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Crisis weapon loadout tweaks

 Post subject: Crisis weapon loadout tweaks
PostPosted: Thu Nov 01, 2007 12:22 am 
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Yes, because Crisis Suits are better. :D

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 Post subject: Crisis weapon loadout tweaks
PostPosted: Thu Nov 01, 2007 12:32 am 
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How?


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 Post subject: Crisis weapon loadout tweaks
PostPosted: Thu Nov 01, 2007 12:33 am 
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They have Tau in them!

Blue ones.

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 Post subject: Crisis weapon loadout tweaks
PostPosted: Thu Nov 01, 2007 11:46 pm 
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If we have to change them  :glare: I'd support Jstr19's idea





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 Post subject: Crisis weapon loadout tweaks
PostPosted: Tue Nov 06, 2007 8:58 pm 
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Wow, this discussion brings back some memories...

there was a lot of discussion about Crisis suits back about v3, in what kind of weapon loadouts they actually took.

While there was a WD (260-something, shortly after the Tau first came out, I'll look and see if I can find my copy) where they discussed Crisis suit loadouts, the general consensus for E:A use was that Crisis suits should be 'all-rounders', capable of answering any problem that the rest of the army was not capable of dealing with.

The current statline assumes 3 suits to the base, one with twin-linked fusion blasters, one with twin-linked plasma, and one with twin-linked MissilePods.  This gives them a mix of long-range weaponry that can engage either vehicles or infantry, medium-range weapons that excel at killing heavy infantry (marines/termies) or light vehicles, and a short-range weapon to deal with armor.

While there are more specialized options that are very useful in some games of 40k, those same options are very weak in epic.

add my voice to the list of those that don't think Crisis suits need to be changed.  They certainly don't need to be changed right now, and I don't think they need to be changed at all, period.  Crisis suits do what I need them to in Epic... usually form a highly-mobile reserve to plug holes, or to reinforce at the schwerepunkt.

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