. If the enemy attacks you, hit them with three twin-linked flamers. It is also a lot cheaper than a standard deathrain.
First off, I would just like to say that equipping a crisis suit is something even tau veterans tend to bicker about, so I will try to stick to facts as much as possible, but if anything opinionated slips in, that is how I play MY suits at MY local store against MY opponents, and may not necessarily be the best for your situation.
Now, the weapons available to our suits are as follows:
-Airbursting Fragmentation Projector
This is one of the few large blast templates we get out side of apocalypse. Basically, a pie plate barrage with the Ignores Cover special rule, and the stats of a bolter. 0-1 for your army, but really comes in handy against IG infantry swarms and green tides. Good choice for a bodyguard, if you use them
-Burst Cannon
AP5 heavy bolter with about half the range, there are really only two things about it that are appealing: it's got good dakka, and it's cheap. Better than in 5th, as it can cause damage to transports/back armour tanks now.
-Cyclic Ion Blaster
You thought the burst cannon had dakka? You ain't see dakka. Comes with an unholy 5 shots a turn, but suffers from mediocre range and low strength. The good thing is it has a slightly weaker version of rending on it so it can sometimes pierce marine armour, and already penetrated anything less regardless. 0-1, like the AFP. Only suitable for high BS suits (usually a Shas'el with a Targeting Array).
-Flamer
Same as all the other races flamers. You'd think if guardmen could carry heavy flamers, that crisis suits could too but I guess not. Dirt cheap though, so sometimes used twin-linked on suicide suits (for fun) or to fill a third hardpoint, being the second cheapest option right behind the black sun filter.
-Fusion Blaster
Standard melta, good for killing tanks when you get real close, but you generally shouldn't get 'real close' with tau so...yeah. Pretty average price. If you are the kind of person willing to sacrifice their suits for the greater good...and the hope of exploding a land raider...then they can make excellent use of the XV8's inherent mobility and deepstrike capabilities, especially paired with a skyshield/pathfinders/tetras.
-Missile Pod
This weapon is one of the gems of the battlesuit armoury. It is an autocannon, a beautiful, beautiful autocannon. The longest ranged weapon battlesuits can use (not counting broadsides...), they are often used as backfield weapons. Not too expensive either. In my lists, I rarely have a suit without one, usually only one or two per game. Pairs well with every weapon in the armoury, and can be twin-linked, like all the others.
-Plasma Rifle
A nifty weapon, it was a staple in most lists in 5th edition, though now it's status as 'ubiquitous crisis suit weapon' is being quickly usurped by the missile pod, at least in the stores I visit (4 of them). It's basically a plasma gun, -1 strength and without the Gets Hot! special rule. You can see how that would be useful. The problem is it's expensive, and only gets one shot at 12-24", and none beyond that. Good against marines, generally not worth it against non marine armies though (high strength low ap weapon usually don't do much to a horde of gaunts). AP2 got better though.
Now, onto support systems:
Only gonna list those pertinent to crisis suits, which also happen to not have been discarded by GW (C&C node, target lock).
-Blacksun Filter
By far the cheapest thing you can put on a crisis suit. Grants Night Vision. Better than in 5th. If you have no idea how to fill up that last hardpoint, it's a pretty safe investment.
-Drones controller
Lets you take shield, gun and marker drones. Shield is probably the best of them, though it is not essential for standard crisis suits as it bumps up their cost significantly.
-Multi-tracker
Awesome equipment, super cheap, fills a hardpoint and lets you fire two weapon, this is one of the major factors that make crisis suits awesome. This wargear is one of the most important entries in our codex, without a doubt.
-Positional Relay
A lot worse in 6th than it was in 5th. It is 0-1, and it let's you bring in reserves on 2+, regardless of what it otherwise would be, and makes only 1 unit roll for reserves each turn, so you can keep your army in reserve longer, and bring a unit in with a fair degree of precision. Now that turn 3 reserves are 2+, and turn four is auto, this really isn't that great anymore.
-Shield Generator
Enormously expensive 4+ invulnerable save. The only time I would recommend it would be on a suicide suit, though I wouldn't recommend the suicide suit in the first place, or on a Shield'O (we'll get to that later).
-Targeting Array
Useful for any suit with access to the armoury, and by extension, the hard-wired multi-tracker. +1 BS, it's kind of expensive but I guess it's worth it if you keep your suits safe.
