Posted my list right as the new one was made. Wew. Reposting:
1/2
Farsight Crisis Cadre (Everything has Bonding Knife) Tau Empire: Codex (2015) (Combined Arms Detachment) (1469pts) - Farsight Enclaves
HQ (385pts) Commander (200pts) (Warlord) XV8-02 Crisis 'Iridium' Battlesuit Command and Control Node, Multi-spectrum Sensor Suite, Puretide Engram Neurochip, Shield Generator, Stimulant Injector (Goes in the Missile Pod unit with Advanced Targeting Systems)
Troops (1084pts) Dual Burst Cannon x 5 - XV8 Crisis Battlesuits (215pts) Dual Burst Cannon x 5 - XV8 Crisis Battlesuits (215pts) (Mainstay units, anti-horde and screening unit for the Missile teams)
Dual Missile Pod x 6 with Advanced Targeting System - XV8 Crisis Battlesuits (336pts) (Warlord bunker, Semi anti-air, main firepower unit and objective holder) Dual missile Pod x 6 - XV8 Crisis Battlesuits (318pts) (Secondary unit, secondary firepower unit, intended to be used as an additional bunker should the other missile pod unit take too many casualties, objective holder #2)
Troops (742pts) Dual Fusion Blaster x 2 - XV8 Crisis Battlesuits (106pts) Dual Fusion Blaster x 2 - XV8 Crisis Battlesuits (106pts) Dual Fusion Blaster x 2 - XV8 Crisis Battlesuits (106pts) (I have 2 knight players, and half the players in my area uses Superheavies, and generally a ton of high-AV targets, so I need something other than Missile teams to deal with that. Viable to be used against 2+ saves, especially multi-wound T4 models, and can make themselves useful as objective holders otherwise. Will mostly start in reserves)
Dual Plasma x 4 - XV8 Crisis Battlesuits (212pts) Dual Plasma x 4 - XV8 Crisis Battlesuits (212pts) (Anti-MEQ/TEQ units, intended to be the scalpel to the hammer that my missile suits are. Will stay back, and either jump out from behind one of the larger units to do their work, or go around the flank to get to backfield long-range units.)
My main concern is long range firepower, since even 36" isn't really enough to deal with the mass amount of 60"+ range that a lot of the players field, so I am relying heavily on a quick deepstrike in to destroy the threat, or blocking LoS. From what I gather, the players in my area only ever complain about Markerlights, Stormsurges and Riptides (Despite fielding multiple Superheavies themselves), so I am kinda worried that I am lacking the tools to properly deal with them, or survive their shooting phases. I just really wanted to try a super-mobile army of nothing but crisis suits, I just need to figure out where the weaknesses lie, and how I can play around it.
Wyatt Johnson
Claiming this thread for the Scions of Mars
Mason Gray
...
Christopher Bailey
The biggest problem is the absurdly unremovable FNP Other FNPs on basic aren't so broken, you can remove them with ID so stock up on S8. Oldcron RP wasn't so bad, if you removed the entire unit they didn't get to reanimate. But newcron RP doesn't get removed on ID (only goes down 1), and it's hilariously easy to get high FNP on top of a unit that already has fine saves and Toughness.
Samuel Wright
That one guy's held the same pose for 10 millenia
Carter Gutierrez
Exactly.
A 4+, reroll 1s, makes them absurdly diffuclt to punch through, and even S:D allows them a 5+ rerolls 1s, which is a completely stupid amount of protection on your normal troops.
Even their guns are absurdly strong, from "multiwounds" to "I will glance your Landraider to death with a random troop unit, lol", making them an insanely powerful choice in any kind of casual meta.
They might drop off compared to Scatbike/Ridiculous Psychic powers/Free shit on everything bullshit that other armies get, but that only applies to the most competitive of metas.