Click to read the CAcompliant article, or check out the Tactics Corner for more reviews and strategies. The XV8 Crisis battlesuit is a mainstay of the Tau army and perhaps the most iconic unit for the faction- though in practice they are reserved for the most elite members of the Fire Caste, piloted only by those who have proven themselves time and time again to be the most skilled of warriors. Armed with any of a variety of weapons and advanced sensors, a Crisis can be outfitted for nearly any battlefield role as needed; often, individual Tau will favor specific setups for their suits and specialize in these particular roles, but by and large Crisis pilots are expected to be able to support their cadre with any number of different weapon configurations.
On the tabletop a Crisis suit has a fairly beefy statline in most places, although it is certainly lacking in some others. As Tau models, Crisis Suits benefit from For the Greater Good, which allows them to support nearby units with overwatch when charged; given the potential firepower that a unit of Crisis can mount, this can often be a pretty powerful ability, though point-for-point there are other units that outmatch them.
Still, the possibility of running headlong into a wall of flamers or melta is pretty unattractive to most opponents, so they can make an excellent deterrent when kitted properly. Crisis Suits can also make use of Manta Strike, which is a fairly standard reserve ability. Aside from that, the ability to go into reserves is fairly strong for a potentially-vulnerable unit such as Crisis, so we can count it as a big plus and even more so depending on their loadout.
Especially with the price drops in Chapter Approved, this gives them unparalleled flexibility in adjusting themselves to different roles, from anti-tank to anti-infantry and beyond.
Generally speaking, it is highly preferable to give all members of a Crisis team the same weapons loadout and to have all weapons on a single suit be the same; mixed loadouts lead to units without a clear goal or use in the army, and it typically is better to have several specialists who each do their individual jobs well rather than multiple generalists who can do any job poorly.
Note that mounting three Flamers is better against almost all targets than two Flamers and an Advanced Targeting System, a pattern that will be true across virtually all of the weapons.
With horde units becoming more popular Flamers may end up being a strong choice for the army overall, though Tau already have access to some fantastic anti-infantry firepower via Strike Teams, Gun Drones, and other battlesuits. They strike a nice balance between almost all of the stats on a weapon, allowing them to target almost anything with a reasonable degree of proficiency, though their preferred targets are light-to-medium multiwound models. A full three-Missile loadout on a Crisis is quite expensive and competes with the Broadside for the role of medium-strength shooting platform, though the Crisis have the advantages of mobility, reserves, and the Fly keyword, all nontrivial factors.
Its most obvious comparison seems like the Missile Pod, which has a nearly identical statline in many respects but with fewer shots and more range; however, I think a better mentalization is the Fusion Blaster, which serves a similar role of close-in anti-tank support. The CIB is more powerful and more flexible than the Fusion overall, but is also riskier due to the possibility of suffering mortal wounds. Fusion should be preferred against anything without an invuln, and the CIB against those with.
Crisis can also mount a support system in place of one of their three weapon slots; however, the opportunity cost on this is quite high, so you should think very carefully before doing so.
The Drone Controller is the only one I would say is consistently worth considering, since it achieves a wholly different purpose than any of the weapons you can take and mathwise boosting up the accuracy of any number of drones is almost always superior to a single gun. Advanced Targeting System is good, but mathhammer shows it to be worse than simply taking a third gun in the large majority of circumstances and thus can safely be set aside unless you are scraped for points since it is cheaper than most weapons.
A unit of Crisis Suits can also be accompanied by drones, up to two drones per suit. After that, they act exactly like the Tactical Drones purchased as Fast Attack units, though it is worth noting that these drones do not count towards the maximum number of units of Tactical Drones that can be purchased in an army, which is nice.
The first thing we should take note of is that the Crisis has a lot of competition in its role with the Broadside, Stealth, and Riptide suits, not to mention Hazards and other, more esoteric options. So before you take a unit of Crisis, first think: is there another, more specialized unit that could fill this role instead? Of the two, the Cyclic Ion is usually going to be the more efficient by a significant margin, for several reasons- it not only has the flexible statline able to target both infantry and vehicles with good proficiency but also loses less of its effectiveness against medium-weight targets e.
Trukks, Ogryn, etc as well as targets with an invulnerable save, which are exceedingly common these days. The other half of the reason that Crisis work best as a reserve unit is an extremely powerful stat that they have access to through the Farsight Enclaves subfaction. Farsight is typically a very lackluster sept choice for a Tau army due to being so restrictive and Tau Sept being so powerful, but in the specific instance of Crisis suits it actually pays off. Making best use of this means taking a large member Crisis team, which can be quite expensive, but the ability to clear an entire area of the table with those shots often more than pays for itself, as not many things are going to be able to survive that kind of barrage.