-Vectored Retro Thrusters
You can only get it on a lone suit or an independant character, and it's 0-1. It gives you hit and run. Pretty bad in 5th, your lone suit probably didn't survive the combat. Now, however, it is good. Hit-and-run is conferred to the unit in 6th. You can have your 30 kroot + blob benefit from hit-and-run. You can have farsight and the seven (or eight, while using this) samurais have hit-and-run. You can confer it to a SM or Eldar unit too. Could be interesting. Maybe have a cheap shas'el flying around pulling tau out of combat, just to see your opponents reaction.
And Finally, on to wargear:
-Bonding knife
A decent piece of wargear if you have spare points, it used to let the unit regroup when under 50% strength. Now, in the new edition, it's not quite as essential as in 5th. Now it makes them regroup at their unmodified leadership value. I guess it could come in handy with 3 suits and two drones, but really it's not such an issue. One way I can see it helping, however, is if your opponent has battle psykers and uses weaken resolve, it won't affect their regroup. Really only useful for Farsight suit, but they get them for free anyways sooo...
-Ejection System
If your commander/lone suit loses his last wound to a shooting attack that does NOT cause instant death (when does that happen?), he gets to eject. You basically have a firewarrior, with a pistol and no armour who keeps the Ld, BS and WS of the suit. Pretty expensive, pretty situational, 0-1. Not fantastic, but on your commander, if he is a warlord, and against dakka armies like IG or Orks, it could work. If it denies your opponent two VP that's great. Also, you can always throw the pilot on to a fire warrior unit for Ld9/10.
-Failsafe detonator
0-1. It is okay on large units of suits (Farsight, stealthsuits). Basically, once you've lost an assault and fall back, your enemy does not get to launch a sweeping advance. The suit equipped with the FSD stays where it is. You centre the large blast marker on it, no scatter, and all the enemies under it take a S8 hit. Might kill a space marine or two, and it will likely eat lots of ork boyz/guardsmen/gaunt, but that's not the point. The point is your other suits escape automatically. Obviously best when it goes off during the opponent's assault phase. The reason you only want it on big units is that you will probably lose the assault by more than just one wound, and the FSD would claim another 1-2 wounds, as the suit using it dies. So you may end up wasting it, with only the FSD suit surviving the assault.
-Iridium armour
2+ armour save in exchange for cutting your jet pack move in half (swapping 2D6 for D6). Pretty expensive too. 0-1. Only really worth taking on a shield'O, and only if he takes shield drones, which inherit the 2+ save.
-Hard-Wired systems
Blacksun Filter, Multi-tracker and drone controller, same points costs, but don't occupy a hardpoint.
-Stimulant injector.
FNP. Not too expensive. 0-1.
Configuartions:
Most crisis suit configurations combine a multi-tracker and two weapons, so we'll look at these first.
There are a huge number of combinations you can make with crisis suit weaponry, but a few of the most common are:
PR+MP+MT (Fireknife)
This suit is good at taking on almost all types of infantry, due to high strength, low ap, high RoF weaponry. Also good at wrecking transports. Pretty expensive though, and needs to be 12" away for max firepower.
PR+FB+MT (Helios)
This configuration is usually used either for anti-armour, or anti terminator duty. Just as expensive as the fireknife, even shorter range. Often uses deepstrike.
MP+BC+MT (Firestorm)
A good suit for anti-infantry due to having the highest rate of fire a crisis suit can get without the CIB, can also wreck transports pretty handily. The high ap is a bit of an issue against terminators and marines, but marines are usually in cover anyways and terminators have an invul save so it's not a big deal. Really cheap, at only 50 points.
MP+FB+MT (Fireforge)
Didn't see a whole lot of this one until recently, it is probably the best crisis suit configuration for destroying vehicles. Having two S7 shots that reach across most of the board and a melta weapon too, being able to fire both in the same turn? Cheaper than the Fireknife, more expensive than the firestorm.
Those are just a few examples of the more commonly used crisis configs with multi-trackers, there are literally dozens of possibilities though so bear than in mind.
Now, twin-linked weapon suits. These generally fill the third hard-point with either a targeting array, flamer or blacksun filter, though you can really put anything there, especially on a suit with access to the armoury.
