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Having been fortunate enough to play in the 'Ard Boyz qualifier (though getting trashed), I wanted to make some comments concerning two unusual suit squad configurations that worked beautifully.
The first squad configuration used Crisis Suits. I fielded two identical crisis squads with the following configuration:
Team Leader: PR, MP, TA, HW MT, HW DC, 2 SD, Bonded
Crisis Suit: PR, MP, MT (basic Fireknife)
Crisis Suit: TL MP, TL
My first round of the tourney was Death Wing or something like that using an all-terminator army with two Dreadnaughts and two Land Raiders for backup. Obviously these suits were little use against the Land Raider, but the Terminators were eaten alive almost entirely by the suits. By horrible chance, the next two rounds pitted me against two Necron armies (ugh) with scenarios and boards which offered me little in the way of options. This configuration chewed through almost two full C'tan entirely on their own shots, as well as destroyers and Warriors. The squad is a bit on the pricey side, but with this asymmetrical configuration it offers a huge amount of flexibility. Although I've heard of asymmetrical Crisis squad configs, most people seem to avoid them but I think they work incredibly well, especially in conjunction with the next config.
The 3rd elite choice (the other two being taken by those two Crisis squads) I filled with Stealth Suits in a config I've seen mentioned once (maybe twice). I fitted them out as a Stealthfinder team. Yes, the team is pricey, but except for when the team was trapped between two deep-striking monoliths (both less than six inches away) they never even lost a drone. These are the specifics of the squad:
Team Leader: ML, DC, 2 Marker Drones, HW MT, HW TL, Bonded
Stealth Suit: DC, Marker Drone
Stealth Suit: DC, Marker Drone
Like I said, it's a pricey squad; certainly pricier than a Pathfinder Squad and only has five markerlights. But guess what? Nobody wanted to even try to shoot them. This team, over three games, enabled the death of 3 terminator squads, a Land Raider, immobilized a Dreadnaught (go Seeker missile!), a C'tan (the Deciever), a destroyer squad, Necron Warrior squad, etc. Sure, 5 markerlights for the price may not seem like much, but with that you get a squad which: Infiltrates into ideal cover after the enemy has deployed his entire army (vastly better than the Scout move), has a Stealth field (nobody wants to waste important shots because they failed the to-see roll), can run away (Marker drones become Jump Infantry and can move just like the suits, meaning 12" running away if necessary), and still field 9 Burst Cannon shots if they lose the drones. In other words, this one squad can last the entire game instead of getting picked off by turn 3 by pretty much any weapons fire. Over the course of a normal game, this means 30 ML shots with roughly 15 hitting. In conjunction with the Crisis squads above, that means a lot of nasty, nasty shots hitting when you need them, for whatever you need them two do.
FYI, I'm not writing this as a criticism of Pathfinder teams or symmetrical suit squads. In conjunction with my play style, the two squad types accomplished far more than I expected suits to accomplish on their own and were remarkably durable. Something I did wish I had done with this army is actually lose one of the marker drones to fit more Seeker missiles in (since I don't field a Skyray, so I only had one Seeker missile in the entire army). So, in short, the asymmetrical Crisis squads worked wonders with the help of a normally unconventional markerlight team. The other elements in my army (Hammerheads, Sniper Teams, Firewarriors w/Devilfish, FK commanders, Kroot) did pretty much as expected so I feel no need to make any comments about their performance, but the Crisis/Stealth suit performance was pretty remarkable to me. All in all, they did something like 3 times their point cost in damage (costing something around 700 points for the three teams) and were only wiped out once over the course of three games (two of which, like I said, were Necron). Sorry about this being so long, but I felt it was necessary to include that both squads worked fantastically together. I have yet to see their performance separately, but their performance was enough to make me try to work them in all the time from now on.
I hate to tell you this (i may be mistaken as i am working on memory) but if you have the Drone Controller you have to have two drones, not one or two. So you have to take either another ML drone, Gun drone or Shield Drone per man to make the squad legal with that outfit.
My bad then. I have been without a Codex for some months
cudos for trying sucha crazy set up in a tournie mate.
i don't like the idea of stealthfinder teams but people seem to swear by them while others swear at them.
maybe I'll try one some day just to see.
Been using 3-man Crisis teams instead of monats or pairs, and also been using a 3-man stealthfinder team.
The two crisis configs I've been trying out:
* XV8, PR, MP, TA, tm ldr, HW MT, HW TL
XV8, TL MP, flamer
XV8, TL MP, flamer
* XV8, PR, MP, MT, tm ldr, HW TL
XV8, PR, MP, MT
XV8, PR, MP, MT
While my stealth team has consistently been:
* 3 XV25, tm ldr, ML, HW DC, 2 ML drones
I'd add DCs and ML drones to the other models, too, but never seem to have the points to do so.
I have to say, I wish I'd used 3-man Crisis teams all the time before. I used to subscribe to the VP and LD issues that arise when using 3 models, but honestly, the offensive capabilities so greatly outweigh those considerations in actual gameplay that I've become a full convert. Nothing wrong with monats and duos, but seriously, adding in that 3rd suit suddenly makes the team into something else entirely. Opponents sure think so, anyway!
I like using the 1st configuration against lightly-armoured hordes (e.g., IG, 'nids, Orks). The pair of flamers do wonders at fighting off fast gribblies that get too close too fast. And the fireknife trio scares the bejeezus out of MEQ armies. They won't let any of their infantry get close to 'em; too much plasma.
I do wish I could have more markerlights out of the stealthfinders, but I still typically get at least one hit per turn, and especially in concert with the fireknives, that makes all the difference in the world. I also always use a skyray, so that does give me another ML hit or two each turn as well, helping take the pressure off the stealths immensely.
They're great for VP denial because, being so expensive yet unkillable, I don't lose those points. They make great late-game objective grabbers and can, in a pinch, throw in a bit of burst cannon fire if required. They're the most expensive way to get markerlights, but their deployment possibiliites, mobility, and protection have made them my favorite ML platform. Pathfinders are great for sheer volume, but I find that I now prefer using stealthfinders.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Re your Stealthfinder team: stick a TA and HWTL on the T-Ldr. A couple of BSFs on the remaining two suits keeps the unit legal at the cheapest points cost. Now one of the MLs is hitting on BS4 and can target another unit.
That's my standard configuration for the team. I too find they tend to stay alive till game end. They aren't everyone's cup of tea though (and that isn't meant as a poke at Riki! Wouldn't do that on you, mate.).
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Markerlights without having to give up my heavies or invest in easy to lose pathfinders.
hmmm. Might give is a try.
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