Gun Drones are a premiere choice, as they can not only shield the battlesuits but also put out a lot of firepower to slow down enemy infantry, but Shield Drones get a significant amount of extra resilience compared to the others and Marker Drones are an excellent way to get those five Markerlight hits that you want to achieve maximum efficiency. Tactical Drone units themselves can obviously be purchased for these reasons, but Hazard teams can bring up to four drones per squad, getting you a pretty solid slot-to-drones ratio as well.
Best of all, since all of your drones and Crisis have the Fly keyword, they cannot be locked in combat even if the enemy tri-points them; and given their relatively-short range, this is a very important factor. Arriving from reserve prevents the enemy from getting to alpha strike your Crisis away before they get to act, but it does have other disadvantages of its own.
For this reason, an army that wants to bring Crisis in reserve should also be bringing a lot of infantry-clearing firepower that they can leave on the table- though fortunately this is something that Tau are very good at. Strike Teams, Gun Drones, Stealth Suits, Riptides, Broadsides, and all of the other classic Tau inclusions can be quite effective in this role, so make sure you get rid of those screens first so that you can hit the juicy center of the enemy army as you please on turn 2.
Outside of their reserve role, Crisis can have some uses in non-Tau Sept armies by providing overwatch defense. Posted on February 6, by abusepuppy in 40KReviewTactics.Do you fantasize about working together with your brothers and sisters on the battlefield to protect something larger than yourselves?
Do you like to take out your targets with coordinated shooting attacks before they can ever get close? Do you yearn to surround yourself with dozens of drones that will throw themselves in front of you to protect you with their short, automated lives?
In ITC style missions with Kill objectives added in you also need team wide durability which Tau have in Crisis Suits and killing power the crisis suits again and Rail Rifles. Tau have the tools to compete at most tournaments. Markerlights — Some models can fire markerlights instead of shooting any other weapons. If they hit, their target gets a counter next to it for the rest of the phase. The more counters a target has, the more effects you get.
These are:. These are all pretty solid bonuses and having four markerlights on a target is a huge boost but the sad truth is that it will rarely be worth your time to markerlight something once, let alone do it multiple times. If you were absolutely able to concentrate multiple arcs of fire and use a Comms buff, then maybe putting a single markerlight on a big target could be worth it.
Overwatch becomes a lot more reliable when you can have models firing and the ability to have two models shoot while the charge target falls back is incredibly annoying for chargers. Pulse rifle — The default gun of Fire Warriors. Helpful for avoiding long range penalties.
Pulse carbine — The default gun of pathfinders. Pulse blaster — Breachers carry these, which come with three profiles that improve as you get closer to your target.
Works well with the more bullets stratagem. A very solid weapon that can put in a ton of work. They work the same way.
Plus you only take a mortal wound if you roll a 1 to hit on overcharge. Kroot Rifle — The basic Kroot weapon. You will want at least one of these on your kill team, primarily because they can be accompanied by a DS8 Tactical Support Turret, which is free. Both are solid options.
A Kill Team may have a few Fire Warriors on its team for longer-ranged support against targets with weak armor. Take one to get the free support turret. Keep a few on your roster and have both specialist and non-specialist versions. Comms and Sniper are the best choices here, but Demolitions is also great. Having Pathfinders in your kill team also gets you access to three additional drone options.
Many people have tried to make Breachers work in kill team and many people have failed. An average roster will have MV1 gun drones to work with, and then sprinkle in the others depending on strategy.Tau can do well in KT, but the big splashy toys are all gone, so you're gonna need to put the riptides away and dust off some of those less used models. Markerlights are all but useless, with them only benefiting one model at a time, you'll need to -really- want that one gun to land to make any kind of ML support worth it, and even then it's probably not.
You can take a basic team of 6 Firewarriors, 3 Stealth Suits, and 4 Pathfinders, with 12 points left, or take a Team of 6 Firewarriors, 4 Pathfinders, and 2 Piranha's with 22 points left for upgrades, and seeing as even the Tau's most basic troop weapon has a 1 in 3 chance of scoring a glancing hit against AV 10 and a 1 in 6 against AV Your greatest enemy will be your generally small squad size, although Overwatch may be fun, especially with "Supporting Fire".
