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==Useful Weapon and System Combinations== ===Fire Crisis=== 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. A whole squad of three XV8s with this configuration is able to dish out a genuine HELL on the battlefield, eating hordes of light infantry like there's no tomorrow, and even Terminators wouldn't charge them lightheartedly. And for an extra bonus, they're cheap too, with the team coming in at 111 points in total (37 points per suit). * Getting a chance to test this one out in a 500 pointer vs. [[Tyranids]]. Only piece I didn't get was the retro-thrusters, but I'll put up how many points I manage to earn with this setup. * Managed to strip 5 wounds off of a [[Carnifex]] and take out a [[Tyranid Warrior]] over the course of 2 games, but they kept fire off of my Stealth Suits while they wiped from the other side. So they didn't earn their points, but they presented enough of a threat to let my other units do their thing relatively unmolested. Tactically sound, but leave the vectored retro-thrusters at home if you're not taking drones or up against Imperial Guard, and be prepared to lose them early against anyone else. ===Optimized Monster Hunting=== To put it simply, run 3-man squads of Crisis suits with a Twin Linked [[Plasma Rifle]], and a Plasma Rifle. The general gist of this is that without twin-linked weapons, you need 7 markerlights to reach BS10, '''but with twin-linked that number goes down to 2'''. Now with your pathfinders infiltrating into ideal positions, use your markerlights to boost your chance to hit to 100%, and go after big shit like D-Knights and silver baby carriers, all while playing the Jump Shoot Jump game in cover. Ideally you should also have a riptide [[rage|or three]] to deal with hordes, while this monster team deals with any major threats to the riptide. ===Field of Fire=== A combination of 2 [[Burst Cannon]]s and a target lock. This allows you to have a group of three Crisis suits threaten three separate enemy units at the same time with eight S5, AP5 shots EACH (24 total). Keep in mind that only two of the suits need a target lock; just remember to designate which suit doesn't have one, and then it counts as the main squad, while the other two fire at separate targets. This allows you to free up a few points and give the one suit a drone controller and marker drones, so the target lock suits can keep fire off of your marker's back while he marks up the important targets and makes all those burst cannon shots count. You see, Tau victories are about '''synergy'''! ===Tank Wrecker=== A Crisis suit Shas'vre with dual [[Fusion Blaster]]s and an [[Power Weapons#Onager Gauntlet|Onager Gauntlet]]. This unit spells '''DOOM!''' in one turn for any light vehicle with 2 hull points, and stands a decent chance at dealing with vehicles with 3 hull points in one turn. You can exchange the [[Power Weapons#Onager Gauntlet|Onager Gauntlet]] for a velocity tracker to make a short-range anti-air unit that can force your opponent's air transports to take the long way around or risk dealing with this. Alternatively, in 8E you can run a Coldstar with 4 Fusion Blasters for maximum melta with its 40" movement. If you are a Farsight Enclaves player you can use your Sept exclusive relic to upgrade two of those blasters to the kickass Fusion Blades to pretend you are a gundam. ===Commander Dakka=== Take a Crisis suit Shas'el or Shas'o (using up one of your few HQ slots) and outfit him with 2 burst cannons (add in a neuroweb system jammer if you're feeling fancy). Each turn you'll be putting out as many shots as a heavy burst cannon, even if they are weaker, but without the risk of Gets Hot and at BS5. And you'll usually be close enough to an opponent's unit to make the best use of the system jammer as they move in closer to try and put the hurt on "Commander Dakka". Add the drone controller and two drones at your own discretion (highly recommended if you really want the [[dakka]]). To make sure your enemy cries you can even put the commander in a squad of gun drones for a grand total of 36 S5, AP5 shots at BS5 per turn on a highly mobile and pretty tough unit. ===Utility is the Best=== A commander with a drone controller, a target lock and two [[Missile Pod]]s goes into a squad with the same configuration. Then give all of them 2 marker drones each, and suddenly you have a squad with a lot of range and mobility that can threaten light vehicles or infantry from a safe distance while shooting markerlights everywhere! The icing on the cake is that every Crisis suit in the unit can fire against a different target, making this squad incredibly versatile. Put the commander in a squad of bodyguards if you are really afraid to lose him. ===The Indomitable=== An Enforcer suit commander equipped with a drone controller, a stimulant injector, a shield generator, iridium armour, and a weapon of your choice (a cyclic ion blaster might be fun as Gets Hot has a very low chance of hurting someone with all these saves), then bubble-wrap him in shield drones and laugh as you've got something that can only be insta-killed by S:10 AP2/1 weaponry and will soak up anything else like a sponge. Expensive? Yes. Hilarious? Hell yes. (Also counts as a [[DISTRACTION CARNIFEX|distraction Crisis suit]].) ===The Ninja=== Give a Shas'vre an XV-84 for the [[Smart Missile System]] and/or [[Airbursting Fragmentation Projector]], and Neuroweb System Jammer. You now have a unit that can launch missile or pie plates from outside LOS, and ignoring cover, while simultaneously granting Gets Hot! to the same or another unit. This single suit runs around 70-80pts depending on what options you take, but can maul a GEQ squad during its shooting phase then cause them to blow themselves up on theirs. Before using this setup, practice your trollface. === The Scalpel === A dedicated anti-infantry/anti-heavy infantry/anti-vehicle unit that excels at inflicting heavy losses on the enemy's side. Two XV-8s are loaded with two Plasma Rifles and Target Locks and the third is loaded with two Fusion Blasters and a Target Lock. All of the Suits take two Gun Drones. A buffmander with a Drone Controller and two Gun Drones is attached to the squad and is usually held in Deep Strike Reserves. With this unit, you can dump 2 BS3 S8 melta shots, 8 BS3 S6 plasma shots, and 16 BS5 S5 pulse carbine shots, all twin linked and ignores cover, at different targets allowing you to optimize your target selection for the unit. Assuming your targets don't have an invulnerable save, you will most likely gut them.
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