Those RazorPlasma Squads worked because the Razor had durability while the Tacticals inside were mostly on clean up duty. Gulliman would be the push to clear center and take the objectives while the Tacticals and friends followed behind. Creating a list that essentially ‘ignored’ weaknesses of MSU but basically refusing to engage. By extension, someone throwing 3 MSU Crusaders in into a LRC will fail because that set up embraces why MSU Squads are weak; low attack and wound count.
And while I see folks MSU’ing to avoid tax troop choices, because of the MSU effectiveness you need to unlike a larger tide squad, value high ROF weaponry over one shot weaponry, and you need to double squad. You need 2 MSU Squads to be equal in effectiveness to one larger squad due to lower attack count and poor ability to receive counter fire. MSU’ing to avoid taxes makes it so you're basically losing your long term army viability for a strong first or second turn alpha.
The RazorSpamGulli lists were not running 3 Razor + Tacticals but more along the lines of 6 Razor + Tactical, and BA Lists run 5-6 MSU Intercessor Squad. The power of MSU is concentration of firepower, but it needs enough of a concentration to actually kill the target. Then by extension it needs a way to project said firepower to actually use it (Intercessors 30” range and Razors for MSU Tacticals).
A tide list I run, surrenders concentration of firepower for long term attrition style engagement. Instead of wiping squads I engage them in melee, winning by attrition due to the additional wound count while using what are my MSU Units (Reiver and Intercessors) to act as clean up duty. Proper tool for a proper job. Armies cannot be purely one thing or another. Not every squad can be a full 10+ and not every squad can be barebones 5 man.
Tide Crusaders are able to withstand a turn or two of shooting. Able to lose around 7-8 men before they are rendered ineffectual. But they also only become relevant by turn 2. Essentially surrender the turn 1 shooting and assault phase unlike a Razor or Intercessor Squad. Meaning that you cannot have just tides or the enemy has two full tides effectively before you can engage them. Meaning your starting every game down with around 25% to 33% deficit because the enemy will kill roughly that many points at least turn 1. That is why I run Intercessors and my Guardsman so that I can actually shoot back and not be fish in a barrel.
So this was somewhat rambly, but perhaps I should say this and I’ll hopefully do a follow up article soon; units being strong and efficient by points is only half the picture. It’s important to understand why they are.