With the Basic Crisis Suit Model costing 22 Points, it is more than possible to take a squad of 3 for 66 points, and then stick double Flamers on each for an extra 30 points 96 ; while this may be almost half of your total points, you've now got 6 Flamer Templates on highly mobile and tough for kill team models, essentially creating a literal "Field of Flames". Add a Counterfire Defense System if you're afraid of assault and want to see your enemies cry. However due to the lack of Squad based rules, avoid using the "Command and Control Node", the "Multi-Spectrum Sensor Suite" or target locks as these will just be deadweights, despite how useful they could be in this situation.
With the use of Combat Specialists, these become downright dirty. Now grab the Weapon Specialist that gives you basically Ignores Cover. Pick a model within 24 inches. That model is now removed from play. Alternatively grab a Twin-Linked Burstcannon with Haywire to mulch vehicles, or grab two Burstcannons and the specialisation that lets you split your shots in order to gun down hordes with enough dakka to make even an Ork blush.
Equipped with a Burst Cannon, and a Stealth Generator, the basic squad comes in a set of 3, for a cost of 90 points, and can take any choice of Support system from the list. It is entirely possible to equip all your stealth suits with Stimulant Injectors, creating a fast moving, High Flying, incredibly tough unit that should be able to handle almost any immediate threat, however you're sinking a lot of points into this, so your Kill-Team will be miniscule as a result.
If someone is fielding Guardsmen, JSJing, killing-on-twos, 4-shotting stealths are the stuff of literal nightmares, just don't expect the hit rolls to always go your way.
Run a bigger team of them 5 or 6with a fusion blaster or two, and they'll have a good chance of whittling down the enemies team to naught without getting themselves shot. Just keep an eye on what you use the rest of the points for, you need to be a little wary of the break tests if you lose too many less-survivable models. The best reason to run firewarriors is the gun, on a 4x4 table, 30in gets you a really long way, and at S5 it'll hurt most things, including vehicles if you bring enough of it.
Supporting fire still works, so think about how you're spreading your models out on the table, and if you think you're about to get charged try and get a few firewarriors within 6in of each other.
Dawn of War 2 Last Stand Tau Commander DLC to add Crisis Battlesuits and huge lasers
For 60 points, you get 10 infiltrating bodies for board control, all the more helpful if the terrain has forests for you to hide in.Seen in every campaign the Tau have been involved in, the XV-8 Crisis suit is piloted only by those who have reached the rank of Shas'ui, but is ubiquitous enough that it is commonly used by many commanders in the Tau Empire as well.
The suit itself is highly customisable, capable of carrying a wide variety of weapon load-outs and specialist equipment, including rare signature systems. The XV8 is the Tau's general-purpose workhorse battlesuit. It's big enough to fit the pilot in its chest and tough enough to sustain punishment that could kill a Space Marine.
The most common loadout for Crisis suits is two weapons and one support system, although builds exist that employ all hardpoints for either weapons Gunship crisis or support systems Buffmander. Crisis suits are usually deployed in teams of three, known as Ta'Ro'Cha, which are usually composed of close friends who have served together since they were Shas'la. Occasionally a pilot who has lost both his comrades can become a solitary warrior, or Monat.
Having to face a greater daemon can cause a similar behaviour. Depending on how the death of his fellows affected him, he can become either a Rambo or a Kamikaze. The XV8 was created during the First Sphere of Expansion, but was only used very sparely because the energy generators at the time were too weak to power the heavy suit for longer than an hour or so at a time.
On top of that, the anti-gravity drive wasn't invented yet, so it was a ponderous piece of junk. Later, the XV8 got both a powerful internal generator and a gravitic drive, and its reputation among Tau military technology climbed until it became the mainstay battlesuit of the Tau Empire. Unlike the Imperium, Tau tech actually goes forward, thus Crisis in more recent editions come stock with Multitrackers akimboBlacksun filters those eagle-eye glasses and can control drones without needing an outdately-named Drone controller which now provides enhanced controlfreeing a lot of hardpoints.
It's also interestingly that formerly experimental weapon often gets into wider production as more general use options such as the Airbursting Fragmentation Projector or Stimulant injectors as one of the few times fluff and crunch line up. Disregarding the fluff a littlea Crisis team can be tau strong, and cannot eject anymore due to not having access to that item in the codex. But they get yet more guns and stuff. Tau battlesuits all have the ability to Deep-Strike onto the battlefield except for the Broadside and R'Varna models, as they lack jetpacks.
Crisis suits can make the best use of this ability as they have the greatest level of tactical variety, given their wide choice of weaponry and support systems. As long as you have a properly prepped Crisis suit team held back in reserves, you can adapt to anything your opponent throws at you.
