The
Tiger Roars
Guest Commentary
An Analysis of
the Tau Empire XV8 Crisis Battlesuit Weapon and Wargear Options
by Mike Somerville
The objective of this analysis is
to identify and quantify how to best equip the Tau Empire XV8 Crisis Battlesuit
to maximize its in-game efficacy. This will be accomplished by assessing
the myriad of different weapon and wargear options available to the 40k
player for this specific unit.
Mike Somerville, Your Humble
Scribe
Approach
In the 40k game, killing or destroying
enemy units is a key factor in battlefield victory. In the three
mission types in the core game, one mission utilizes enemy units killed
to determine a victor whilst the other two depend on keeping units alive
and having them claim certain battlefield objectives. Because of
this is important to kill the enemy while maintaining your own force and
taking as few casualties as possible.
Many papers and theorists of such
tend to view unit efficacy as simply, “How much can I kill before being
killed myself.” My approach, while similar, takes into account
a different mindset, specifically, “How can I outfit my suits to cause
the most casualties per unit cost.”
I will begin by reviewing the XV8
Crisis Battlesuit options and charting the efficacy of certain weapons
without respect to Ballistic Skill (BS). I will quantize a weapon
by taking the number of shots, multiplying that by the percent chance to
wound with each shot, and multiply that by the probability that a model
fails its armor save. It is summed up the equation N x PW x PA,
where:
N = Number of shots of the
weapon
PW = Percent chance to wound the
target (usually expressed as a fraction)
PA = Percent chance that a wounded
target will fail its armor save (usually expressed as a fraction)
Obviously, if the Armor Piercing (AP)
value of the weapon is less than or equal to the armor save of the wounded
model, the variable PA is set to 1, representing a 100% change of failure.
Were that enough to make an accurate
assessment, I would end my analysis there. However, not all weapons
or targets are created equal. Every weapon does not cost the same
number of points. To provide a better assessment of weapon options
it is the belief of the author that they should be categorized according
to the ability to inflict casualties per unit cost of the weapon.
To determine the kill-to-cost ratio, I will use the equation (N x PW
x PA) / C, where C = point cost of the weapon, and all other terms
are as previously defined.
Support and wargear options, however,
are more difficult to quantify in terms of efficacy versus cost.
I will first begin by looking at which of the support systems make weapon
systems better, and then I will talk about point cost for other (less tangible)
things.
Converted Crisis Suit, by
Patrick Eibel
XV8 Crisis Battlesuits
Within Codex: Tau Empire
there exist two different variations of the XV8 Crisis Suit as a unit choice;
there is a Headquarters (HQ) version and an Elite version of this squad.
The two units have some similarities and differences that should be outlined.
The HQ and Elite Crisis Suits have
two things in common, movement and hardpoint options. Crisis suits
move as if they were equipped with Jet Packs. This means that they
can move 6" in the Movement phase and 6" in the Assault phase, even if
they are not making an assault move. The application is that you
can move a Crisis Suit into range, fire and then retreat out of range or
behind cover. All Crisis suits have three “hardpoints:” this only
means that a Crisis Suit must be given at least three (total) of any combinations
of weapons and/or support options.
The HQ crisis suits can take “special
issue” weapons and support options and they can also have wargear options,
such as hard wired support systems or other pieces of wargear. The Elite
crisis suits cannot take any “special issue” items, nor can they take any
kind of wargear, whether hard wired or not, unless extra points are paid
to enable one of the models to do so.
Weapon Options
The Tau XV8 Crisis Battlesuit can
equip seven different weapons, of these two are classified as “special
issue”. The weapon statistics are summarized below.
-
Airbursting Fragmentation Projector
(Special Issue): G18" S:4 AP:4 Assault 1 Large Blast, Ignores Cover Saves.
-
Burst Cannon: 18" S:5 AP:5 Assault
3
-
Cyclic Ion Blaster (Special Issue):
18" S:3 AP:4 Assault 5 (rolls of 6 to wound are AP:1)
-
Flamer: Template S:4 AP:5 Assault
1
-
Fusion Blaster: 12" S:8 AP:1
Assault 1, Melta
-
Missile Pod: 36" S:7 AP:4 Assault
2
-
Plasma Rifle: 24" S:6 AP:2 Rapid
Fire
Support Options
The Tau XV8 Crisis Battlesuit can
equip several different Battlesuit support systems. Some of them
are classified as “Special Issue”. The rules for each are described
below.
-
Advanced Stabilization System:
The Battlesuit gains the “Slow and Purposeful” special rule.
-
Blacksun Filter: The Battlesuit
doubles the distance rolled when fighting in a “Night Fight”.
-
Command and Control Node (Special
Issue): All friendly units within 12" may use the bearer’s Leadership for
the purpose of Target Priority tests.
-
Drone Controller: The Battlesuit
may take drones.
-
Multi-Tracker: The Battlesuit
may fire two weapons per Shooting Phase.
-
Positional Relay (Special Issue):
A single unit may be brought on from reserve on a 2+, although no other
reserves may come in that turn.
-
Shield Generator: Provides a
4+ Invulnerable Save.
-
Target Lock: The Battlesuit may
choose a target different from the rest of its unit.
-
Targeting Array: The Battlesuit
gains +1 BS, to a maximum of BS 5.
