Arka0415 wrote:This looks like a really good list, honestly I wouldn't change much!
However, I feel like there are a few places where you could clean the list up a little:
1. Give the Plamsa XV8s 2 more Gun Drones each
2. Give the CIB XV8s all Gun Drones instead, without a Drone Controller those Marker Drones will be unreliable
Also, a few questions:
1. Are you sure the Pulse Blastcannon is the right choice for the Stormsurge?
2. Could you possibly benefit from Stealthsuits using a Homing Beacon to support those Plasma XV8s, Fusion Commanders, or Farsight?
3. Might you have too many Pathfinders?
1) Adding gun drones to plasma XV8's, I had six gun drones per squad for a good while testing. But most of my people I play are well aware of what drones do. They do tend to pour in a lot of fire power (basic) at them before shooting the suits. So honestly a few extra drones doesn't mean much in the long run and those extra points can be put into more firepower.
2) The marker drones effectiveness may all to hot so to speak with out a drone controller that is true the reason why I have two of them is to give me a good chance of rolling latest 1 5 or 6. Having two is equal to a 4+ to hit, I do average about 4-6hits a game out of 5 turns. So its a marker light that I can use to get re-rolls on 1's so I can use the CIB Overcharge option if my crisis team is out of range of my marker lights. May not be the best of chances but at least its a chance.
1) Very few armies will stay at range most will bring in their specialty units for melee or closer ranged shooting. My crisis suits deal with at range to close range what ever role they need to play. In addition even though the other gun option is great at all ranges with high strength and good ap. I find the pulse blast cannon to be far superior in regards to over all damage out put. Every 10 inches they draw in closer from 30 inches the more damage and ap the weapon does and the less shots. Once the target hits 20 inches or less your doing up to 12 damage with very high ap. Unless they got an invulnerable something will die or be heavily damaged.
2) Stealthsuits.... Yes I could benefit from them the only units that would be my fusion blaster commanders but that is a slight problem in itself here is why. In a vast majority of battles being with in 14 inches or less had a strong chance to ensure your team could be charged by survivors or other enemy units. Then under 9 inches using a homing beacon it was 100% chance to loose a unit. The ability to be 16 or 18 inches away with a team of equal distanced crisis team as support for the commander ensured a greater chance to avoid being charged by the enemy. This tends force the enemy to go into a different direction making your crisis suits chase the enemy. Most players wont risk the over watch if they have to make a 10 to 11 inch charge that's including the 1 inch to be in range for melee. If they do choose to go after you and can't make the charge everything is with in 12inches more then enough to get off all your extra shots or pick the highest dice out of two (fusion). Above is the tactics involving the fusion commanders and cib team. Plasma teams are handled differently.
As for the stealth suits, even with the -1 to hit. They feel a little less resilient then those of their XV8 partners. They can take a bit more damage then before which is nice but the only real problem I see is the weapon ranges that can make them very troublesome to use effectively and then having a homing beacon in which you have to get really close to the enemy to make it worth while not only puts that unit in risk as well as what ever you drop in as well. Over all the risk vs reward is to great not allowing for much flexibility and makes it to predictable if your enemy is smart. I think they aren't a unit that meshes well with the counter crisis list set up.
As for plasma you can always set them up 11 to 12 inches away from the enemy its all you need. As for commander farsight himself having him go into melee is a nice option but should be reserved when you need him to. There is no reason early on in a fight to charge a weakened enemy with possibly a suit team or two with him only to wipe it out and be in charge range of the enemies entire army. I tend to use farsight as a counter charge unit to things he can handle or to get in a few hits before boosting away. Being to aggressive leads to you loosing your warlord to early when you had no reason to in the first place. In over watch with massed suit firepower you have far better chance doing damage to the enemy attempting to get into melee then you actually dealing doing melee.
3) Pathfinders.... (Laughs) Oh heck no! I think its a perfect number with a few extra shots here and there in another units to supplement if needed. The nice thing with two large teams of pathfinders is;
1) You can always count on your marker lights giving you your +5 to any target you choose. Even if you do not get all of them you can take a few from the other team to ensure that must die target does get its +5.
2) In cover they are much more annoying to deal with if your rolling good.
3) loosing a one to 3three pathfinders a round in a single team or both wont hurt you to badly.
4) The enemies always love to shoot at the lights... They are huge aggro magnets. It almost never fails to see a space marine player drop shooting assault terminators near by in hopes to wipe out the squad quickly only to see small rewards for their efforts.
5) If your enemy ignores the lights by all means go ham and teach them the error of their ways.
Over all I do not feel I have to few or to many marker lights, when I get the full +5 boost from them it really does make the army work all the much better. I will not consider reducing their numbers as cheap as they are now why not?