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Posted: Sun Mar 26, 2006 6:11 pm
][ Typo Demon ][ Seraphine-Exalted ][ Typo Demon ][ im thinking of making a gundom driving army, i want to base a suit after each of the gundoms in gundam wing, my problem is conversions. does anyoen have any ideas on how to make crisis suits more gundom like without actaully gundam pieces....i will have acess to foam and plasticard though. but any ideas? please? i have my wepons and stratagys for each gundom planned out its just building them (im nto goign to be using every gundom in my army at a givin time its just my HQ and maybe 2 elete squads dedicated to them so 3 tricked out gundams per game...lol, deathsyth always deepstrikes, sandrock always has another suit in his squad. i have a bunch of cool things like that, any helpfull ideas would be totally loved There are Gundam Wing models on the market, try to find some with the same scale i'd say the idea was to not use gundom modles Why not kit bash em? Mix em both up to make your own suits
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Posted: Mon Mar 27, 2006 12:54 pm
Reddemon darkpunk0525 The are a unique race, I myslef play them and I found one stradegy that accounts for a less than average BS. The XV-88 Broadside as all good tau owners know have the famous twin-linked rail gun system. As you know twin linked means if you miss roll the D6 to hit you may roll again. Now, it states in the current codex not the new Tau empire one, that you can give the XV-88 Broadside twin-linked plasma rifles in place of there seaker missle systems. This is a smart move though it costs +10 points. It is smart because then you can give the XV-88 Broadside a Multi-Tracker, so it is now capable of fireing two weapon systems per turn. If you havnt gotten it yet this means one You can fire the twin-linked rail guns and have two chances to his and then fire the twin-linked plasma rifles with two chances to hit. Now another trick, if you get an extra Crisis Battle suit give it the gun drone controller, the twin linked Pulse Carbines rock because if it wounds....PINNING TEST Or you can make them less expensive and just give them the multi tracker rolleyes Dosnt matter how exspencive if you can play them right and use your remaining points wisley, Ive been playing them sense they cam out
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Posted: Mon Mar 27, 2006 12:56 pm
Lt. Brookman ExLibrisMortis I don't know if this has been posted already but i feel the cheezyness needs to be relayed... Each sniper team consist of 1 gunner and 3 drone minimum(i think), also it take 3 teams to fill one heavy support choice slot. Yeah, please tell me that is not bad at all.... Drones need to remain stationary in order to fire their sniper rifles, the drones need to remain in coherency with the spotter and they need to be in a good location in order to hit something. Oh yeah, it's BS 3. Whats new, every unit has that almost, Its the taus strongest weakness if they gave them a high one it wouldnt be fair
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Posted: Mon Mar 27, 2006 12:58 pm
ExLibrisMortis I looked at the codex and it only allows you to have 1 sniper team full of heavy support (only 3 team which fill only 1 support choice) Also if you do it right thhe drone can hit on a BS5 VESPIDS ARE GAY BEYOND ALL REASON!!!! They have them same stats as guard except T 4, S +4, Ld6!!!!! they cost 16 points a piece and have fleet of wing. GHEY!!!! pathfinders are a must now because you can then make the whole army hit on +2 easily with the new markerligts. AND THE BATTLESUITS ARE TERRORISTS NOW!!!! if they lose combat and some other factor, THEY BLOW UP. They use the Ordanance template at S8 AP- hit to anyone touched by it. Partials are auto hit. That can kill a s**t load of bugs.... The SPace Pope kicks a**. He counts as have a +4 cover save anywhere with re-roll to save. And if he manages to dies the whole army gains perferred enemy and furious charge. Uhh buddy, read over the codex there is some kind of special ability or rule for them and dont use profanity its, just insulting to people that are
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Posted: Mon Mar 27, 2006 1:49 pm
Our local shop was susposed to get the new codex today, but the delivery people screwed up
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Posted: Mon Mar 27, 2006 6:26 pm
Wow.... you guys really took that wrong. I don't know if it is a difference in terminology or what but what I understand as one thing must be very different from you.
But that does not matter....
I was looking at the codex and I had a friend explain to me this little thing about the markerlights. You use the pathfinders where you can give them the markerlights and it improves the accuracy of the fire warrior teams and other stuff also. It will get them a +2 to hit anyone marklighted. I forgot the exact way but he showed me how.
The Vespids, strategy was explained to me by someone where GW probably was thinking you move them out fleet them, Then next turn move them close and shoot. After looking at their stats and mainly their horrible leadership.... uh-uh. The only thing good about them is the fact that they have space marine killer guns(which are assault if I remeber right).
The suit thing was a joke everyone at my local store was referring them to as. The fact that you can blow the suit and deal a whole lot of damage is amazing. I mean you get the ordanance blast template and you deal S8 ap- wounds against everyone under it. You find yourself fighting a mass army like guard or Nids, or even you find your command team assaulted in every direction and, Boom!
The sniper teams are really in my opinion but I am still a very big fan of the hammerhead. Comes handy when you really need them the most.
That ethereal, I don't know his name and I just remember everyone refering to him as the space pope so i just went along with that name.
Also, I am not complaing on how great or bad they got, I am actually trying to say id that this is one of the few times you will ever see GW go over and army and not make it totally broken, or unrepairably bad. They made them kind of in the "just right" category,(unlike the dwarves...)