Standby for Titanfall indeed. Jetpacks man, just, fucking jetpacks. Roll 2D6, move anywhere you want within that distance, and you only check for terrain if you land in a bad place. In addition, jetpack infantry status confers the Relentless special rule. Enjoy shooting heavy weapons on the move. Optionally, double-tap those plasma rifles into a squad of Tactical Marines or Terminatorsand leap behind an obscuring wall to escape return fire or charge what's left of the Tactical Squad if you're feeling ballsy.
Just don't charge the Terminators. No, you still don't want it to happen even with battlesuits, but if you run out of options, Crisis teams actually aren't half bad in an assault. They have two base attacks at S5, which can pretty easily take out light infantry such as Guardsmen and Ork Boyz. However, WS2 and I2 means they're dead against heavier assault troops, but then again, so are many things. Keep in mind though that a single Marine -wielded power fist or any other S8 attack means instant death for the T4 Crisis suits, so only try this against light or injured foes where a piss poor initiative and weapon skill are largely irrelevant.
The only time you would really need to do this though is if your battlesuit team was outfitted with only anti-infantry weaponry and didn't have any fusion blasters, missile pods, or other guns that would do the job much more effectively.
Or if the tank in question is still standing with one or may be two HP after getting shot by said guns, and you really want it dead before it could shoot back.
A combination of dual flamers and vectored retro-thrusters as a support system. This allows you to throw down 2 templates before darting away in the Assault Phase and will keep you up close and personal with the enemy's infantry, while the vectored retro-thrusters allow you a chance to escape from melee, even if at Initiative 2.This message was edited 1 time.
Forum Index. Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you: No adverts like this in the forums anymore. Times and dates in your local timezone. Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
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We'll explain that more in detail later. Drone 2 is a Grav-Drone. Drone 3 is an SMS turret drone. All additional drones are Gun Drones. A level 2 scout allows you to automatically avoid this result. Get one. I recommend a Stealth Suit, possibly with a Fusion Gun if you're feeling spicy burst cannon is pretty much always better though. Bonus points if you use the level 1 Scout Tactic with him to reroll the dice when advancing with your model that, at level one, passively rerolls advance rolls.
Double reroll all across the sky!!! Only One Markerlight You might be tempted to bring some markerlight support, because it is the unique tau mechanic and you think you have to stack them up. You do not. Wait, no infantry? Sadly, for the low, low price of minus one point, instead of any kind of tau infantryman you could have a Gun Drone. It flies, it moves 8", it takes mortal wounds for your specialists, and generally just does everything better than a basic non-specialist infantryman.
Some of them even do awesome gak like letting your snipers always have the first AND second markerlight level passively see: Why only one Markerlight? If you must have a Fire Team because you want to play with all the other kids and their leveling up infantry, take basic Fire Warriors with rifles.
They don't have the clusterfeth of a gun that is the Pulse Blaster, they don't have that "I'm half a gun drone smell" of a pulse carbine, and they don't flail wildly trying to hit markerlight shots on 5s and 6s while your enemy uses his first three activations plunking bullets into your valuable squishy tau bodies. Only One Markerlight? And if there's nothing good to mark or you want to move him, just use the Comms trait on a nearby Sniper or Stealth Suit.
Markerlights fired by regular pathfinders only hit AT BEST on a 4, they waste a vital early in the shooting phase activation, and even if they roll perfectly they grant bonuses that are incredibly easy to get with basic specialist levels hello sniper specialists that get rerolls of 1 to hit passively.
Ok, wise guy, then what models do I take? Give him all the buffing traits, because you're guaranteed to have at least drones hanging around him and drones suck at morale. Mentor is also pretty awesome. I'd say go for 2 Ion 1 Rail. Rail Rifle gunner can freely be a Scout if you don't want to bring a second stealth suit, but Sniper is pretty much best for all of them.Don't worry, our logo hasn't melted.
XV-8 Crisis Battlesuit
Dawn of War 2's fantastic Last Stand mode will get a new hero later this month. The Tau Commander is the imperious leader of Warhammer 40,'s race of technologically advanced space-communists, the Tau.
They stomp around in huge, customisable mech suits, which makes them perfect for Last Stand's loot driven progression system. With every level, new wargear is unlocked, opening up new build options that can completely change each warrior's role in the three-man team.
See one in action in the trailer above, spotted on Reddit. Going by the video above, it looks as thought the Tau Commander will play as a devastating artillery specialist, with some area of effect support abilities thrown in to keep team mates happy. It's fitting. In 40k lore, the Tau are one of the few races still making new tech, and the Crisis Battlesuit the Commander hides inside carries some of the best.
