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Crisis Naming Conventions
Content by psteve, ShasElTael and T0nkaTruckDriver, Written by T0nkaTruckDriver, Edited by T0nkaTruckDriver
The following system was developed by the members of MTT as a way to accurately and concisely convey the weapons loadout of an XV8. Keep in mind that this is a form of shorthand which is meant for casual conversation and internet discussions; when writing out complete army lists, each piece of wargear must be listed in full in order to accurately convey your thoughts.
These suit names were developed from the following rough pattern:
Plasma Rifle: "Knife/Blade"
Missile Pod: "Fire"
Fusion Blaster: "Surge/Forge"
Burst Cannon: "Storm"
One Weapon Suits: Consists of one twinlinked weapon and a support system (or Flamer) in the third hardpoint
Sunforge: Twinlinked Fusion Blaster
Deathrain: Twinlinked Missile Pod
Burning Eye: Twinlinked Plasma Rifle
Two Weapon Suits: If one of the weapons is twinlinked, the configuration name will be followed by a number which is the strength of the twinlinked weapon. The Multitracker will then therefore be Hardwired.
Fireknife: Plasma Rifle + Missile Pod
Helios: Plasma Rifle + Fusion Blaster
Bladestorm: Plasma Rifle + Burst Cannon
Firesurge: Missile Pod + Fusion Blaster
Firestorm: Missile Pod + Burst Cannon
Stormsurge: Burst Cannon + Fusion Blaster
Three Weapon Suits: Consists of three weapons and a Hardwired Multitracker
Sunfire: Plasma Rifle + Missile Pod + Fusion Blaster
Popular Crisis Configurations
Content by Kai'lore, o-DarkJester-o, Azraphael99 and T0nkaTruckDriver, Written by Azraphael99 and T0nkaTruckDriver, Edited by T0nkaTruckDriver
Some sample configurations are provided hereafter, hopefully to offer a few ideas as you come up with your own designs. Keep in mind the role each is assigned to, and remember that no suit can be created in a vacuum - each needs a job to do on the battlefield to work well.
Standard Suits:
Fireknife (General): [Plasma Rifle, Missile Pod, Multitracker]
The best general purpose suit, capable of engaging just about any target on the battlefield and coming out of it a winner.
- Advantages:
- Good utility, incredibly dangerous weapons against all sorts of targets.
- Disadvantages:
- Expensive, and lacks specialization, thus is not as good as more dedicated suits in specific roles. Take the 'knife when points aren't an issue and you don't know what you're going to run into.
Death Rain (General): [TL Missile Pod, Target Lock/Flamer/Shield Generator)]
A team of these guys can put some serious hurt on enemy transports and light vehicles. Able to generate a large volume of shots at different targets, they're the 'artillery' of the Mech Tau list. Since you only need 1 Target Lock in a unit of 2, consider bringing a flamer on the remaining suit in case assault troops get close. Suits in this configuration also work well against enemies that rely on high Toughness instead of armor (Wraithlords, Deamons).
- Advantages:
- Long range and the ability to jump-shoot-jump means they can usually find a piece of terrain to hide behind and therefore need little protection. With a high number of shots, long range, and high strength, they can ususally find something useful to shoot at against almost any army. Inexpensive.
- Disadvantages:
- Useless against Deathwing.
Helios (AHI/AV): [Fusion Blaster, Plasma Rifle, Multitracker]
The bane of Terminators the world over. With the ability to down 3 Terminators in one round of shooting, it can kill almost three times its points cost in one round.
- Advantages:
- Specialized to killing heavy and expensive models without being too expensive itself. Suprisingly effective.
- Disadvantages:
- Difficult to use well on account of their short ranged weapons. Not very useful against swarm armies because of its low volume of fire.
Sunforge (AV): [Twinlinked Fusion Blaster, Target Lock/Shield Generator/Drone Controller]
Specialized for Deep Striking against vehicles. Give a Monat the Shield Generator, or better yet, bring a unit of 2, one with a Drone Controller and the other with a Target Lock and kill 2 tanks on the turn they arrive!
- Advantages:
- Cheap. Specialized and effective in its role.
- Disadvantages:
- Relies on Deep Strike to be effective. Is at the whim of the scatter die.
Stormsurge (AI): [Burst Cannon, Fusion Blaster, Multitracker]
Specialized against the Imperial Guard as the Fusion Blaster is wonderous at popping their slow, land-based vehicles, and the Burst Cannon excels at mowing down their fragile infantry. Burn the transport with the Blaster, then chew up the guys pouring out with the Cannon.
- Advantages:
- Cheap. Specialized and effective in its role, especially when paired with Knives or a 'Torgoch' suit.
- Disadvantages:
- Burst cannon is cheaper on other units (Stealths), suit is not well-tuned against heavier vehicles. Really best against mechanized infantry or lighter infantry units.
Command Suits:
Fireknife-7: [Plasma Rifle, TL Missile Pod, HW Multitracker]
A beefier Fireknife, suprisingly more effective against vehicles and losing nothing against troops. Great general purpose unit leader, especially for a team of fireknives.
- Advantages:
- Hits hard, and at long range. Can engage most opponants.
- Disadvantages:
- Lack of specialization means it's not as effective against targets as a unit specialized to fight 'em. Expensive!
Fireknife-6: [TL Plasma Rilfe, Missile Pod, HW Multitracker]
Another beefier fireknife, this one concentrates on killing Marines with some extra AV. Generally not as useful in the same role, as it has to get close to realize its firing efficiency, but if it does, whoo-mama!
- Advantages:
- Hits very hard, with a good volume of high-strength firepower.
- Disadvantages:
- Harder to use and only marginally more effective than the Fireknife-7, and then only at close range. Very very expensive!
Helios-6 (AI): [TL Plasma Rifle, Fusion Blaster, HW Multitracker]
Designed to engage hard targets like Termies and Tanks up close and personal. Best run as a Shas'el allowing you to get close under the cover of his IC status.
- Advantages:
- Specialized against Heavy Infantry while providing a backup Fusion Blaster in case your Railguns get destroyed early on.
- Disadvantages:
- Still expensive, and difficult to use well due to range limitations.
Sunfire: [Plasma Rifle, Missile Pod, Fusion Blaster, HW Multitracker]
It combines the versitility of the Fireknife with the ability to engage 2+ targets and heavy vehicles if the situation demands it. Keep in mind the multitracker only lets you shoot two at once, so the point efficiency isn't as good... but the versatility can make up for it. The real advantage of this guy is that he can take on everything that Pulse weapons can't. With his lack of twinlinked weaponry and high cost, this suit makes the most sense as a Shas'O.
- Advantages:
- Great generalist, always has the weapon it needs.
- Disadvantages:
- Still expensive! Reduced point efficiency as only 2 weapons can fire in a given turn.
Firesurge-8: [TL Fusion Blaster, Missile Pod, HW Multitracker]
Useful against Land Raiders, Rhinos and everything in between. Basically if it's got armor, this guy's got it on his 'to-kill' list. Best used in this role as a Monat Lone Hunter. If you decide not to Deep-Strike him (or the mission doesn't allow it), the Missile Pod allows him to contribue while he makes his way up the field.
- Advantages:
- All the benefits of the Sunforge with the added ability to be effective in missions without Deep Strike.
- Disadvantages:
- Without an invulnerable save, it's expensive as a Deep Struck throw-away suit.
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