Jhi'Myr, your response to Atlas_MH's question was very thorough but I don't think it's all sound advice. Let's look at a few things:
Jhi'Myr wrote:Against MEQ the most effective crisis suit is burst cannons with an ATS. Keep them in reserves and deepstrike them. More effective than that would be a burst Hazzard with ATS. The most effective thing in our army for MEQ killing is a commander with 3 burst and an ATS.
You shouldn't put Burst Cannons on a Commander, especially against MEQ armies. Sure, you're getting a decent anti-MEQ tool, but that's all they can do. Remember that Space Marines of all flavors also come with Primaris Marines, Terminators, and light transports; against all of which the Burst Cannon is a woefully-inadequate weapon. A Commander with 3x CIBs and an ATS will statistically kill the same number of MEQs, almost double
the number of Primaris Marines or Terminators, and is three times as effective against light transports like Rhinos and Razorbacks. Mathhammer might tell you that Burst Cannons are slightly
more efficient against 1W MEQs, but there's a lot more to consider than just the math.
Jhi'Myr wrote:Doing this draws the enemy army thin and effectively neutralizes your 6 inch disadvantage. Note that crisis suits are vastly inferior point for point to other options, but their real value is their customizability. You want to shred a tank? Take a hammerhead, broadside, or crisis suit. You want to shred infantry? Take fire warriors, stealth suits, or crisis suits. You want to hurt light vehicles? Take a broadside, or a crisis suit.
I understand the point you're making here, but I think you're referencing the wrong units. If you want to shred a tank, don't
take Hammerheads or Broadsides- they're going to take 2-3 wounds off a vehicle, at best. Instead, take a Fusion Commander or Y'vahra. If you want to shred infantry, take Gun Drones, that's what they're for.
Hammerheads (and by that I mean Longstrike) have a different role- they're not alpha-strikers, they're executioners. If a tank survives your Fusion Commander's assault with a couple wounds remaining, use your Railgun and Seeker Missiles to finish it off.
Jhi'Myr wrote:So, have your units be specialists. Build an army, decide what it cant handle, and apply crisis suits until balanced.
XV8s and Commanders are
our specialists. You should start by using Commanders and XV8s in the roles they're good at- using Fusion Blasters and Flamers respectively. If you can't handle something, then add CIB-weilding XV8s and/or Commanders for anti-elite/anti-vehicle, or Gun Drones and Fire Warriors for anti-infantry.
Jhi'Myr wrote:So for example, your marine enemy plays lots of tanks, devastators, and scouts. You bring a brigade with 2 commanders with 3 burst and ATS each, 3 minimum units of fire warriors, two or so stealth teams with ATS and burst cannons, one unit of crisis suits with 3 fusion blasters and as many gun drones as the crisis can carry. Add in a handful of pathfinders to make a point of target prioritization and utility (if the devs take advantage of terrain, or you need to advance, for instance.) And a whole mess load of drones for ablative wounds (not optional) and youve got an army.
Hold up, I hate to be negative, but this is not a good list for this situation. If you have Commanders, they should be carrying Fusion Blasters and going after tanks. If you have XV8s, they should have CIBs (or Flamers) and Gun Drones, and should go after infantry. Two Fusion Commanders and 3 CIB XV8s will do much more damage against Razorbacks and Devastators than two Burst Commanders and 3 Fusion XV8s will.