I think many of us have known of this tactic for a long time, the problem is it uses 96 points to protect the Shas'o, in a way that also often cripples that 96 pts of a lot of thier funtionaitly. (getting closer, shooting rear armor, DS, etc)
It does not exploit any disputed rule it is totaly legal, also please tell me the two usefull weapons fits for the crisis you mention, as far as I know 62 pts is about the cheapest you can get and 2x62 is 124pts.squall14 said:what's the point in this? Why doesn't terrain surfice? I get the feeling that this is exploiting a disputed rule, and serves no other purpose then to annoy the opponant through excessive fluff. The gun drones alone cost 96pts, for that you could have 2 other crisis, and join the squad. That's ultimately more useful, as it gets a higher amount of higher strength weapons on the table, which is infinantly more useful against MEQs. But really, what is the point?
It's about 220pts, consisting of 8 Carbines, Plasma rifle and a Fusion Blaster. great.
two helios crisis is 126pts. that's 30 pts over, and only 5pts if you change to shas'el:yes: .Rikimaru said:For that 124pts you would get a twin linked BC and a fusion and 1 5 point support item on each suit yeah really usefull,
squall14 said:i've never seen the rule that says that you can't shoot ICs if they're not the closest. which page is it on?
Squall I really think we need to define a waste of points, I think this can be done by discussing advantages and disadvantages.squall14 said:cool thanks grey
i DID understand the tactic, and i DO understand the benefits, but i can also see a waste of points.
Typically Crisis arn't configured for close range shooting? I don't know of many armies that don't have a Helios Config in their lists. Plus, the drones won't get their shots off? Your engaging outside of 24" (18" +6" JSJ) with your crisis? Of course this tactic is gonna be useless for you, your not even close enough to the enemy to have to worry. The question is is just how big of tables are you playing on? Most games I play I find that the enemy doesn't convieniently stay that far away from my Crisis nor do they limit their fields of fire so much that I can always find cover behind something.Undead Bonzi said:As to diff. ranges how so? Rapid Plas 12", Fusion 12" +6" JSJ so 18" for both, Pulse carbine 18" +6" JSJ. I don't consider 6" a staggering diff in wep ranges. How is it a waste because they would be firing at diffent ranges?
Sir_Prometheus said:Look, once again, when arguing something and supposedly backing yourself, up, you focus on the wrong things. But I'll give you some talking point on what you should be focusing on.
A) Crisis suits can be configured for close-in shooting but typically are not, which means no, the drones don't really get their shots of. And I'm not willing to risk it and change to a close range unit for reasons as follows.
B) The drone ring really isn't that robust. They can be shot up reasonably easily, of course, and they can be assulted. If there are casualties, you don't have a complete ring anymore, somthing jumping or flying troops, the most likely to catch you in the first place, can take advantage of.
C) Even if you have a coomplete ring, assaulting troops are pretty much guaranteed to get you. Either come in firing, kill some drones, and then charge the drone, but also making sure they get in base to base with the Shas'O, or they assault directly, and then they cathc you on the consolidation move, virtually guaranteed. The idea you're going to have a n opportunity to jump away is pretty illusory.
So yeah, it's a waste of 96 pts. I'd rather use the drones as intended, or give the Shas'O crisis buddies such that they actually kill what they're shooting at, or keep the Shas'O a safe distance away, or all three.