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Submitted By: Date: December 13, 2007, 04:39:11 AM Views: 8516

Summary: Veteran Tau players can easily tell you that a Fireknife is a good all-round
Crisis Suit and that the cost of a Sunforge is best kept to a minimum, but what is it
that they mean?

Most people who are familiar with the Tau, either as an opponent or as a player, are
aware that Crisis Suits are one of the most customizable units in the game, with over
500 possible combinations for a single Suit. Veteran players have been using special
names for common configurations since will before Codex: Tau Empire had even been
considered. Since its release many more combinations have appeared and have gained
their own names as well. In an effort to avoid confusion, a naming convention and a
list of common configurations is presented here.

This article is loosely based on Crisis! - Tau Battlesuit Configurations
(http://uk.games-workshop.com/tau/battlesuit-configurations/1/) and repeats
some information therein.


How do you name a configuration?
The convention used most often to name a Crisis Suit configuration is to examine the
weapons used and to replace the weapons' names with a word or syllable. (There are
some exceptions to this, however, as will be seen later.) For example, a Suit equipped
with a Missile Pod, Plasma Rifle and Multi-Tracker is called a Fireknife ("Fire" for the
Missile Pod and "knife" for the Plasma Rifle). Support Systems are usually ignored
when naming configurations.

What words signify what weapons?
Airbursting Fragmentaion Projector Hail/Thunder
Burst Cannon Storm
Cyclic Ion Blaster Ion
Flamer Soul
Fusion Blaster Forge
Missile Pod Fire
Plasma Rifle Knife/Blade
Twin-Linked Burst Cannon Cloudburst/Tempest
Twin-Linked Flamer Heatwave
Twin-Linked Fusion Blaster Sunforge
Twin-Linked Missile Pod Deathrain
Twin-Linked Plasma Rifle Burning Eye

Often, when using words with several syllables in conjunction with another, only one
syllable is taken from the longer word. For example, a Suit with a Burst Cannon and a
Twin-Linked Plasma Rifle would be a Stormeye.

In addition to the name determined by the weapons, there is sometimes a number
that will follow the configuration, for example Deathrain-4. Whenever a number follows
the name, it indicates the Ballistic Skill of the Suit. This is often a sign that a Targeting
Array has been taken as a Support System. Using our example of Deathrain-4 would be
an elite Crisis Suit with a Twin-Linked Missile Pod and a Targeting Array. Note: If no
number is indicated, it is assumed that the Suit's Ballistic Skill has not been modified.

A list of Several Configurations.
Generalist:
Fireknife Missile Pod, Plasma
Rifle, Multi-Tracker
*This is an "official" name.
Firestorm Missile Pod, Burst
Cannon, Multi-
Tracker

StormforgeBurst
Cannon, Fusion
Blaster, Multi-
Tracker

Soulforge Flamer, Fusion
Blaster, Shield
Generator
*Also known as "Soul Cleanse".
(This is the "official" name)
Specialist (anti-
tank):

Forgefire Fusion Blaster,
Missile Pod, Multi-
Tracker
*Anti-med. tank.
Deathrain Twin-Linked Missile
Pod & other
*This is an "official" name. -
Targeting Array: Deathrain-4. -
Blacksun Filter: Darkfall. -
Flamer: Souldeath. Anti-light
tank. (Esp. skimmers)
Sunforge Twin-Linked Fusion
Blaster & other
*This is an "official" name. -
Targetting Array: Sunforge-4. -
Flamer: Sunsoul. Anti-heavy
tank.
Specialist (anti-
infantry):

Bladestorm Plasma Rifle, Burst
Cannon, Multi-
Tracker
*Also known as "Blinding Spear"
or "Aurora". (These are "official"
names) Anti-light/heavy
infantry.
Forgeknife Fusion Blaster,
Plasma Rifle, Multi-
Tracker
*Also known as "Helios". (This is
an "official" name) Anti-heavy
infantry.
Soulstorm Flamer, Burst
Cannon, Multi-
Tracker
*Anti-light infantry
Burning Eye Twin-Linked Plasma
Rifle & other
*This is an "official" name. -
Targetting Array: Burning Eye-4.
-Fusion Blaster: Forge Eye. Anti-
heavy infantry.
Heatwave Twin-Linked Flamer
& other
*-Burst Cannon: Stormwave.
Anti-light infantry (esp.
swarms).
Cloudburst Twin-Linked Burst
Cannon & other
*Also known as "Tempest". -
Flamer: Soulburst. Anti-light
infantry.
Shas'Vre (or higher)
only:

