Signature Tau XV8 Crisis Suit Configurations in 6th Edition

Warhammer 40K Tau Empire Fireknife XV8 Crisis Suits

Tau XV8 Crisis Suits by Will Merydith

A staple of all Tau armies are the XV8 Crisis Suit teams. Both in the 4th Edition and in the new 6th Edition, a wide selection of options are available to customize the load-out of Crisis Suit teams to different needs (Tau skipped the “no-armoury” age of 5th Edition).

XV8 Crisis Suits get to pick a combination of three weapons and/or support systems (formerly Battlesuit Support Systems).

With nearly 20 weapons and systems to choose from, the list of possible XV8 Crisis Suit configurations is nearly endless (even more so if you mix different load-outs in a single unit).

Despite, or because, this wealth of options, a few “signature” configurations have proven popular and very useful for Tau players using the old Codex.

Four very common XV8 load-outs from the old Codex are:

  • Fireknife” – Plasma Rifle, Missile Pod and Multi-Tracker
  • Deathrain” – Twin-Linked Missile Pods, Support System (usually Targeting Array, sometimes a back-up flamer)
  • Helios” – Plasma Rifle, Fusion Blaster and Multi-Tracker

Lets see how these translate to 6th Edition.


General Changes to the Tau XV8 Crisis Suits

First up, what are the general changes to Crisis Suits.

  1. Cheaper: XV8 cost 3 pts. less per suit. Hooray!
  2. Build-in systems: Multi-Tracker (and Blacksun Filters) are now standard, saving you both points and one of the three “slots” to configure your suits. This clearly encourages combining different weapons, such as the Fireknife, over the more single-minded combinations, such as the Deathrain.
  3. Cheaper plasma: Plasma rifles for XV8 got a nice point-drop, both as a single weapon and twin-linked.
  4. Pricy missiles: Most other weapons actually got slightly more expensive, notably the Missile Pod, but also Flamers, Fusion Blasters and Burst Cannons (those clearly needed a nerf!).
  5. Context: Not a change to the XV8 per se, but many of the new additions to the Tau army in 6th Edition. Str. 7 missiles, to name one example, are far more freely available throughout the Tau army, even after the ninja-FAQ nerf to Missile Drones (you can already see this isn’t going to end well for the humble Deathrain).
Lets look at the four signature suits in turn.

#1 – The XV8 Fireknife

The Fireknife – Plasma Rifle and Missile Pod – is a generalist load-out, which has remained surprisingly popular despite both the widespread trend on 40K 5th Edition to specialize units and the added cost of not buying the discounted twin-linked weapons for the XV8. What made the Fireknife popular is that it covers both light vehicle killing and most of the Tau armies’ AP2 needs.

The 6th Edition both vindicates the Fireknife and puts and end to it. Vindicate, because 3 bare-bones Fireknife suits are now a full 30 pts. cheaper, dropping from 186 to 156 pts. Ending it, as the in-build Multi-Tracker opens up an extra “slot”. Tau players will use this slot to change the “classic” Fireknife. There’s no telling what load-out will prevail (if any one configuration will).

Two version will likely be frequent on the table:

  1. + Advanced Targeting System: This is both the cheapest way to fill the free equipment-slot, and an option that lends itself well to playing with “old” miniatures, if you don’t want to start converting. It keeps the cost of a 3-suit-unit easily below 200 pts., even if you add a drone or two, and more precision shots are sweet for a unit still low in numbers and RoF.
  2. + TL-Plasma: As the plasma rifle is the one weapon that got a lot cheaper (and XV8 still only have BS3), twin-linking the plasma rifle is the best Fireknife-upgrade available for 5 pts.

#2 – The XV8 Deathrain

The Deathrain had a place in 4th and 5th Edition being cheap and throwing Str. 7 suppression fire at your opponent, so your Heavy Support was free to target more interesting targets.

The Deathrain didn’t a multi-tracker, giving you a free third slot for something cheap. I’ve seen Targeting Arrays, though it was a bit overkill on top of twin-linked pods, and Blacksun Filters. Flamers were also a good option for the later game-turns, as Tau armies had few of those.

The new 6th Edition Codex for Tau will make Deathrains a rarity for three reasons:

  • Missile Pods (and Flamers) got more expensive, negating the point-savings on the XV8. 
  • Deathrains don’t use the (now free) multi-tracker.
  • Str. 7 missile-spam is much easier to get elsewhere with the new Codex.

What to do with “old” Deathrain miniatures?

If you didn’t model them with Flamers, fielding them with some of the (cheaper) new support systems, such as Early Warning Override, might yet get some mileage out of them.

In the long term, the Deathrain is ripe for decommissioning.


#3 – The XV8 Helios

The Helios suit-configuration in the old Codex was a close-ranged, hard-target killer with (usually) a Plasma Rifle, a Fusion Blaster and a Multi-Tracker. An even more single-minded version was the Sunforge suit with twin-linked Fusion Blasters.

For both, the idea was to get in close-and-personal, often deep striking, and kill tough targets.

