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#1 (permalink) |
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Kroot Warrior
Join Date: Jun 2009
Location: Humboldt County
Posts: 24
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I have two unit of three crisis battlesuits, and I would like to kit one unit for antitank and the other antipersonnel. What I am thinking for personnel is a burst cannon and flamer combination. For the antitank unit, fusion blaster with a plasma rifle combo. What do you all think, and do you have any other suggestions?
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#2 (permalink) |
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Shas'Ui
![]() ![]() ![]() Join Date: Jun 2008
Posts: 740
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For anti tank, I would go with twin linked missile pods. Leave the heavy tanks for the broadsides. I would also use missile pod + burst cannon suits for anti-light infantry, and a command team of 3 suits (one CIB+Plasma Rifle +targeting array 'El, 2 Fusion Blaster + plasma rifle + targeting array 'vres, all with HW-multi trackers), for anti-heavy infantry.
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#3 (permalink) |
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Kroot Shaper
Join Date: Dec 2005
Location: Crivitz WI
Posts: 38
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I agree with leatherback... missile pod and burst cannon is pretty effective against infantry and light vehicles; however, I'll have to disagree with the anti-tank. Myself, I'd see no reason why you couldn't do a missile pod / fusion blaster combo; sure, you have to get in close with the blaster, but you won't always be using them for anti-tank. Maybe a plasma rifle instead would be alright (just remember, suits are able to shoot at full range... space marine players tend to forget that).
Targeting arrays are excellent, as are multi-trackers. Go with the targeting array for role specific suits, and the multi-tracker for massive carnage. Then again, that's just my humble opinion. OH! If you are planning an anti-tank suit, shield drones are a must! |
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#4 (permalink) |
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Shas'Ui
![]() ![]() ![]() Join Date: Jun 2008
Location: NS Canada
Posts: 621
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The fusion blaster is a difficult thing to use logistically. The two purposes I use it for are 1) killing AV 14 that the hammerhead can't get rid of for some reason 2) scaring away things that can be insta-killed by it (Captain in terminator armor). 1) rarely happens, and 2) happens with my commander not my crisis teams.
If you are trying to kill armor 10-12, you will find that missile pods (twinlinked perhaps, perhaps not) fill their quota quite well. For higher armor, I would rather not send in suits. Although I did try it one game, all suits with TL fusion and target locks against a leman russ 'squad', I took the gamble and Deepstruck them right into melta range and bam, the definition of anti-tank strike. Although after that, there wasn't any more armor, yea didn't think that through.
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#5 (permalink) |
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Shas'El
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I personally dont like the idea of mixing the fusion blaster with anything but the plasma rifle. The problem with the fusion blaster is that on it's own it's pretty unreliable. On a regular crisis suit, or even a crisis suit bodyguard, it's a single ballistic skill 3 shot that's intended to take out key targets. I cant tell you how many times I've fired 3 fusion blasters from a squad of crisis suits and only managed to get 1 hit and to have that hit not do much more than stun my opponent. Similarly, if you mix it with missile pods or anything else you'll find yourself with an inability to defend yourself from most enemy elites at close range. And if you're using fusion blasters then you will be at close range.
My recommendations are as such. For heavy armor: Leave it to the broadsides. Honestly, but if yo MUST take some anti-heavy armor crisis suits then take twinlinked fusion blasters. And give them A LOT of shield drones. Twinlinking the fusion blasters will make them much more reliable at killing heavy armor. When they drop in they're going to become a huge target. Giving them shield drones will make them more survivable as well. With wound allocation even a regular crisis team can suck up a huge amount of Low AP fire power. So it has a couple of advantages. Plasma fusion is also a versatile combo. While I prefer using it to target enemy elites I find that it is very effective at taking out enemy armor. The thing is that you HAVE to take them on a command team with bodyguards. This allows you to give them the targetting arrays they need to hit accurately, the hardwired multi-tracker to fire both weapons and the drone controller to stay alive. For dealing with medium and light armor: You cant match twinlinked missiles. Especially if you take twinlinked missiles with a targetting array. This will guarantee you 4 - 6 hits a turn. When you're trying to knock out rhinos, or Chimeras or even Eldar transports this is a great help. They're also decent for taking out heavier vehicles if you can get to the sides. For Anti-Personel: The burst cannon/missile pod (Fire storm I believe) is an amazing anti-personnel configuration. 15 shots from a single squad of crisis suits. Also, you're playing sisters of battle or Eldar and you're shooting a squad with a character in it then the missile pod is instant death. Kinda nice huh? |
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