Ionknife Cyclic Ion Blaster,
Plasma Rifle, Multi-
Tracker
*Anti-heavy infantry
Ionstorm Cyclic Ion Blaster,
Burst Cannon, Multi-
Tracker
*Anti-light infantry
Hailstorm Airbursting
Fragmentation
Projector, Burst
Cannon, Multi-
Tracker
*Anti-light infantry
Hailsoul Airbursting
Fragmentation
Projector, Flamer,
Multi-Tracker
*Anti-light infantry (esp.
swarms)</table>



What configurations should I use?
Picking a configuration really depends on the contents of the rest of your army, but
below are some suggestions and explanations, written in part by Derikari, about how
to use some of the configurations listed above:

Generalist:

Fireknife (MP/PR/MT)
The "industrial standard", a Fireknife can consistently tackle different situations while
remaining somewhat effective. It has medium strength to take on light vehicles, good
AP to take on tough things and 3-4 shots to take on hordes. It excels against nothing,
but is decent against everything. Used heavily in a tournament setting and many
people swear by it.

A very good general build but overused and thus boring. A safer build since it also uses the two longest
ranged Crisis Suit weapons.

Firestorm (MP/BC/MT)
Another generalist unit, sacrificing quality for quantity. It is generally more point
efficient than the Fireknife at range, but does not have the option of taking a risk to
boost performance with rapid fire. It is good at cutting down hordes, engaging light
vehicles, attacking targets in cover and forcing armour save rolls.

Another very good general unit, it deals consistent damage at a smaller effective range, at the sacrifice of
extra punch. This is very good in my completely unbiased opinion...

Stormforge (BC/FB/MT)
Initially, sticking two weapons on a Crisis Suit so that it can deal with anything thrown
at it may seem like a good idea, but it leaves the Crisis Suit incapable of engaging
anything reliably. Using the Fusion Blaster can get you into some sticky situations as it
leaves you at the mercy of anything with extra movement, and if you want to engage
something tough you're better off with either the Burning Eye, Forgeknife or Sunforge
configurations.

At a first glance, it may look like a good build, but it can't really tackle much reliably. It must get quite close
to risk using that Fusion Blaster and if you only use the Burst Cannon you're better off with another build.
The Fireknife and Firestorm configurations are better generalists.

Soulforge (Flamer/FB/Shield Gen.)
All-rounder. This configuration is designed to take on anything at close range. This suit
is best deployed via Deep Strike and is one of the most forgiving for that. If it scatters
too far away from a target tank it could end up near infantry, where its flamer would
be useful (or vice-versa). If it scatters away from the enemy altogether then the Shield
Generator can keep the Suit alive long enough to move up in later turns. That is the
theory at least.

A Sunsoul (Twin-FB/Flamer) is cheaper and is arguably much better. With its increased accuracy and lower
price tag it can destroy its targets more effectively. Both configurations are suicide Suits, but the Shield
Generator on the Soulforge will only serve to give your opponent more victory points. If you would rather an
anti-infantry focus, use a Heatforge (Twin-Flamer/FB). Either of those suits would be a better choice than the
Soulforge.

Specialist (anti-tank):
Forgefire (FB/MP/MT)
This configuration is not the best anti-tank configuration but it is one of the safer ones
and one of the most versatile. Able to shoot down skimmers at a distance or to fry
heavy tanks at close range. It is able to handle any type of vehicle it faces and, with
some Markerlight support, can do so almost as reliably as other anti-tank
configurations, like the Sunforge or Deathrain. Unlike the Sunforge, however, this suit
does not always need to Deep Strike to within 6" of a tank before dying; with the extra
range provided by the Missile Pod, the Forgefire can be more survivable.

Sunforge-4 and Deathrain-4 configurations cost one point less than a Forgefire. At point-blank range a
Sunforge will do much better and at long range (especially against skimmers) the Deathrain is the
configuration of choice. The Forgefire is not as good at either task. You should consider using the other two
configurations before choosing this one.

Deathrain (Twin-MP/???)
The most reliable anti-skimmer weapon we have, it's pretty good at knocking out light
vehicles and transports too. It is usually equipped with Targeting Arrays, to boost its
damage output, Target Locks, if it is teams, or Flamers, to either flame entangled
survivors of downed transports or add extra oomph to the firebase when the enemies
draw very close. It's also cheap to boot!

