Showing posts with label Deathrain XV8s. Show all posts
Showing posts with label Deathrain XV8s. Show all posts

Saturday, February 21, 2015

Mecha Front NorAm Force and Paulson Games reopens

Here is just a WIP shot of my assembled NorAm Force for Mecha Front. I am going to be adding another two lights mecha--NorAm Raptors--with different weapons. I wanted at least two of the Alpha versions as this was the configuration that initially really liked.

My goal with these to paint them up this weekend, primarily with an airbrush and very little brushwork, so that I can get another force painted for games with my friends. Of course I have plans for a terrain too, and 15 mm infantry to use in games as cannon fodder and mission objectives.

For the bases and the terrain, we're going with a ruined urban setting.

Yes, I see those mold lines too and I will handle them before painting. ;)

The makers of Mecha Front have also re-opened Paulson Games at www.paulson-games.com.
This is where you can get a lot of really great mecha and battlesuit parts that make great Tau conversions and crisis suit conversions. Here are some of the crisis suit converting that I did in the past. There's also some that my buddy did, like that Riptide.















Sunday, November 3, 2013

Tau Commission Update - the Farsight Enclave Crisis Suits


A couple months ago, I was talking to my friend about the need for constructive feedback in my miniature painting. My point was this, blogs are great because you get a lot of positive feedback, but the constructive criticism is rare and this what I actually need and want from the community.

So after he saw this post, he emailed me with some feedback. He felt I had been working too much within my comfort zone of desaturated khakis, grays and greens. After some thought, I felt he was right. Thus spurred my interest in doing something completely different from my norm on these guys.

They are painted with scarlet, black, white and a bright green for the eyes and glowing bits. I used an airbrush to start off and used a trad brush for about 90% of the work on these guys. I hope you like them and if you have any constructive criticism - don't hold back. I can take it.

The missile pods are probably my favorite feature on these models. They come from Paulson Games and are pretty affordable. If you need help affixing them to your models, drop a comment and I will offer any advice to help.

Tuesday, January 11, 2011

Countdown to Conflict Part 2

So here am I, day 2 of the my countdown. I've finished assembly now on to painting. First I always undercoat my Tau Cadre in Leather Brown from Army Painter, then I paint the bases Bestial Brown and drybrush it with Snakebite Leather, Bubonic Brown and then finally Bleached Bone This gives me that nice warm desert color. 
The next step is to paint all of the basecoats. I mixed up a pot of OSH Khaki for this as you can see below. It is 2 parts Vallejo Model Color: Khaki and 1 part Vallejo Model Color: Dark Sand. I used an old washes pot for this as these have a superior cap design. 

Below you can see the models with the base color of OSH Khaki. Time is ticking but I am pleased with where I am at right now. I think I'm going to meet my deadline. The next step with be painting all the dark green parts, the black parts and then the white ones. After that, it's on to shading the models. More to come!

Monday, February 1, 2010

The Deathrain XV8

Could it be the best, most versatile Crisis Suit configuration?

Think about it. Strength 7, 36” range. AP4 leaves much to be desired but with the two shots you get per pod, your rate of fire will make up for this. I believe what makes this configuration the best is that it plays to the Tau’s strength. It has range so you can keep your distance without losing rate of fire, unlike the plasma rifle. There is something about being armed with plasma rifle that makes you want to close in and move your troops closer to get that extra shot, even though this can often spell doom for that unit. With the Missile Pod, you can confidently move away from the enemy and maintain the same rate of fire.
Its range is also a bonus if you decide to deep strike your suits. With 36 inches, you can land a safe distance away and not have to worry about deviating out of range.

Its high strength of 7 makes it a no brainer. Rhinos, Chimeras, Wave Serpents beware! Here come 6 missiles flying at you. Although I’ve been away from the tabletop a bit lately, I know all those monstrous creatures are popping up with the new Codex: Tyranids. For the most part your going to be rolling 2s and 3s to wound. That coupled with twin-linked, you’re going to be putting lots of wounds on thing. Sure your opponents going to get his armor save, but we all know that when you roll dice, bad things happen.

Then there is the cost. Armed with twin-linked missile pods and a flamer (that's how I roll), each suit comes at the discounted price of 47 points vs. the 62 you'll pay for a Fireknife (which is BS3 mind you). A squad of 3 comes in a 141 points. Not bad, not bad at all. 

Over the past year or so of always fielding at least one unit of Deathrains, I’ve found them to be versatile and deadly. To my surprise, they often cause more damage than my Fireknives. 

Sunday, August 2, 2009

Deathrain Crisis Suits

Deathrain crisis suits are any suits that are armed with twin-liked missile pods and any combination of other systems. Some players choose to fill the 3rd slot with a target array, giving the suit a BS4 which all but guarantees that you'll hit with each shot. Others choose shield generators for a 4+ invulnerable save, but I choose the humble flamer. The flamer is the cheapest option and it gives the suits some bite as units get real close. Last Thursday I was able to flame some Orks with 23 flamer hits. You may decide other systems suit your style of play and I believe it makes little difference in the unit's role on the tabletop. It's the twin-linked missile pods that are important.



5th Edition is all about mech and Deathrains are very effective at destroying rhinos, Ork trukks, and others. Against AV12 they have a chance but don't count on them to wreck chimeras and wave serpents. Twin-linking the missile pods means that you don't have to rely on markerlights to hit. Leaving then markerlights for other units that need their guidance more.

Their range is also important as you can move away from units and still pump out the same amount of shots, as opposed to plasma rifles which tempt you to move closer to get in extra shots.

I generally keep them close to my vehicles. They jump out shoot and then jump back behind the vehicle to claim a 4+ cover save or even to block line of sight. You could also deep-strike them behind Imperial Guard Tanks and wreck those tanks from the rear. If you're doing this though I might suggest to equip with shield drones or shield generators, as they will most definitely take some return fire.

In my army, they have become a standard unit in any size games. Once you start fielding them, you'll know why.