Twin-linked MP (Deathrain)
This is possibly the most common crisis suit config nowadays, though the fireknife may still hold that title due to being a bit more versatile. Great for long-range transports destruction, for hitting infantry and staying out of range of return fire, or for taking down flyers due to twin-linked, long range, high strength weaponry. I've seen people run them with Targeting Arrays, though I almost always stick with a flamer.
Twin-linked PR (Burning Eye)
This one I have never been fond of. You are twin-linking a single shot at 24", or two at 12". For around the same price as a fireknife. So you can either twin-link 1-2 shots, or have 3-4 per turn. Seems like a waste of a suit to me.
Twin-linked FB (Sun Forge)
This one is for if you want to deepstrike a suicide crisis suit right behind that Land Raider than NEEDS TO DIE. I don't think I would ever run it, but I can see how it would be useful.
Twin-linked Flamer (the Troll suit)
This one doesn't have an actual name, so I will refer to it as the troll suit. Why? Because that huge blob squad of guardsmen, camping in the ruins? They just had a deepstrike troll suit pop up in their face and roast half their guardsmen. Against any horde army, it will probably make it's points back, but never take more than one, and never expect it to survive. Also, don't take it to tournaments. It is only 34 points minimum, so you only need to roast seven guardsmen for it not to have been wasted, but be careful about giving up that free victory point. Could be hilarious paired with a Fail-safe detonator or an ejection system.
Twin-linked BC (Typhoon)
I just made the name up for this configuration. Know why? No one has bothered to name it, or play it for that matter. Don't do it.
A few last notes on configurations:
-Try not to mix suit configurations within a team. It's okay if the team leader has some enhancements to his wargear, but don't mix a suit with a burst cannon and flamer with one who has a fusion blaster and a missile pod. They do completely different things.
-Though it is sometimes tempting, don't take three identical teams of crisis suits. While individual flexibility is important, synergy is even more so. Take specialized teams of suits, and they will excel at their specific task. Something I usually do when I take three teams of suits, one is anti-transport, one is anti-infantry, one is somewhere in between. Another thing I sometimes do is have an anti infantry loadout, a light-vehicle wrecking loadout, and a full-on tank trashing loadout.
-Some people like to take suits with three different weapons. I am not one of them. I think it is a waste, since there is always one weapon staying silent. Don't let that stop you from trying them though.
-Flamers and multi-trackers don't mix. Burst cannons and fusions blaster don't need a multi-tracker. Use common sense.
-One config I didn't list earlier is TL Flamer+Missile pod. Sort of a reverse deathrain. You use it basically like you would a deathrain, except slightly more aggressive. If the enemy attacks you, hit them with three twin-linked flamers. It is also a lot cheaper than a standard deathrain.
Sunday, 12 August 2012
Unit Analysis: Crisis Suits Part I
So I am finally getting around to it.
Crisis suits, the big guns of the tau (well, I guess that's railguns, but still), the true heavy cavalry of the Greater Good.
They can be equipped for almost any kind of firefight, being able to take melta, flamers, plasma, burst cannons and missile pods, along with a whole host of wargear and support systems, ensuring there are always other ways to equip one.
They are our codex's monster unit, you can have a strong list built around little other than spamming them. They are our 2W killers, while GK have their paladins, and SW have their thunderwulves, neither of those can hope to outshoot crisis suits.
The reason why crisis suits are so good comes down to a single piece of wargear.
The multi-tracker.
While there are strong loadouts for crisis suits that don't involve multi-trackers, they are generally extremely specialized. The ability to fire two weapons a turn makes them scary. The reason people take 10 strong tactical squads is so that they can get their big gun and their special gun. A crisis suit can match the fire power of BOTH those gunners. Alone. And they can come in squads of 3 (or eight, but we're not talking about Farsight here). That puts the firepower of a squad of 3 around that of a devastator/havoc squad (before you say "but they don't get lascannons and plasma cannons etc. your squad of three can fire three autocannon equivalents and three heavy bolter equivalents in a turn, which is devastator comparable).
The big differences between them and devastators are that they are mobile, they are 2W and they can punch rhinos hard enough to make them explode, in an emergency. While that last one is pretty iffy, the first two are what make the big difference. A lucky plasma cannons shot can wipe half a devastator unit in one shot. Full health crisis suits literally cannot be killed by a single plasma cannon shot. Also, the more wounds devastators take, the less their firepower becomes. Crisis suits have full firepower after suffering 3-5 wounds (depending on drones on a character or not).