The Helios, with a Plasma Rifle on top of the Fusion Blaster was likely more versatile, taking down elite-infantry as well as high-AV tanks. The Sunforge… well… some people don’t like Broadsides (and the old kit, admittedly, was a pain to build).

Though it may seem counter-intuitive for Tau to equip crisis suits in ways that perform best under 12″, a modified Helios may well turn out to be the secret XV8 champion in 6th Edition.

  • Precision deep strikes are now a lot easier for Tau.
  • Missile Pods don’t need to be on Crisis Suits.
  • Cheaper plasma.. really!

A Crisis Suit team that drops into the main pressure-points on the Tau lines (‘crisis’), bringing the killing power to take on elite infantry, monstrous creatures, walkers and others nastiness may well be the way forward for XV8 units.

As the Multi-Tracker is now standard, and a Crisis team up-front may not live forever, twin-linking either the Plasma Rifle or the Fusion Blaster is surely the best adaptation of the Helios. I wouldn’t bother with things like Vectored Retro-Thrusters (as Tau lack Initiative), though I could be wrong.

Overall, as Plasma Rifles got cheaper (and Fusion Blasters pricier), and  infantry became more prevalent and vehicles less so, the TL-Plasma Rifle + Fusion Blaster seems a tempting load-out.


What do you think?

How do you plan to use the XV8 Crisis Suits in Warhammer 40K 6th Edition.. if at all?

Share your opinion and leave a comment!

Z.

Zweischneid

Zweischneid

I am Zweischneid. Wargame Addict. Hopeless painter and founder of Pins of War. I hope you enjoyed this article. Don't forget to share your favourite miniature pictures and wargaming videos at www.pinsofwar.net.
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  • http://www.facebook.com/robert.tyson.12 Robert Tyson

    I actually ran a unit designated “Blinding Spear”. I used this unit for dedicated anti-terminator because of both the low AP plasma as well as the volume fire from the burst cannon.They dealt with hordes well too. With the advent of the burst cannon gaining an additional shot I find the price increase justified as well as a welcome trade for more firepower.
    Secondarily, I did run Deathrains with targeting arrays, as it took pressure off of my Broadsides so they could concentrate on what I needed to be destroyed immediately. Tyranid warrior squads were juicy targets for this unit, and I had fun using them.

    • http://pinsofwar.net/ Zweischneid

      Yeah, I could see some combinations such as TL-Plasma + Burst Cannon or possibly even TL+Plasma + Flamer get more popular with the new Codex.

      Time to start inventing new nomenclature ;)

  • Johnnyj

    Just wanted to mention, that tests for initiative (which the vectored retro-thrusters involve) use the highest value in a unit, so just add a drone and enjoy bailing out of fights and then shooting guys to pieces.

    • http://pinsofwar.net/ Zweischneid

      True. Thanks.

      It’s a bit of a problem in a post like that. If I start considering all the possible variations added with drones, signature equipment, etc. I’d have to write a 20.000 word post (which is a good thing, the sheer amount of possible combinations the new Codex offers is awesome).

      Still don’t think the vectored retro-thrusters are really a reliable strategy to build on. If you’re stuck with anything serious, you want your drones to take hits. And you can only bail-out at the end of the assault phase, meaning (with Tau) after somebody charged you and you’ve taken all the hits.

      The new and improved Tau Pathfinders are probably better charge-bait than a Crisis Suit team with vectored retro-thrusters.

      All theory-hammer though. Might have to give it a try in a game to see how it goes.

      • Hyperion

        I think vectored thrusters are a big asset in larger formations of suits and almost too good on a Farsight and retinue group!

  • kaptinscuzgob

    im thinking having a commander & two bodyguards configured this way: the commander has Sunforge, target lock and the puretide chip, and his two buddies have Helios, with their plasma rifles being twin linked. the aim with them is to deep strike next to something expensive and cause havoc, with the commander able to split his fire away from the bodyguards to (hopefully) wreck a tank. depending on points, the commander would have a drone controller and theyd all have gun drones too.
    to help with this, im considering having some piranhas with disruption pods and homing beacons so the unit can deep strike accurately, the piranhas would move flat out so they’d get a 3+ cover save. if i do this, i guess whatever regular crisis suits will be deep striking too. what do you think?

    • http://pinsofwar.net/ Zweischneid

      Sounds good.

      It’s pretty much how I thought one would use Shadowsun, who is essentially a “Sunforge Commander” with added benefits.

      Add her to a Bodyguard of Helios suits, as you said, and you can do just that, as well as back-peddle 3D6, and give that unit Shrouded & Stealth.

