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Bugbear in the Playground
Join Date: Sep 2008
Gender: 
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Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."
Ok time to post up what I have written. I have tried to be as objective as possible with this codex review but please feel free to point out any glaring mistakes.
Spoiler
Battlesuit Armoury
Battlesuit Support Systems:
Battle Suit Wargear
HQ
Elite
Spoiler
XV8 ‘Crisis’ Battlesuit Team: The only reason to play tau. Seriously talk to anyone who plays tau and they will tell you how much they love the crisis suits. These are the main fighting force of your army and should be equipped as well as you can afford. What makes them great is their ability to Jump in the assault phase. This can allow you to move into rapid fire range and then jump back out of it. Or jump out from behind a building, shoot and then jump back into cover. Used well they are almost impossible to kill.
Their mobility allows you to put them where you need them. They also carry potent weapons. They have the ability to deep strike which adds more options to your army and a mass deepstrike can really threaten your opponent. However if you deep strike that means more turns that you aren’t shooting with your expensive suits so unless you have designed your unit to deepstrike it is probably more advisable to just start them on the board.
Each suit has three hard points with which you can put equipment on. Most people put two weapon systems and a support system but taking three weapons can be a good option if you take a twin linked system and a regular weapon system.
An useful tactic when building your crisis suits is ensuring that each has a different bit of gear. So when you do wound allocations, you can allocate the wounds to each different model separately and thus increase survivability. That way if you have to take nine armour saves on a unit you can roll 3 armour saves for each individual model instead of rolling all 9. So each model will only lose 1 wound on average instead of you taking 3 wounds and having to remove a whole suite. It keeps more firepower around for longer.
An example of this would be
3 man Crisis team:
1 with plasma rifle, missile pod, multitracker
1 with plasma rifle, fusion blaster, multitracker
1 with plasma rifle, missile pod, multitracker, team leader with bonding knife.
Common Builds are:
-Plasma Rifle, Missile Pod, Multi-tracker (Most popular build out there, useful against everything is a reactive unit designed to get rid of any problems facing your army.)
-Plasma Rifle, Fusion Blaster, Multi-tracker (with the high prevalence of marine armies the extra high strength low ap shot helps kill them and can threaten tanks as well.)
-Burst Cannon, Missile Pod, Mutli-tracker (Anti ork. It has a high amount of shots and can work well against good armour saves as well by forcing them to take more saves)
-Fusion Blaster, Flamer, Target Lock (Good for deepstriking and can put the hurt on either infantry or vehicles)
-Twin-Linked Missile Pods, Flamer (Shoot the enemy from afar and flame anything that gets too close)
-Twin-Linked Missile Pods, Fusion Blaster (Used to take out tanks)
-Twin Linked Flamer, Missile Pod (Useful mainly in deep striking but can demolish light infantry. Once you have flamed a unit you can sit back and fire missiles at the enemy.)
Stealth Team: The place to take burst cannons. They are mobile and with the stealth field generator your opponent will need to roll night fighting each time he tries to shoot at you. This means that only the close units will be able to shoot at your unit. They can tear through light infantry and for 2pts you can take a fusion blaster and threaten tanks as well. Stealth teams work well in larger units as they can throw out more damage but they are effective in smaller units as well. You can take multiple small units and overwhelm your opponent with targets to shoot at.
Deepstriking the multiple small units can be a good idea. They will have a very small footprint on the table and a lucky fusion shot can end the game for a vehicle.
They are good in assault against non power weapon units. They have the infiltrate rule as well which can be used to take an objective early in the game. They do take an elite slot away from crisis suits so think carefully about what you want in your army.
Troops
Fast Attack
Heavy Support
Last edited by Ricky S : 04-12-2012 at 01:40 AM.
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