Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Tau Crisis Suits
Closed Thread
Old 19 Jul 2005, 08:14   #1 (permalink)
Shas'Saal
 
Join Date: Jul 2005
Location: Capital o Oz
Posts: 128
Default Tau Crisis Suits

XV8 'Crisis' Battlesuits

I'd like to share some work I've done on crisis suits. I guess it will come off a bit too in your face, so try to remember you are more than welcome to argue any points made.

When I first started tau, it was a simple line that got me hooked on to crisis suits. "Well, no, what you need most desperately is Crisis suits. No Tau army should be without Crisis suits." Catching my eye, I soon found myself with seven crisis suits.

The codex entry XV8 'Crisis' Battlesuit team is more like four entries, with capabilities of filling out almost every role in the game. Such a versatile choice of weaponry inspired me to take an army based around the different configurations I could give my crisis suits. It didn’t take long before I realised that the role of crisis suits was much smaller than taking on the whole battlefield.

Crisis suits, commander and elite, are essential to the Tau army. However, you can have too much of a good thing. Army lists with 6+ crisis suits start becoming inefficient. Even with multitrackers, they simply do not provide the volume of firepower needed in a tau army. Army lists are best with 2-5 crisis suits.

The importance of crisis suits arises from the fact that Tau have the most powerful basic weapon in the game as well as the most powerful weapon, but it lacks weapons in between. Crisis suits are our answer to what S5 AP5 weapons and S10 AP1 weapons aren't designed to take out. Medium infantry, heavy infantry, light vehicles, medium vehicles. While both S5 AP5 and S10 AP1 weapons can do well against some of these unit types, it is not their speciality. They require the assistance of the XV8 ‘Crisis’ Battlesuit.


Configurations:

The fireknife: plasma rifle, missile pod, multitracker.
This configuration is very popular as it fits into the role of a crisis suit perfectly. It is useful against medium and heavy infantry and light and medium vehicles. The fireknife is in fact excellent against light and very light vehicles, and has a decent range too. The fireknife’s weakness is that it's too versatile. It doesn’t kill or destroy medium and heavy infantry and medium vehicles with the greatest efficiency. Fireknive’s are recommended if you don't know what army you're playing against, but it is often a good idea to specialise a little even then.

The deathrain: twinlinked missile pod (target lock/flamer/shield generator).
This configuration is probably the second most popular, if not the most. It is useful against medium infantry and light to medium vehicles. The deathrain’s range plus its assault move keeps it safe from a lot of weaponry, and gives it a lot of choice to what scenery it can use to jump shoot jump from. The deathrain’s weakness is that it is horrible against heavy and very heavy infantry because of its high cost and low volume of shots. Deathrain’s are recommended if you are facing any medium vehicles (AV12 transports and artillery) or powerful medium infantry (tyranids, eldar).

The helios: plasma rifle, fusion blaster, multitracker.
This configuration is very popular, especially on commanders. It is useful against heavy and very heavy infantry. The helios’s weakness is that it has a very short range, relying completely on the assault move and surrounding terrain to protect it. Helios’ are recommended if you are facing heavy infantry, or as a complement to a deathrain in a balanced list.

The burning eye: twinlinked plasma rifle (target lock/flamer/shield generator).
This configuration works well in a unit lead by a helios-6 team leader. It is useful against heavy and very heavy infantry. The burning eye is just as good as a standard helios against heavy infantry within 12”, and is better between 12” and 24” for its increased accuracy. Its weakness is its low volume of shots. Burning eye’s are recommended in crisis teams if you are facing a lot of heavy infantry.

The bladestorm: plasma rifle, burst cannon, multitracker.
This configuration sees some play on the battlefield. It is useful against heavy infantry. The bladestorm is more efficient than stealths and firewarriors against heavy infantry, and can keep a safer distance than helios suits. Its weakness’ are that it’s less powerful than a helios or a burning eye against heavy infantry at short range and is inefficient against anything else. Bladestorm’s are recommended if you are facing heavy infantry and would like more range than a helios provides.

The sunforge: twinlinked fusion blaster, (target lock/flamer/shield generator).
This configuration is doesn’t belong in a general list. It is useful for heavy and very heavy vehicles. Its weakness’ are it’s very short range and extremely low volume of shots. Sunforge’s are recommended when you're facing a couple of heavy non-skimmer tanks and can deep strike.