  • Joe Serling

    Until there is a full faq, we now have two very important advantages. 1) It no longer states in the ranged weapons section that a piece of Wargear can only be taken once (except for the ABFP, the CIB, and signature systems), so while you may still twin link the Plasma Rifles for 20pts, you can also spend 30pts and just have Two Plasma Rifles to fire with your now free Multitracker. 2) While in the Elite entry for XV8′s it specifies 3 hard points for weapons, support systems, and signature systems, in the HQ Commander and Body Guard description it states (#) of hard points for weapons and support systems them says they may take signature systems. With this destingtion the HQ and Body Guards may take any number of signature systems they want (as long as their is only one per Army) with out using up a hard point slot. On a side note, this is still a little merky, but it looks like the multitracker WILL WORK with Over Watch, as it reads in the 6th Rules, over watch is treated just like the shooting phase just on the opens turn and with BS1. For more good 6th tactics and rules updates come join us the Warhammer 40k : Tau Facebook page. I’m Joe Serling, send me a message there with any questions and the group will gladly help.

    • http://pinsofwar.net/ Zweischneid

      Hmm. Didn’t even thing of the lack of “only one restrictions”.

      Shows how much I am still thinking in the lines of the old Codex.

      So in theory you could “plasma-out” a XV8 with a TL-Plasma AND a single Plasma too?

      Great fun.

      I’ll look for the Facebook page. Thanks for the tip.

    • furstenburg

      Although overwatch is treated like the shooting phase this does not mean it is ‘actually’ the shooting phase.

      multi trackers work in the shooting phase. not the shooting phase and all other times ‘like’the shooting phase.

      Tau have been my main army for years so i wish it were otherwise. But it isnt…Probably why they now became free

  • Hyperion

    Awesome post! Critical and and analytic.

    I also think a re-visit on the crisis suit strategies is a must. From the above
    mentioned material I really enjoyed your thoughts on the Helios, they really
    hit hard and as many people mention a two of the same weapons configuration (one twin linked, one ‘orphan’ ) on crisis can bring an entirely new array of options for crisis.

    There is a huge fuss about the riptide, which is understandable – a beast by
    its own right- but… I think the crisis suits have great potential on
    the 6th edition tabletop, as they bring a lot of options to the table.

    • http://pinsofwar.net/ Zweischneid

      Well, I think there is great synergy potential between the XV8 and the Riptide (FoC competition non-withstanding).

      I think a lot of people will run the Riptide (and other things) more long-range, with the Ion Accelerator, probably Missile Pods as secondary (again for range) and Missile Drones.

      So missile-free XV8 geared for more up-close and personal (with Riptide covering them) make sense.

  • Kailen Lee Mitchell

    I’m thinking a burner unit when I know I am going against hoard lists. 2 suits each with TL flamer and a single flamer. A leader with 2 single flamers and vector retro thrusters to give the unit Hit and Run.

    • http://pinsofwar.net/ Zweischneid

      Sounds like you’re facing a lot of horde-lists?

      While it’s no doubt effective, that sounds like some serious overkill, especially if you dedicate your Commander to it.

      • Kailen Lee Mitchell

        Nah ,not a commander just a shah’vre upgrade. I am wanting to try the drone squadron with commander unit Drone controller and 4-6 marker drones with some shield and gun drones as well.

  • Ukos

    There’s a reason the Fusion Blaster got a 3 point increase; it’s maximum range got increased by 6″, meaning that the Melta ranged increased, so you don’t have to get as close. The burst cannon also got an extra shot, but I agree with not needing to take them because of where else you can get 5/5 shots. The FAQ is nice, too, saying that you can take 2 of the same weapon without making them twin-linked.

    • http://pinsofwar.net/ Zweischneid

      True. And I see them being very popular with deepstriking Crisis teams. Those extra 3″ make a lot of difference when you do have to scatter and cannot guide them in.

  • Kailen Lee Mitchell

    Hailstorm Team. Two single Burst cannons for each suit. One with a drone controller and 6 gun drones. It looks beautiful on paper. 36 shots. Support with 2 Marker lights and you should land 30ish shots. Without marker lights you will still land a lot of shots.

    • http://pinsofwar.net/ Zweischneid

      Lots of shots, no doubt.

      I probably still wouldn’t use that, unless I really play a large game, as S5 shots aren’t in short supply for a Tau Army and I’d like to use the XV8s for the low AP weaponry.

      Might even consider Stealth Suits for the Burst Cannon duty, no?

      • Kailen Lee Mitchell

        I cannot image using Stealth Suits for anything other than a homing beacon. As for game size, at my FLGS 2000 pts is minimum a lot of my opponents like 2500+

  • disqus_I1VIVQiPZK

    Well I am partial to giving all my suits shields, even though the price went up, and I feel most types can benefit from them

  • OcaOla

    I do not know. It looks good for sure, I just think a Stealth Team is better for diversion since it is not that hard to get ridiculous cover save and a Broadside is better for heavy fire support. Or even a Sniper Team and a Hammerhead or a Sky Ray.

    What I would use is a one or two flamers, plasma rifle or burst cannon. Everything else is a little bit too expensive for my taste. The Stealth Team has a target lock and a marker light for homing missiles, And the Broadside weapon loadout costs about the same as the Crissis weapon loadout with better armour and no deep strike.

    So I deffinitely like this customization. You are not forced to take something.
    Ehm…Pathfinders. And insane shield drones.