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Crisis
Battlesuit Teams are the Tau answer to weapon specialists from other
armies. While many armies can add special or heavy weapons to
basic squads, the Tau way of war is more specialized, and each unit
fills a certain role.
One of the
most hotly debated topics of discussion is how to outfit your Crisis
suits for maximum effectiveness. You must fill three hard points,
but what is the most effective combination of equipment?
Everyone's playing style is different, and different enemies have their
own weaknesses that certain combos can exploit. Below I will
discuss each weapon's potential uses, followed by some successful hard
point combinations.
Flamer: Excellent in City
Fight, but of little use in regular games due to its short range and low
strength. Unless there is a very high density of terrain,
your XV-8's will be dead before they ever get to use them. Useless
against Marines or other heavily-armored troops, but devastating against
the likes of Dark Eldar and Imperial Guardsmen.
Burst Cannon: The high
rate of fire may make the Burst Cannon seem an attractive option, but it
loses some of its luster when you consider the short 18" range.
Stealth Suits already have this weapon in mass quantities, so I prefer
to kit my Crisis suits out for other eventualities. Having said
that, they can be useful against hordes of poorly armored troops.
Plasma Rifle: One of the
few weapons in the Tau armory capable of piercing Marine armor, and with
a range of 24", the Plasma Rifle is arguably the best choice for Crisis
weaponry. Its Strength of 6 and AP2 will keep most hard-armored
enemies down, and can be used against light vehicles as well.
Crisis suits always count as stationary for Rapid-Fire purposes, but the
downside is these guns still only get one shot out to 24".
Fusion Blaster: Due to
its S8 and 2D6 armor penetration, it would make an ideal tank-hunter if
not for its infernally short range of 12". It is the
highest-powered Crisis weapon, but also the shortest-ranged, and only
fires once.
Missile Pod: Who can
argue with two S7 shots at up to 36" every turn? The downside is
the AP of 4 which allows Marines and the like to still make saves.
The Missile Pod is possibly the most versatile Crisis weapon, due to its
rate of fire, long range, and high strength. It can be used
against troops, high-toughness monsters, and vehicles alike. The
huge range allows your Crisis team to remain out of assault range the
entire game, as well.
Important!
Certain combinations of equipment are more effective than others,
but no matter what weapons and support systems you choose, it is
important to outfit your team identically. The Target Lock option
may look attractive, outfitting your 3 Crisis suits in different ways to
be ready for anything, but this really makes the unit as a whole
completely ineffective. Concentrate your firepower to one purpose,
and do not fall into the trap of trying to outfit them for any
eventuality. Remember that "Jacks of all Trades" are "Masters of
None."
Plasma Rifle, Missile Pod,
Multi-Tracker: This combination is probably the most common
Crisis outfit used among Tau Commanders. It is especially good for
Tournament play, where you do not know what enemies you will be facing,
as the weapon fit can be used for a number of roles. This
combination maximizes firepower and flexibility by giving you
long-range, high strength firepower with a relatively high rate of fire.
Twin-linked weapon, Drone
Controller: Popular choices for the Twin-Linked weapon are
Plasma Rifles or Missile Pods. This combination minimizes your
rate of fire, but improves accuracy and survivability. The Drones
are taken more for protection than for their firepower; a unit with 6
drones can take a lot of punishment before the suits start taking
damage. The twin-linked Fusion Blaster can be a good Tank Hunter,
if maneuvered skillfully enough.
Plasma Rifle, Fusion Blaster,
Multi-Tracker: A difficult combination to get to work
correctly, due to the short range of the Fusion Blaster, but extremely
effective against Marines and other heavily-armored infantry such as
Sisters and Necrons. This requires expert use of the Assault Phase
jump move to get out of assault range after firing the Fusion Blaster.
Also effective tank hunters.
Flamer, Burst Cannon,
Multi-Tracker: This combination can work miracles in City
Fight, where ranges are often limited, and where your suit can jump back
behind a building and out of range after shooting. Not very useful
against heavily-armored infantry, although the sheer number of hits will
mean failed saves.
Twin-Linked Fusion Blaster, Shield
Generator: This suit is effective as a Monat, if
maneuvered skillfully enough to reach the heavy armor before taking
fire. Upgrade this single-suit "team" to Team Leader, and take a
hard-wired Drone Controller with a pair of Shield Drones. An
expensive suit, but almost guaranteed to reach and then destroy that
enemy Land Raider or Monolith.
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