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Posted: Mon Mar 27, 2006 7:20 pm
One mans joke is another mans hateful word
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Posted: Tue Mar 28, 2006 5:10 pm
well the owner at my gamesworkshop sent his order 2 days earlier than they were supposed to so we got 6 tau battle boxes and a good amount of codexes so i already have a box set and codex while every one else in my area has to wait for gamesworkshop to get their gears in order and fix all the shipments.
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Posted: Tue Mar 28, 2006 6:18 pm
rhadeof_valceca well the owner at my gamesworkshop sent his order 2 days earlier than they were supposed to so we got 6 tau battle boxes and a good amount of codexes so i already have a box set and codex while every one else in my area has to wait for gamesworkshop to get their gears in order and fix all the shipments. I know, sucks eh when it dosent work out eh
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Posted: Fri Mar 31, 2006 3:00 pm
I just got my copy, the first few pages didnt change mutch, ehh the Vespid Stingwings arnt so great but the new Commander Shadow sun will be, im buying the battle pack tomorrow just to expand a little, not to mention that all of the new units dont come out for a month or two.
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Posted: Fri Mar 31, 2006 6:13 pm
Ive just got a nasty little way of kicking some serious a** with Tau now. Now a major draw back of the Crisis suit is its susposed to be the most tactially flexable model in the Tau range. But you ever realise that once you put it together with your desired weapons, your stuck with that combo. Ive got the trick to help out with that. Its called Magnets! Get some of the thiner bendy ones and super glue em to your model on the normal spots where you could have the systems and guns. Then file down the tab on the systems and guns that fits into the suit and glue a magnet to that side. Wala! a Crisis suit that can be changed for all types of fights. Twin linked plasma rifles for those pesky termis, Fusion blasters for the AC, Missle pods for those suped up nids, and burst cannons and flamers for everybody else. Bonus is, your not stuck with one support system either. By filing them down and glueing the magnet onto them you can swap them out at leasure. cool
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Posted: Fri Mar 31, 2006 7:37 pm
Magnets are not exactly a new idea, Red. I've already kitted out all of my suits with magnetic hardpoints. Though if youl want a slightly better quality magnet than those cheap, bendy ones, I point you towards my source: K&J Magnetics. The smallest disc magnet they carry fits right into the slots on the Crisis arms and shoulders. In addition, since you'd be mounting these in pairs, with pairs on the weapons, the polarity will keep the weapons facing one way instead of spinning so that the heavy bit faces down. For a cheaper solution to Crisis suit versatility, Blue-Tac in the arms.
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Posted: Fri Mar 31, 2006 8:09 pm
Oryn Magnets are not exactly a new idea, Red. I've already kitted out all of my suits with magnetic hardpoints. Though if youl want a slightly better quality magnet than those cheap, bendy ones, I point you towards my source: K&J Magnetics. The smallest disc magnet they carry fits right into the slots on the Crisis arms and shoulders. In addition, since you'd be mounting these in pairs, with pairs on the weapons, the polarity will keep the weapons facing one way instead of spinning so that the heavy bit faces down. For a cheaper solution to Crisis suit versatility, Blue-Tac in the arms. The magnets Im using dont repell each other xp
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Posted: Sat Apr 01, 2006 1:22 am
Reddemon Oryn Magnets are not exactly a new idea, Red. I've already kitted out all of my suits with magnetic hardpoints. Though if youl want a slightly better quality magnet than those cheap, bendy ones, I point you towards my source: K&J Magnetics. The smallest disc magnet they carry fits right into the slots on the Crisis arms and shoulders. In addition, since you'd be mounting these in pairs, with pairs on the weapons, the polarity will keep the weapons facing one way instead of spinning so that the heavy bit faces down. For a cheaper solution to Crisis suit versatility, Blue-Tac in the arms. The magnets Im using dont repell each other xp What? What are you talking about? The "spinning" I'm talking about has nothing to do with magnetic repulsion. It's that most magnets don't lock together in a single position, and if there's a weight attached to them, they have a tendency to spin while attached until the heaviest portion of it's load points downward. That's a detriment when attempting to dramatically point gun barrels. With the pairs of rare earth disc magnets, you have two magnets of opposite polarity side by side like so: OO The polarities likes so: (N)(S) On the weapon, you have the opposite configuration: (S)(N) Since each magnet grabs the other in the pair, it keeps the weapon from rotating and holds it facing the right direction.
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Posted: Sat Apr 01, 2006 7:00 am
Oryn Reddemon Oryn Magnets are not exactly a new idea, Red. I've already kitted out all of my suits with magnetic hardpoints. Though if youl want a slightly better quality magnet than those cheap, bendy ones, I point you towards my source: K&J Magnetics. The smallest disc magnet they carry fits right into the slots on the Crisis arms and shoulders. In addition, since you'd be mounting these in pairs, with pairs on the weapons, the polarity will keep the weapons facing one way instead of spinning so that the heavy bit faces down. For a cheaper solution to Crisis suit versatility, Blue-Tac in the arms. The magnets Im using dont repell each other xp What? What are you talking about? The "spinning" I'm talking about has nothing to do with magnetic repulsion. It's that most magnets don't lock together in a single position, and if there's a weight attached to them, they have a tendency to spin while attached until the heaviest portion of it's load points downward. That's a detriment when attempting to dramatically point gun barrels. With the pairs of rare earth disc magnets, you have two magnets of opposite polarity side by side like so: OO The polarities likes so: (N)(S) On the weapon, you have the opposite configuration: (S)(N) Since each magnet grabs the other in the pair, it keeps the weapon from rotating and holds it facing the right direction. Oh sweatdrop
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