Mobility is important because while crisis suits are pretty tough, they are not thunderwulves with their 3+ invuln save. They are not paladins with their 5+ invuln and 5+ FNP. You can still lose a crisis suit to a single krak missile. Depending on how you kit it out, it can be 60+ points gone in the blink of an eye, or if you have a team leader and went crazy with the upgrades, 100+ points. There are few ways to make your suit resistant to missile sniping, with iridium armour and shield generator being the only ways I can think of, but neither are very good for various reasons. Drones maybe, but a crisis suit's real protection is JSJ (jump, shoot, jump). Start your turn in cover, move out to get a better shot, move back in during the assault phase. With any luck, you'll break line of sight. JSJ also let's them outrun almost anything, so they'll rarely end up in an assault unless you position them poorly or your opponent has unholy good luck with his assault distance rolls.
As far as sixth edition goes, they got better, though not as drastically as certain other units. The main changes they're interested in are weaker cover saves, getting to take their armour saves against dangerous terrain (huge deal) and also deepstrike mishaps being more lenient. As to the new jetpack move, I have not yet decided if it is good or bad. While on average you'll move 7", 1" further than before, if your luck abandons you, you may only move 2". At the same time though, if your luck has completely abandoned you and you keep rolling snake eyes, no mechanic will ever save you, so we'll see as time goes on whether or not this is good or bad.
PROS:
-Bigger, better, faster, stronger
-Wide variety of options (will go into that in part II)
-Almost all their weapons can glance 90% of vehicle to death
-Squads of three
-Relentless
-2W
-Fairly inexpensive for what you get
CONS:
-BS3 (not a huge issue, we actually have several ways to make them BS4/5)
-Vulnerable to missile/lascannons sniping.
-Still not great at CC
Those cons are pretty mild when you consider that all 2W models are vulnerable to high-strength weapons, just more so crisis suits that the others, and that we don't expect them to perform in CC.
Anyways, crisis suits are awesome, one of the best units in the game.
Check back in later for part II (wargear and weapon configurations) and part III (Application/tactics)
Crisis suits, the big guns of the tau (well, I guess that's railguns, but still), the true heavy cavalry of the Greater Good.
They can be equipped for almost any kind of firefight, being able to take melta, flamers, plasma, burst cannons and missile pods, along with a whole host of wargear and support systems, ensuring there are always other ways to equip one.
They are our codex's monster unit, you can have a strong list built around little other than spamming them. They are our 2W killers, while GK have their paladins, and SW have their thunderwulves, neither of those can hope to outshoot crisis suits.
The reason why crisis suits are so good comes down to a single piece of wargear.
The multi-tracker.
While there are strong loadouts for crisis suits that don't involve multi-trackers, they are generally extremely specialized. The ability to fire two weapons a turn makes them scary. The reason people take 10 strong tactical squads is so that they can get their big gun and their special gun. A crisis suit can match the fire power of BOTH those gunners. Alone. And they can come in squads of 3 (or eight, but we're not talking about Farsight here). That puts the firepower of a squad of 3 around that of a devastator/havoc squad (before you say "but they don't get lascannons and plasma cannons etc. your squad of three can fire three autocannon equivalents and three heavy bolter equivalents in a turn, which is devastator comparable).
The big differences between them and devastators are that they are mobile, they are 2W and they can punch rhinos hard enough to make them explode, in an emergency. While that last one is pretty iffy, the first two are what make the big difference. A lucky plasma cannons shot can wipe half a devastator unit in one shot. Full health crisis suits literally cannot be killed by a single plasma cannon shot. Also, the more wounds devastators take, the less their firepower becomes. Crisis suits have full firepower after suffering 3-5 wounds (depending on drones on a character or not).
Mobility is important because while crisis suits are pretty tough, they are not thunderwulves with their 3+ invuln save. They are not paladins with their 5+ invuln and 5+ FNP. You can still lose a crisis suit to a single krak missile. Depending on how you kit it out, it can be 60+ points gone in the blink of an eye, or if you have a team leader and went crazy with the upgrades, 100+ points. There are few ways to make your suit resistant to missile sniping, with iridium armour and shield generator being the only ways I can think of, but neither are very good for various reasons. Drones maybe, but a crisis suit's real protection is JSJ (jump, shoot, jump). Start your turn in cover, move out to get a better shot, move back in during the assault phase. With any luck, you'll break line of sight. JSJ also let's them outrun almost anything, so they'll rarely end up in an assault unless you position them poorly or your opponent has unholy good luck with his assault distance rolls.