The firesurge: missile pod, fusion blaster, multitracker.
This configuration is taken as a tankhunter, and should only be taken if you really need it. The firesurge does not fill the role of the regular crisis suit. Its strengths and weaknesses looked at from a crisis suit perspective are irrelevant, this crisis suit effectively replaces the railgun. Not recommended in a conventional tau army.

The sunfire: plasma rifle, missile pod, fusion blaster.
This configuration is and interesting one many beginners create. It is a fireknife that can pop tanks. The sunfire is very inefficient and I recommend against it.

The stormsurge: fusion blaster, burst cannon, multitracker.
This configuration is not a good suit to take. Its weapons are for completely different targets. Its weakness’ include short range and lack of speciality. It’s an assault configuration if you’re thinking of using farsight.

The firestorm: missile pod, burst cannon, multitracker.
This configuration is popular amongst beginners for its 5 shots. It’s not a great suit because you have other units that can do its job. Crisis are for what S5 AP5 can't do. The firestorm is the second last suit I’d recommend taking.

The last suit I’d recommend taking, a twinlinked burst cannon suit, isn’t even given a name as it makes even less sense.

Lastly, flamers on crisis are usually a no-go. They can be fun, and are very effective when used right, but their short range usually puts the suit in assault range. Flamers are put on suits often for the wrong reasons. They are for suits designed to harass, not to kill lots of gaunts or guardsmen. They are effectively 1p on deathrains, sunforges, and burning eyes, and even then I would only do it if you have that 1p to spare.

Twinlinking:
To name a twinlinked suit you give it the number of the strength of the gun you have twinlinked. The multitrackers are therefore hardwired, and the crisis suit is either a team leader or shas’vre/el/o.
I have listed the configurations I recommend to be twinlinked. Highly recommended means I would always do it. Mildly recommended means do it if you have points to spare.
Highly recommended: helios-6, firesurge-8
Mildly recommend: fireknife-6, fireknife-7


Unit options:

I have 5 rules to crisis suits.

1. Never configure crisis in the same unit for different purposes.
2. Never field them in units of three if you can avoid it.
3. Never give them gun drones.
4. Never give a shield generator to a suit with 2 weapons.
5. Never upgrade to a shas'vre.

1. Crisis suits are taken for a specialised purpose, not to take on the whole battlefield. They do not provide the volume of shots required for that. This is a common mistake I see with lots of new players, taking units similar to a sunfire, helios, and firestorm. Whatever this unit shoots at, they will be inefficient. Equip crisis suits in a team with the same configuration or one built for the same purpose.

2. The second rule isn't as strict as it sounds. When you are fielding a large army, you need units of three because stealths take up your other elite slots. However, if you field a unit of three when it can be reduced, you should do so for the following reasons.
Three crisis with the same configuration is usually overkill. The two main exceptions to this are two fireknives with a fireknife-6/7, and two burning eyes with a helios-6.
Units of 1 and 2 save the 10p bonding upgrade that I highly recommend for units of 3. If one crisis is left from a unit of 3, or is left with one wound from a unit of 2, it is no longer a scoring unit.
Losing 1 crisis suit from shooting triggers a moral test, losing 2 means you’re taking that moral test at ld7.
A monat crisis suit never has to take last man standing moral tests.

3. The main reason for not giving crisis suits gun drones is because it takes up a hard point that could be used for another weapon or twinlinking. If it’s a hardwired option then it costs 27p, which is not worth paying for 2 gun drones. Also, if it’s hardwired you must take a multitracker on a hard point instead of hardwiring, again denying twinlinking options. If you don’t need a multitracker, then you shouldn’t be using gun drones because deathrains stay out of a gun drone’s range, and sunforges don’t target units gun drone’s can damage.
Giving crisis suits gun drones hurts you with the mixed armour and toughness rules. This is why it is also not recommended for burning eye’s.
Gun drones take away a commander’s IC status, so aren’t recommended on a commander either, even though he can have both a hardwired multitracker and hardwired drone controller.
Gun drones are bad for moral reasons. As losing drones is a lot easier than crisis suits; the unit will be taking more moral tests from losing 25% models, moral tests for last man standing for monats, and a greater chance of losing more than 50% and no longer be a scoring unit.
It is widely believed that the extra wounds the gun drones give a crisis suit, and the save shield drones give their commander are worth it. However crisis suits rarely get open fired upon where the gun drones would provide such a benefit. Often they will die when you wouldn't have lost a wound on the crisis anyway, either because of extra toughness, extra save, or IC status.
Gun drones are highly recommended on pathfinders, and mildly recommended on static fire warriors and broadsides. Never give stealths gun drones because 2 gun drones are not worth 27p, and never give an ethereal gun drones because the extra wounds are not worth losing IC status.