-
Vectored Retro-Thrusters (Special
Issue): A single model Battlesuit unit gains the “Hit and Run” special
rule.
Wargear Options
The Tau XV8 Crisis Battlesuit can
be equipped with up to 100 points of wargear. The different wargear
options are outlined below.
-
Bonding Knife: The unit may re-group
if under half strength.
-
Ejection System (Special Issue):
If a single-member unit is killed by a shooting attack that does not cause
Instant Death, the character bails out.
-
Failsafe Detonator (Special Issue):
If the unit falls back from close combat, the model with the detonator
stays and blows up using the large blast marker and S 8 AP -.
-
Gun Drone: The model gets a gun
drone.
-
Iridium Armor (Special Issue):
The model receives a 2+ Armor Save, however, the 6" Assault move is reduced
to d6".
-
Hard-wired Blacksun Filter: A
Blacksun filter that does not take up a hardpoint.
-
Hard-wired Drone Controller:
A Drone Controller that does not take up a hardpoint.
-
Hard-wired Multi-Tracker: A Multi-Tracker
that does not take up a hardpoint.
-
Hard-wired Target Lock: A Target
Lock that does not take up a hardpoint.
-
Marker Drone: The model gets
a marker drone.
-
Shield Drone: The model gets
a shield drone.
-
Stimulant Injector (Special Issue):
The model receives the “Feel no Pain” special rule.
Results of Weapon Analysis
Each weapon (except the Flamer and
Airbursting Fragmentation Projector, I will explain later) was plugged
into the second equation and calculated for many different types of Infantry
Models (models with a Toughness and Armor Save). Cover saves were
not taken into account as certain aspects of the Tau army allow units to
either reduce the efficacy of cover, or negate it altogether. The
results from the weapon analysis are plotted below.

Kills/Cost vs T/Save
From the graph, it is apparent that
some weapons work much better when used against certain types of infantry
models. The Burst Cannon, Missile Pod, and Cyclic Ion Blaster fluctuate
a lot depending on what they are firing at. Unsurprisingly, the Plasma
Rifle (both firing modes) and Fusion Gun remain pretty flat across the
spectrum. The biggest surprise is the dominance of both the Burst
cannon and the Missile Pod across many parts of the spectrum. In
fact, in terms of cost, the Burst Cannon is the wisest choice against Space
Marine Equivalents (MEQ’s).
The Fusion Gun and Plasma Rifle (within
12") are powerful and perform well, but they require you to get your crisis
suits within 12" of your enemy, which is rarely a good idea. This
is the same reason that the Flamer was excluded; it is not a good idea
to use such a close range weapon. The Airbursting Fragmentation Projector
was excluded due to the inherent complexity and variables of using such
a weapon. If you know that your opponent is going to utilize models
with a high cover save but low Armor Save (Lictors, Pathfinders, Ratlings,
and Chameloline Guard), take this weapon.
Results of Support Analysis
The Battlesuit support systems are
varied and not as difficult to quantify or qualify as is first imagined.
I will place the support systems in one of three categories based upon
their usefulness (remember, they take up a hardpoint). The categories
I have chosen are “Worthless”, “Fair”, and “Excellent”.
Worthless items are those
that serve no practical purpose or have advantages that you would either
never want, or that you can gain for free. The items I defined as
such are:
-
Advanced Stabilization System,
-
Blacksun Filter,
-
Command and Control Node,
-
Shield Generator,
-
Targeting Array, and
-
Vectored Retro-Thrusters.
Fair items are those that may
have a use or could find their way onto a model. The items I have
defined as such are:
-
Drone Controller,
-
Target Lock, and
-
Positional Relay.
Excellent items are those that
offer great benefit for a low point cost. One support system meets
these qualifications, the Multi-tracker. It is so damn good.
Results of Wargear Analysis
Like the Battlesuit support systems,
the Wargear options are not as difficult to quantify or qualify as is first
imagined. I used the same system as above. Remember that these
are only available to HQ Crisis Suits and upgraded Elite Crisis Suit Commanders.
Worthless items are those
that serve no practical purpose or have advantages that you would either
never want, or that you can gain for free. The items I defined as
such are:
-
Ejection System,
-
Failsafe Detonator,
-
Hard-wired Blacksun Filter,
-
Marker Drone, and
-
Shield Drone.
Fair items are those that may
have a use or could find their way onto a model. The items I have
defined as such are:
-
Stimulant Injector,
-
Iridium Armor,
-
Gun Drone,
-
Hard-wired Drone Controller, and
-
Hard-wired Target Lock.
Excellent items are those that
offer great benefit for a low point cost. The items I have defined
as such are:
-
Hard-Wired Multi-tracker, and
-
Bonding Knife.
Recommendations for XV8 Crisis Battlesuit
Options
Based on the above analysis, certain
load outs are recommended for each of the Elite and HQ sections.
For the Elite choice, it is recommended that the three hardpoints be filled
with a Burst Cannon, Missile Pod, and Multi-Tracker. One member should
be upgraded to a team leader with a Bonding Knife. This load comes
to 160 points for a 3-member unit.
For the HQ choice, it is recommended
that the three hardpoints also be filled with a Burst Cannon, Missile Pod,
and Multi-Tracker. Each member should have a Hard-Wired target Lock.
For three members (using the lower cost HQ), this unit costs 210 points.
Posted
May 2009. Used with permission.
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