Help With Choosing Crisis Equipment! - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

Closed Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 11
  1. #1
    Junior Member
    Join Date
    Apr 2003
    Location
    Malmoe,Sweden
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x0)

    well i got three Crisis battlesuits in my battleforce box.
    and i need advice because im going to make them my HQ choice (commander plus 2 bodyguards)
    what should i equip them with? weaponwise....
    please all suggestions will be pondered upon.


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member
    Join Date
    Apr 2003
    Location
    Anchorage, Alaska
    Age
    17
    Posts
    135
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Don't glue the weapons on, you can make them modular. they just pop in and out of those slots.

    As far as the game goes you should use plasma rifles, (burst cannon, missile pod, twin linked plasma, or a flamer), and a multi track.

    But since your other suits are shas'vre then they can hard wire an option, hard wire the multi track then you can work something like a twin linked weapon and another weapon.
    "Only the dead have seen the end of war." -Plato

    "Even the bravest cannot fight past their strenght." -Homer

  4. #3
    Senior Member ShaselMudd's Avatar
    Join Date
    Apr 2003
    Age
    42
    Posts
    523
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    6 (x2)

    Vultures got it right. Depending on the points your playing of course you can really deck these guys out. A twin linked weapon I fidn is a must on the bodyguard, a shaso doesnt need one but for him instead a good shield will help. Also you can hw multitrackers on all of them which is a must plus drone controllers. I have utilized 6 drones before which is pricey 72 points but I can be a little more free with them knowing the enemy has to shoot through a fine wall of metal before he gets to my HQ.
    <a href="http://www.liquidgeneration.com" target="_blank"><img

  5. #4
    Member
    Join Date
    Apr 2003
    Posts
    182
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Tau Crisis Weapon Systems

    I prefer strong low ap weapons. Therefore, i usually equip with plasma, missile, or fusion blasters, and use drone controllers for protection. It works well in most all situations

    Plasma for marines
    Missiles for Tyrannids and IG and such
    Fusion for tanks and hvy toughness units

  6. #5
    Member
    Join Date
    Apr 2003
    Location
    Anchorage, Alaska
    Age
    17
    Posts
    135
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Originally posted by ShaselMudd@Apr 29 2003, 19:32
    Vultures got it right. Depending on the points your playing of course you can really deck these guys out. A twin linked weapon I fidn is a must on the bodyguard, a shaso doesnt need one but for him instead a good shield will help. Also you can hw multitrackers on all of them which is a must plus drone controllers. I have utilized 6 drones before which is pricey 72 points but I can be a little more free with them knowing the enemy has to shoot through a fine wall of metal before he gets to my HQ.
    You can't hard wire options on Shas'ui crisis, broadsides, or stealth.

    It helps when you are playing Space Marines to not alow them saves. (Example: Ion cannon, Plasma Rifles, Fusion Blasters, and Railguns.)
    "Only the dead have seen the end of war." -Plato

    "Even the bravest cannot fight past their strenght." -Homer

  7. #6
    Member
    Join Date
    May 2003
    Posts
    81
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Crisis Suits are not nearly as good as they look on paper. They are small units of troops that, while not fragile, attract a lot of weapons that can kill them outright or deny them saves.

    When using them, your best option is to equip them to handle any situation from the longest range possible. If they ever get within 12" of an enemy unit without backing off to 18" after shooting, you need to rethink your tactics.

    On Weapons:

    Flamers and Burst Cannons seem like good weapons for infighting and against the swarm armies like Nids and Orks, however, both weapons are victim of a cripplingly short range: when you are close enough to use them, you are about to be charged, and there's probably not anything you can do to stop it.

    Fusion Guns can be useful, and their short range is offset by their tank hunting ability. A Favorite config of mine is a Shas'vre Monat with a Fusion Gun, Missile Pod, and a hard-wired Shield Drone uplink.

    Missile Pods are an effective weapon with a wonderful strength, a good range, and a fast rate of fire. They are hobbled only by their AP of 4 (if they were AP3, they'd be the perfect gun), but still make excellent all-round weapons. I do not reccommend leaving T'au without them.

    Plasma Rifles: Tau technology loses a point of strength over it's Imperial counterpart, but does not suffer from that annoying overheat that claims so many Space Marines. They are an effective weapon with a good strength, decent range, and an excellent AP. This makes them ideal against targets that the Missile Pod is a bit too tough to crack, and makes short work of marines and other heavy infantry. Plasma Rifles are even capable of challenging some vehicles, though Fusion Guns and Missile Pods are better in this respect.


    Support Systems:

    Target Locks exist to allow a Crisis team to target multiple enemy units. Why? Points spent on Target Locks are better spend elsewhere, like Fire Caste Shas'ui with Markerlights, and Broadsides. The Crisis team should be able to bring maximum firepower to bear on it's target, splitting fire wastes shots, simple as that.


    Multitrackers are a true godsend. You have those two excellent guns described above, who should you only be able to fire one of them a turn? For five small points, you can double your firepower, so why are you still looking at any other support system?