4. This costs 30p, and you lose any twinlinking options. It is not worth it. A little cheaper on a commander, at 25p, it still denies him any twinlinking options.

5. Shas’vre have useless upgrades to WS and I that are never worth 5p, unless you are using farsight and wish to pay 10p for +2WS and +2I.

Follow these rules and the configuration advice above and you can't go wrong.


An example of a Crisis Suit Heavy Army:
[*]Shas’el 96
-twinlinked plasma rifle, fusion blaster, hardwired multitracker[*]Shas’el 96
-twinlinked plasma rifle, fusion blaster, hardwired multitracker[*]2 Crisis 148
-team leader, twinlinked plasma rifle, missile pod, hardwired multitracker
-plasma rifle, missile pod, multitracker[*]2 Crisis 113
-twinlinked missile pod, flamer
-twinlinked missile pod, target lock[*]6 Stealths 180[*]12 Fire Warriors 2 Gun Drones 152[*]12 Fire Warriors 2 Gun Drones 152[*]12 Fire Warriors 2 Gun Drones 152[*]Broadside 90[*]Ionhead 150[*]Railhead 170
1499p

Generally, crisis suit numbers range from 1-4 in 1500p armies.


This is army list tactica, as opposed to strategy. The strategy depends entirely on what the suit is equipped for.

The deathrain is the easiest to use. Using a piece of terrain in your own deployment, you can usually jump out to hit any vehicles coming your way. If those vehicles are hidden then you can fire at other targets, using the safety of the range of the suit.

The helios is a lot harder to use, as you must pick the right targets. Often a commander, it’s hard to not be the closest unit at such a small range. The helios-6 commander must use cover against the units he is shooting at, while IC protects him from the nastier heavy weaponry further away.

For the fireknife, if there's an annoying whirlwind or basilisk, deep-strike him. If there is no reason for deep strike, sit back and fire the missile pod for a turn or two, then jump shoot jump just like the stealths do. Wait for those deep striking termies and hit them when they come.
__________________
108/20/22 w/d/l
Tournament: 25/5/5
onlainari is offline  
Old 19 Jul 2005, 14:54   #2 (permalink)
Ethereal
 
Join Date: Dec 2004
Posts: 18,087
Default Re: Tau Crisis Suits

Welcome to the Forums! That is a nice overview. I definitely think we need to harp on the idea of taking one or two-man teams wherever possible.
khanaris is offline  
Old 19 Jul 2005, 15:08   #3 (permalink)
Shas'O
 
Join Date: Mar 2005
Location: Ontario, Canada
Posts: 9,807
Default Re: Tau Crisis Suits

This is a great workdown of Crisis configurations, something Mal would be proud of - and welcome to TO!

My only gripe is rule #1 about varied-purpose suits in the same unit. My choice anti-marine configuration consists of two buring eyes with a target-locked deathrain for scouts and rhinos.
AuinMyrrath is offline  
Old 20 Jul 2005, 06:40   #4 (permalink)
Shas'Saal
 
Join Date: Nov 2004
Posts: 169
Default Re: Tau Crisis Suits

WOOOOOOW.........Check the forums before posting this. You are like the 100th person to give a breakdown on Crisis suits. Besides its on the GW website. Copyright laws exist for a reason.
__________________
One death is a tragedy, one million deaths is a statistic
Kesalin is offline  
Old 20 Jul 2005, 07:43   #5 (permalink)
Shas'Vre
 
Join Date: Jul 2005
Location: Home
Posts: 1,492
Default Re: Tau Crisis Suits

And I thought I was a grouch.... :P
__________________
Due to an error in translation, the isolated colony of T'ves'kal'dai mistakenly worshiped the greater goose for seven generations. Reeducation efforts continue.

Quote:
"Cheese for the cheese god! More wins for Pwn!"
march10k is offline  
Old 20 Jul 2005, 08:07   #6 (permalink)
Ethereal
 
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: Tau Crisis Suits

Predictably, you have failed to give my preferred config even a passing mention...

TL Burst Cannon, Missile Pod (HW Multitracker on Shas'Vre).

Great as an anti-hoard unit, and not too pricey either.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 20 Jul 2005, 08:25   #7 (permalink)
Shas'Vre
 
Join Date: May 2005
Location: Bristol, England, United Kingdom
Posts: 1,102
Default Re: Tau Crisis Suits

I think that would be classed as a Firestorm -5. Not looked upon favourably in the article...

~Andromidius
__________________
Tactica Imperial Guard: Conscripts
http://forums.tauonline.org/index.php?topic=9751.0
Andromidius is offline  
Old 20 Jul 2005, 11:10   #8 (permalink)
Shas'Vre
 
Join Date: Apr 2005
Location: New York city
Posts: 1,646
Send a message via AIM to DireStrike Send a message via MSN to DireStrike
Default Re: Tau Crisis Suits

Quote:
Originally Posted by Wargamer
Predictably, you have failed to give my preferred config even a passing mention...

TL Burst Cannon, Missile Pod (HW Multitracker on Shas'Vre).

Great as an anti-hoard unit, and not too pricey either.
Oh he mentioned it, alright.
Quote:
The firestorm: missile pod, burst cannon, multitracker.
This configuration is popular amongst beginners for its 5 shots. It’s not a great suit because you have other units that can do its job. Crisis are for what S5 AP5 can't do. The firestorm is the second last suit I’d recommend taking.

The last suit I’d recommend taking, a twinlinked burst cannon suit, isn’t even given a name as it makes even less sense.
DireStrike is offline  
Old 20 Jul 2005, 13:14   #9 (permalink)
Shas'El
 
Join Date: Jun 2005
Posts: 2,742
Default Re: Tau Crisis Suits

Crisis suits configuration names are nice, but mostly unnecessary. The key point for their use is to insure you are configured with weapons of similar in tasks. For example a suit used to kill large numbers of horde close up would want TL burst cannons and flamer. One to kill armor up close would want TL fusion blaster and missile pod. One to kill at distance TL plasma rifle and missile pod or visa versverse
No mal configured suit can function in two jobs regardless of the fancy name. TL missile pod and flamer for example will always leave the suit limited in what it can do. The same goes for triple weapons, as one will always be unused points. I found this to be the case every time with the missile pod, plasma rifle, fusion blaster configuration. Never does the suit get close enough to use the fusion blaster.

I agree totally that units of one or two are optimum. Units of three waste shots.

So to recap, find the range/target you want a unit to function at, and arm it accordingly. This is usually the midrange (36" to 18") for xv8, so the natural regression is to eventually move towards the fireknife or similar setup.

Of course, I'm sure all of this has been said before :

Wanax
Shaso Wanax is offline  
Old 20 Jul 2005, 14:23   #10 (permalink)
Shas'O
 
Join Date: Apr 2004
Location: Retired back into the depths of the Internets.
Posts: 6,440
Send a message via MSN to mace
Default Re: Tau Crisis Suits

Well, actually - the names are standard. First published in a white dwarf mag, now its commonly used to refer to certain weapon configs without naming the weapons. E.g. the most common and all rounder config = fireknife.

Pretty detailed look at each of the configs, there aren't actually that many threads around that do this, rather, they just list the configs etc.

Having 3 weapons are good most of the time, I use them on my commanders occasionally.. the only thing is some people see the 3rd weapon as being wasted as you can only shoot two at once (max).

And it might be helpful to link to the XV8 Naming Scheme
__________________
mace is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Crisis Suits or Stealth Suits? l337n1nj4l1nk Tau 52 07 May 2010 19:39
Can the Targeting Array from the Stealth Suits be used on Crisis Suits? Eleven Tau 18 20 Mar 2009 18:30
Poll: 18 Stealth Suits or 9 Crisis Suits? smasher32 Tau 22 02 Aug 2006 02:07
crisis over crisis suits - advice needed biggdawggnt Tau 8 25 Apr 2006 12:07
Imagine if Stealth Suits weapons were like Crisis suits weapons? Wolf-Tau Tau 16 22 Jun 2005 14:02