If you are lacking in ways to counter light vehicles, especially armour 12 skimmers, this is a very good
choice. Because skimmers can generally only be glanced (as per the "Skimmers Moving Fast" rule), the lower
strength of the Missile Pods (compared to a Railgun or Fusion Blaster) is not a large issue and the higher
volume of shots compensates well for this.

Sunforge (Twin-FB/???)
The anti-tank build for Crisis Suits. He charges right up to the tanks before letting
loose his gun. He's usually deployed via Deep Strike because of the crippling range of
the Melta effect of his weapons. There are three different ways that the third hard
point can be filled. Firstly, most people see that this guy indeed only has a single
chance to do his job, so they give him a Targeting Array. He is still quite cheap and
now has a comfortable 8/9 chance of actually hitting. The next way is to keep him
cheap and versatile. This is achieved by giving him a simple Flamer. The last way is to
make him more survivable, through either Shield Drones or a Shield Generator. Some
people like to have him both efficient and survivable, but this bogs him down too much
and throws way too many points into a guy who will die.

If you want to take some heavy support choices that don't carry Railguns, this is a way to compensate the lost
anti-tank. I don't see much point in giving him survivability upgrades because, seriously, jumping in next to
an expensive tank with a serious chance of succeeding and no way to retreat, means he will get a LOT of
attention. He will die. If you are not into suicidal units, or are a conservative player, the Fusion Blaster is not
a weapon for you.

Specialist (anti-infantry):
Bladestorm (PR/BC/MT)
Specialised to tackle all infantry types, it is more point efficient than the Fireknife
against MEQ, TEQ and GEQ targets and bests Firetorm in all but GEQ. But this is at the
expense of reliable anti-light vehicle capabilities.

As a dedicated anti-infantry configuration it could work. I haven't had a detailed look at it so I won't draw
conclusions, but as it stands it looks promising.

Forgeknife (FB/PR/MT)
Anti-big thing configuration. Packs high strength, low AP weapons, bringing a world of
hurt to anthing that comes in range. It has an effective range of 18" due to the Crisis
Suits Jump Pack. This build is at the mercy of anything with additional movement, as if
it has Fleet of whatever you will be in the maximum charge range, unless you cleared
the kill zone of course. If can reliably engage lighter vehicles, but only go after heavy
tanks if the opportunity presents itself. Actively seeking such situations may lead to
the early death of the pilot because of the short range of the Melta effect and this guy
is more expensive than a Sunforge.

This is very good against tough things and is easily a counter for light or medium vehicles. It can also engage
heavy vehicles with a realistic chance of success. It rewards risk taking but is not a build for "safe" players.

Soulstorm (Flamer/BC/MT)
Anti-horde configuration. This suit can deal quite handily with Orks or other forces with
a poor save. However, due to the close range required by the Flamer, a counter-
charge or a high volume of counter-fire should be expected. Teams with this
configuration should therefore be kept inexpensive so as to reduce the amount of
victory points put at risk, so additions such as Drones or Shield Generators should be
avoided. Targeting Arrays and Blacksun Filters are also next to useless.

This is one of the cheapest configurations available, so cost can easily be kept to a minimum without hurting
performance. However, a potentially worthwhile upgrade for a Team Leader would be to Twin-Link the
Flamer and Hard-Wire the Multi-Tracker (for less than the cost of a Blacksun Filter). Against almost all
opponents Twin-Flamers are statistically better than twin Burst Cannons, that is, so long as you can get at
least two enemies under the template.

Burning Eye (Twin-PR/???)
Built to engage MEQs and TEQs, this configuration can bring hurt to any Marine force.
With a little risk taking it can double its rate of fire.

It's more reliable at taking down a Marine or Terminator than a Fireknife, but unfortunately only has a single
shot at range. Personally, I'd look at something else because of that.

Heatwave (Twin-Flamer/???)
One of the best (and cheapest) anti-infantry configurations available; its major
drawback is its short range. This means that whenever it shoots it will likely be
charged on the following turn. Giving it a long-range weapon like a Missile Pod on its
third hard-point is often a good idea, as it gives the suit something to do as it
advances (or if it scatters badly when being deployed via Deep Strike). It also makes
the suit more diverse, being able to deal with other targets. It is also worth noting that
Targeting Arrays and Blacksun Filters are useless on a Suit such as this.

Hordes will be very afraid of a team of these Suits, especially after they fire. However, Soulstorm Suits will
likely do more damage. The biggest advantage of the Heatwave is that it can be easily given a secondary role
without wasting many points. However, for their multi-purpose Suits many prefer to use Souldeath Suits
instaed of Firewave (Twin-Flamer/MP) ones. That said, if facing fewer vehicles and more light troops the
latter may be the better option instead. Also note that a Team Leader with a Stormwave and Hard-Wired
Multi-Tracker is one of the best anti-infantry Suits available.

Cloudburst (Twin-BC/???)
The longer-range cousin of the Heatwave, this configuration is also very effective
against infantry. If can benefit from a Targeting Array, making it very accurate. With
three shots that can make it very irritating. Giving this configuration another weapon is
not as good an idea as with the Heatwave, since the Burst Cannon can work well with
almost any other weapon (and having a single BC and Multi-Tracker would be better).

Two words: Stealth Suits. While Cloudburst-4 Suits can be more efficient per-shot, Stealth Suits can do the
same job just as well (not to mention the numerous advantages they gain with their Stealth Field Generators).

Shas'Vre (or higher) only:
Ionknife (CIB/PR/MT)
The CIB is only good against low toughness infantry, where it's shot count shines, and
against heavy hitters, where the AP1 rolls come into play. Ionknife is a configuration
that specifically goes after the latter, aiming to smash anything that depends on its
armour save. Best used on a Shas'El with a Targeting Array to improve the chance of
getting wounds, these will generally be AP1.

The CIB is a temperamental weapon, but it can be devastating. Against Toughness 4 targets, half of the
wounds dealt will be AP1, against Toughness 5 and 6 every wounding hit will be AP1. Best used with BS5
commanders.

Ionstorm(CIB/BC/MT)
This build is geared to have the CIB cut down light infantry. This build is not as
dependent on BS since the AP1 rolls should not be necessary against Toughness 3
models, but I still recommend sticking it on a commander as it is quite weak.

It is the weakest weapon available to us stat wise, but who wouldn't like 5 shots? It is not as dependent on BS
as the Ionknife as AP1 shouldn't matter often, but that BS increase can help to counter its weak strength. This
is only recommended for use on commanders.

Hailstorm (AFB/BC/MT)
Since it does not rely on BS, the AFP is best used by Shas'Vres to limit the BS
wastage. Twin-Linking the Burst Cannon is not particularly necessary, but if you want
to hit more often with this configuration it is better than a Targeting Array as only it
can benefit. This configuration is very good against light infantry and units that are
reliant on cover saves because of the AFP, not to mention that a large blast template
can be intimidating. This naughty thing also does unspeakably evil things to Orks.

Large blast, ignores cover saves, can't "miss" since it scatters, pretty good. Only do this on Shas'Vres because
of the lack of BS usage. Terrific in urban combat because it doesn't require line-of-sight to the target.

Hailsoul (AFP/Flamer/MT)
Anti-horde configuration. This configuration does not rely on BS at all, so giving it to
any Commander would be a waste; keep it for a Shas'Vre only. The shorter range of
the Flamer means that there will be more of a chance of scattering onto yourself, but
the danger is minimal against large units since the blast template can be placed at the
far end of the unit. This configuration is ideal against swarms (which are Vulnerable to
Blasts and Templates) and units that rely heavily on cover, such as Eldar Rangers.

Like the Hailstorm, this is a good configuration to use on boards with a lot of cover. Twin-Linking the Flamer
increases the effectiveness of the suit greatly (especially against things with a high toughness), and does not
cost very much at all. The largest drawback is the short range of the Flamer, meaning a counter-charge can
be expected if the target is not wiped out or broken.

Conclusion.
Hopefully the above has proven useful in understanding and writing army list posts. It
is encouraged that one uses this naming convention when describing which
configuration one wishes to use, but it should not come as a surprise if others are still
at a loss for what is meant. For this reason, it is strongly recommended that, even if
using this naming convention, that one lists the Battlesuits Systems when it is not
obvious. A quick abbreviation works well: for example, "Fireknife (PR/MP/MT)". This
quick addition to ones posts saves much confusion for everyone, but is still very quick
and easy to use.

Happy Gaming!

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