Expect jump jets, drones and great big energy beams. The trailer says that the Tau Commander will "be available for purchase at the end of October. The Last Stand mode is available as a standalone purchase now on Steam and is on sale now as part of the tail end of a weekend Steam deal.
Please deactivate your ad blocker in order to see our subscription offer. Tom Senior. See comments. Topics Real time strategy.
Dawn of War 2: Last Stand. Warhammer Dawn of War II.Are you the type of player that likes to sit back and wait for the enemy to come to you? Do you fantasize about watching your opponent throw wave after wave of their enemies into your gunline, only to fall dead at your feet as they try to charge your lines with primitive weapons?
Do you enjoy out-ranging nearly every army in the game with your basic guns? Does the thought of getting into a fistfight make you physically ill? As with any strategy document, this article represents a specific time and place. This article was written following the release of the final Space Marine Codex Supplements and prior to the release of Psychic Awakening Book 2 and Chapter Approved Psychic Awakening has made them even better and added some variety, with the new tools from The Greater Good TGG unlocking some new builds.
Even the perennial problem of Tau — that they could be just a bit boring to play with or against — has improved substantially thanks to the new tools. Drones have become increasingly valuable as the new marine codex has made targeting characters and taking down vehicles easier. Saviour Protocols is conceptually pretty simple but the rules implementation is complex and one of the most repeatedly errated rules in the game.
We also had a look at the implications of the latest set of changes in our FAQ roundup. When a target is hit with a markerlight, it gains a counter that lasts for the remainder of the phase.
A unit that does so cannot fire overwatch again in this turn. Keep multiple units fairly close to each other to take maximal advantage of this and provide supporting fire to deter charges that might hit your most valuable units.
Also, when firing FtGG, make sure to fire any markerlights you want to use first, as adding re-roll 1s makes the rest of your shooting better. Wings Note: If you happen to be reading this article to learn how to play against Tau understanding how to unpick this ability is very important. The goal is to force your opponent to use up FtGG shooting from their better units in order to stop your chaff making it in, reducing the firepower faced by your good units until they can get in either safely or at sufficient strength to do stuff.
Either of these are declared at the beginning on your turn, and provide certain benefits to units near them. These will typically used at the beginning of the game to maximize firepower when the first chance to strike a decisive blow becomes available. Until the end of the turn, the selected units cannot move for any reason, but you can re-roll failed hit rolls for attacks made by these units. Assuming Riptides, Broadsides, or Hammerheads are in range of good targets, this is a great thing to declare on the first turn to pick up an early kill or two, particularly against anything with a To Hit penalty.KILL TEAM ELITES - TAU FACTION FOCUS
Useful for a quick reposition without losing firepower, this is harder to get effective use out of than Kauyon and not quite as powerful overall. Instead of taking a normal relic including those added with Emergency DIspensationTau can instead choose to take a Prototype Weapon System.
Not a horrific penalty; Fire Warriors are inexpensive and effective, and both Cadre Fireblades and Darkstrider are great HQ picks, and even Ethereals can provide enough value to merit inclusion in a tournament list. Like a lot of factions post-PA, Tau now have two choices for Septs — take one from the main codex, or build a custom one using a set of mix and match traits.
Easily the best original Sept. This might be good enough to consider if it worked on Vespids. Wings Note: Used to see play in Fire Warrior spam lists, but those are deaaaadddd in singles events in Marine meta.
The cover save bonus is, on the whole, nice to have, and the relic is great for adding survivability to a key unit. The ability to re-roll one hit roll each time a unit shoots is incredibly powerful for smoothing the variance curve on high-strength, low-shot weapons and units that have a small number of big guns.
As an addition to that, the Sept Stratagem is incredibly powerful, and useful for getting things going with your markerlights when you absolutely have to remove a unit from the battlefield. This gives you both multiple characters to use for Orbital Marker Distribution spotting and also three additional re-rollable markerlights to drop on enemy units. It also changes the short range brackets on one of the big gun options for the Stormsurge.
The Greater Good expanded the Enclaves, once one of the weakest Septs, into a much more substantial subfaction with a bunch of extra rules that make them pretty attractive. These pull you in a very different direction to other Tau armies, encouraging you to bring units that want to be up close and personal with the enemy and play a much more aggressive style of game, perhaps backed up by some longer-ranged options which are still pretty good thanks to general Tau abilities. Their Sept traits and one stratagem do also provide some strong synergies with fliers, and at least one player has had early success with a Farsight air wing.
Warriors of the Farsight Enclaves just get two Sept Tenet abilities? Why not! Finally, you get to bring two commanders per detachment.
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