As far as sixth edition goes, they got better, though not as drastically as certain other units. The main changes they're interested in are weaker cover saves, getting to take their armour saves against dangerous terrain (huge deal) and also deepstrike mishaps being more lenient. As to the new jetpack move, I have not yet decided if it is good or bad. While on average you'll move 7", 1" further than before, if your luck abandons you, you may only move 2". At the same time though, if your luck has completely abandoned you and you keep rolling snake eyes, no mechanic will ever save you, so we'll see as time goes on whether or not this is good or bad.
PROS:
-Bigger, better, faster, stronger
-Wide variety of options (will go into that in part II)
-Almost all their weapons can glance 90% of vehicle to death
-Squads of three
-Relentless
-2W
-Fairly inexpensive for what you get
CONS:
-BS3 (not a huge issue, we actually have several ways to make them BS4/5)
-Vulnerable to missile/lascannons sniping.
-Still not great at CC
Those cons are pretty mild when you consider that all 2W models are vulnerable to high-strength weapons, just more so crisis suits that the others, and that we don't expect them to perform in CC.
Anyways, crisis suits are awesome, one of the best units in the game.
Check back in later for part II (wargear and weapon configurations) and part III (Application/tactics)
Sunday, 5 August 2012
Unit Analysis: Honour Guard
While this unit doesn't have it's own codex entry proper, I feel it should be talked about as with any other unit given the resurgence in firewarriors and Ethereals brought on by 6th edition.
These guys are pretty simple, firewarriors that are +2 points a pop for +1 BS, unlocked as a bodyguard unit by an ethereal. That sound pretty good. Let's compare them to Firewarriors.
10 Honour guard and 12 Firewarriors both cost the same. 10 Honour guard score and average of 6.66/13.33 hits, depending on rapid fire or not. 12 Firewarriors score 6/12 hits, depending on rapid fire. +1 for honour guard.
12 Firewarriors are more durable than honour guard, having more bodies availiable.
+1 for Firewarriors.
Honour guard can use Quad-guns and Icarus Lascannons and such at BS4.
+1 for Honour Guard.
Honour Guard are a MASSIVE fire magnet.
+1 for Firewarriors.
Firewarriors are troops, and by extension, are both scoring and filling mandatory requirements (not to mention they're 1+)
+1 for Firewarriors.
Firewarriors don't need an accompanying HQ to be taken.
+1 for Firewarriors.
Firewarriors are better at MSU, given their relative inexpensiveness.
+1 for Firewarriors.
Firewarriors: 5
Honour Guard: 2
I would say Firewarriors are generally a bit better than honour guard, especially since more bodies with less balistic skill is noticeably better at snap shots.
I would advise only taking honour guard if you intend to use a quad gun, need a target for some Patient Hunter tactics, or if you want to take a very large, very strong squad..
These guys are pretty simple, firewarriors that are +2 points a pop for +1 BS, unlocked as a bodyguard unit by an ethereal. That sound pretty good. Let's compare them to Firewarriors.
10 Honour guard and 12 Firewarriors both cost the same. 10 Honour guard score and average of 6.66/13.33 hits, depending on rapid fire or not. 12 Firewarriors score 6/12 hits, depending on rapid fire. +1 for honour guard.
12 Firewarriors are more durable than honour guard, having more bodies availiable.
+1 for Firewarriors.
Honour guard can use Quad-guns and Icarus Lascannons and such at BS4.
+1 for Honour Guard.
Honour Guard are a MASSIVE fire magnet.
+1 for Firewarriors.
Firewarriors are troops, and by extension, are both scoring and filling mandatory requirements (not to mention they're 1+)
+1 for Firewarriors.
Firewarriors don't need an accompanying HQ to be taken.
+1 for Firewarriors.
Firewarriors are better at MSU, given their relative inexpensiveness.
+1 for Firewarriors.
Firewarriors: 5
Honour Guard: 2
I would say Firewarriors are generally a bit better than honour guard, especially since more bodies with less balistic skill is noticeably better at snap shots.
I would advise only taking honour guard if you intend to use a quad gun, need a target for some Patient Hunter tactics, or if you want to take a very large, very strong squad..
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