    However, there are other viable options, one being the Shield Generator. Granting a 4+ Invulnerable save to the Battlesuit can be useful, particularly for suits designates as tank hunters, which have a nasty habit of exposing themselves to a lot of firepower while they get into range of their targets. For this, they are effective, but for most other circumstances, they are prohibitively expenseive, and not really all that useful.

    Drone Uplinks are a blessing and a curse. They can add firepower to a unit, or give it a huge number of invulnerable saves, but they are very expensive. For the 96 points it takes to equip three Crisis suits with Shield Drones, you can buy and field two more fully equipped suits. Gun drones are slightly less expensive, and are effective as immediate support (as well as providing a one-use 4+ Inv save to the suit), but are not really that valuable in the long run.


    With that in mind, my standard Crisis Team is as follows:

    3 Shas'ui, Bonded, with Plasma Rifles, Missile Pods, and Multitrackers. Other options vary game to game.

  8. #7
    Member
    Join Date
    May 2003
    Location
    Southampton, Great Britain
    Posts
    51
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    All i do is deep strike me crisises next to their vehicles and use TL fusion blasters to blast the LandRaider. They also have Shield generators

  9. #8
    Member
    Join Date
    Apr 2003
    Location
    Anchorage, Alaska
    Age
    17
    Posts
    135
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Night Walker you forgot about about the hard wired options

    HW Multi Track: 7 points on your shas'vre gives you that nice swiss army mentality. You can give your self that nice plasma rifle and missile pod but if you want more you give your self...

    Another Weapon: A burst cannon is a nice secondary weapon or even fusion blaster.

    Shield Generator: Since you can't hard wire them this is your chance to have them and still be able to fire two weapons

    Drone Buddies: I perfer gun drones because they are cheeper than shield drones, they soke up wounds, and they fire back and have the potential of pinning a unit

    Twin Link: If you are feelng down and your dice don't like you today what better than a twin linked weapon (Example: Twin linked Plasma Rifle 24pts, missle pod 14pts, a HW Multi Track 7pts, the look on your opponets face when you wipe out most of his terminator squad, priceless)

    When you hard wire your multi track dreams happen, when you twin linked a weapon and have another one you can fire thats beutiful. I am feeling the love right now.


    HW Target Lock Only really good on broadside Shas'vres and the Shas'o. Puting them on Broadside vres alows you to free up that extra hard point. Once that is free give your him two drone buddies. Thats what most of you people dont do, you don't stick Drones with your broadsides, you need to! las cannons are bad!

    HW Black Sun Filters Nice for night fights, bad when not playing a night fight.

    HW Drone Control nice, very nice two extra wounds that fire back and could potentaly cause pinning or give you two more wounds with 4+ invulnerable saves. I like gun drones more because they fire back.


    There are many benifits of hardwireing your equipment, take advantage of them. You want to get the most out of your suits.
    "Only the dead have seen the end of war." -Plato

    "Even the bravest cannot fight past their strenght." -Homer

  10. #9
    Member
    Join Date
    May 2003
    Posts
    81
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Hardwiring only applies to team leaders, and Bodyguard, so I skipped over it. Besides, it's the same equipment, so my original words still apply.

    The options are expanded when you take HW systems into account, but a lot of it becomes, in the humble opinion of the servant of the Greater Good, inane and prohibitively expensive. I don't even bother upgrating one of my suits to a team leader in battle, I just bond them and send them on their way. It's a waste of points. For the cost of completely tricking out one unit of Crisis suits, I can almost afford a second team.

    Hard Wiring is useful, but it isn't a godsend like some people I've played seem to think. I don't care if the 170-point Shas'o with Bodyguard has every support system in the book, he's still Psycannon fodder. I'd rather spend the points on another full team or two.

  11. #10
    Senior Member ShaselMudd's Avatar
    Join Date
    Apr 2003
    Age
    42
    Posts
    523
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    6 (x2)

    Originally posted by Vulture+May 1 2003, 20:30--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Vulture @ May 1 2003, 20:30)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin--ShaselMudd@Apr 29 2003, 19:32
    Vultures got it right. Depending on the points your playing of course you can really deck these guys out. A twin linked weapon I fidn is a must on the bodyguard, a shaso doesnt need one but for him instead a good shield will help. Also you can hw multitrackers on all of them which is a must plus drone controllers. I have utilized 6 drones before which is pricey 72 points but I can be a little more free with them knowing the enemy has to shoot through a fine wall of metal before he gets to my HQ.
    You can&#39;t hard wire options on Shas&#39;ui crisis, broadsides, or stealth.

    It helps when you are playing Space Marines to not alow them saves. (Example: Ion cannon, Plasma Rifles, Fusion Blasters, and Railguns.) [/b][/quote]
    Actually I am just talking about the HQ unit. Thats what he had refered to using the 3 crisis suits as. But thanks for keeping me inline.
    &lt;a href=&quot;http://www.liquidgeneration.com&quot; target=&quot;_blank&quot;&gt;&lt;img

Closed Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts