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Tau Team Inferno, XV76 Crisis suit mods.

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Tau Team Inferno, XV76 Crisis suit mods.

Postby Murphey » Sat Mar 07, 2009 1:34 pm

Heyo,

I feel a little off posting this without pics, but as soon as I get access to a friends digital cam, I'll have better reference material.

This is a project log of my Tau army, which is pretty heavily converted, due to the theme, storyline, and non-standard suit the army is using.

My Tau army (my secondary, behind my Tyranids) it's list is based on a few principles:

1. Make each model cheap and efficient. A more expensive model may have higher survivability, but being able to have more in the army works better.

2. Eliminate (as much as possible) the weakness of low Tau BS.

3. Do something original.

All of this culminated into my Team Inferno list, which has been around since 4th ed, and has only lost once in it's 60 or so games. (although it has undergone a pretty heavy morph since 5th.)

The crux of the list, is the concept of the twin-linked flamer on crisis suits. Twin linked flamers are, point for point, the best upgrade on a crisis suit, hands down. For 6 points, you take up two hard points, and get to ignore the Tau's BS completely, and can re-roll wounds.

Per 'Flame suit', the cost is only 43 points, which allows me to have a very large number of crisis suits, even in a 5th ed army.

Ok, on to the modeling aspect. The flame suits, thematically, are a lightweight variant on the crisis suit: The XV76. (for battle suits, the first number indicates the weight class, and the second number indicates the variant) So a weight class of "7", is a lighter chassis than the standard XV8 battle suit.

The concept behind the suits, it they are designed for urban warfare, as my armies "official" designation is the "colony reclamation force".

The models are very heavily converted. I've modded their arms to have them pointed straight at the enemy (elbow at a 170 degree bend, rather than a 80, like they come standard), as well as their legs, so they are often posed very dramatically.

The biggest mod is to their feet. The idea of the XV76 crisis suit is that it does not depend completely on its jet pack for it's maneuverability. Instead, the feet end in a claw-like 'clamp' around a metal sphere, that is magnetically driven so that they 'skate'. The idea here being that this is far more efficient (energy wise) than a jet pack, and when going down hill, it allows the magnetic field that normally drives the 'skate' to actually recharge energy used to propel it.

To represent this, I am currently using small, hematite beads pinned to the ends of their legs, and I am currently working on a good way to make the foot-clamp. I could do greenstuff, but I do so damn much of that already, I'm kinda trying to find a better solution.

Also, along the same theme, my broadsides have the same foot mod (with bigger beads), and are modified into a quad-legged suit. Kinda like a Tachikoma from Ghost in the shell. (I didn't actually make the connection, until a friend brought it up after I had converted them, so it's a good reference.)

I'll definitely have to get pics of these posted here soon. They are still in development of course, and their feet are still just beads pinned to legs, as I have not gotten the clamps made yet, but I'm very happy with the way I have them posed, and the dual-flamer equipped arm mods.

I'll keep this posted. :)

~Murphey
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Re: Tau Team Inferno, XV76 Crisis suit mods.

Postby killmaimburn » Sat Mar 07, 2009 4:13 pm

Murphey wrote:and are modified into a quad-legged suit. Kinda like a Tachikoma from Ghost in the shell.
:lol: Hilary Clinton apparently had a reset button made for the Russian ambassador.. but it turned out it translated as "over charged" instead of "reset".. still I Love the idea that Tachikoma days has reached so high in the political class to be a meme between world leaders 8)
Army sounds awesome (very cities of death)
Antubis has an obliterator based on a multi legged stealth suit..Pics somewhere around here.
I really have to find someone somewhere willing to proxy play your lists.. they sound fun :D
Last edited by killmaimburn on Sat Mar 07, 2009 4:14 pm, edited 1 time in total.
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Re: Tau Team Inferno, XV76 Crisis suit mods.

Postby Murphey » Sat Mar 07, 2009 4:18 pm

killmaimburn wrote:
Murphey wrote:and are modified into a quad-legged suit. Kinda like a Tachikoma from Ghost in the shell.
:lol: Hilary Clinton apparently had a reset button made for the Russian ambassador.. but it turned out it translated as "over charged" instead of "reset".. still I Love the idea that Tachikoma days has reached so high in the political class to be a meme between world leaders 8)
Army sounds awesome (very cities of death)
Antubis has an obliterator based on a multi legged stealth suit..Pics somewhere around here.
I really have to find someone somewhere willing to proxy play your lists.. they sound fun :D


I'm just saying, but if you even want to visit the US, we wouldn't need to proxy :)

It has always been kinda frustrating for me, that a lot of the people I meet online that i would like to play, are too far away for me to ever get a chance to.

Such is the fate of table top games in the 21 century.

~Murphey
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Postby Gymbol » Sat Mar 07, 2009 7:13 pm

How do you plan on dealing with armor?
The rule of 40k is "most special rules winzzors (unless your grey knights)" so sayeth me.

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Postby Murphey » Sat Mar 07, 2009 7:25 pm

Gymbol wrote:How do you plan on dealing with armor?


Do you mean "armor" as in tanks? Or "armor" as in vehicles?

~Murphey
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Re: Tau Team Inferno, XV76 Crisis suit mods.

Postby timewizard » Sat Mar 07, 2009 7:28 pm

Murphey wrote: The biggest mod is to their feet. The idea of the XV76 crisis suit is that it does not depend completely on its jet pack for it's maneuverability. Instead, the feet end in a claw-like 'clamp' around a metal sphere, that is magnetically driven so that they 'skate'. The idea here being that this is far more efficient (energy wise) than a jet pack, and when going down hill, it allows the magnetic field that normally drives the 'skate' to actually recharge energy used to propel it.

To represent this, I am currently using small, hematite beads pinned to the ends of their legs, and I am currently working on a good way to make the foot-clamp. I could do greenstuff, but I do so damn much of that already, I'm kinda trying to find a better solution.

Also, along the same theme, my broadsides have the same foot mod (with bigger beads), and are modified into a quad-legged suit. Kinda like a Tachikoma from Ghost in the shell. (I didn't actually make the connection, until a friend brought it up after I had converted them, so it's a good reference.)
~Murphey


Get your hands on some solder, the kind used for electrical work. Usually it's sold in rolls or in tubes. Might be a bit of trial and error to find the gauge you want. Flatten the solder slightly and cut it to the length you need. It is malleable enough to conform to the shape of the beads. Then just crazy glue it into place. Unlike geenstuff, you don't have to mix it, it doesn't have a working time window, and you can cut a bunch to length and leave them sit until needed.

Just an idea. :idea:

TW
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Postby mattjgilbert » Sat Mar 07, 2009 11:02 pm

Sounds awesome Murphey, especially the broadsides. How many "flame suits" do you get for 1500 points?
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Postby Antubis » Sat Mar 07, 2009 11:43 pm

From the 43pts are going with Fusion Blaster or Missile Pods? Also if you want max numbers Suits may I suggest a Farsight army, but of course that depends on how many broadsides you want.
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Postby Murphey » Sun Mar 08, 2009 3:10 am

mattjgilbert wrote:Sounds awesome Murphey, especially the broadsides. How many "flame suits" do you get for 1500 points?


In my 4th ed list, I had 12 (counting the commanders). Also had three broadsides, a hammerhead, and 12 or so firewarriors.

Current 5th ed list is 9 crisis suits (counting commander), 8 pathfinders + devilfish, 3 broadsides, 18 FW, and a hammerhead.

So far, the army has been working out quite well in 5th. I was afraid I was going to be too troop light, but with the 'Horrible Rape Radius' created by the flamers, BS5 (with markerlights) doubleshot fire warriors, an everything else, any enemy that gets close enough to be a threat to the FW melt like wax.

I had a pretty fun moment playing today, where I dropped 15 wounds onto a termie squad just from the flamers of one flamesuit squad.

As far as my kit out: The flame suits all have missile pods. The biggest threat to me with this army is fast, open topped transports like ork trucks. So being able to pop those before they even get close is really important.

Also, the missile pods work out very, very well when combined with markerlights to take out snipers. Remove the snipers cover saves, mabye add an extra BS if you got another to burn, and shoot away. Bye-bye scouts, pathfinders, etc.

~Murphey
Last edited by Murphey on Sun Mar 08, 2009 3:23 am, edited 1 time in total.
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