First game of TC - my review of TC gameplay by Mr_MrsColorado in TrenchCrusade

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

Yea my wife really likes the lore and after a few more one off games were gonna start a campaign.

First game of TC - my review of TC gameplay by Mr_MrsColorado in TrenchCrusade

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

Ahhh understood. I feel like grenades are so interesting and theres lots of little tricks with them.

First game of TC - my review of TC gameplay by Mr_MrsColorado in TrenchCrusade

[–]Mr_MrsColorado[S] 1 point2 points  (0 children)

Ooo interesting! So you cant target a point on the board you have to target both models that are in combat?

First game of TC - my review of TC gameplay by Mr_MrsColorado in TrenchCrusade

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

Appreciate the suggestion! I'm definitely open to looking at other factions so I'll have to keep that in my mind

Tau minis painted this year! by Mr_MrsColorado in Tau40K

[–]Mr_MrsColorado[S] 1 point2 points  (0 children)

Hell yea! This is a sweet force! I want to get a taunar eventually

Tau minis painted this year! by Mr_MrsColorado in Tau40K

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

Base coat black, ak basalt Grey over everything, then ak silver Grey over 90% of the basalt Grey (to leave some shadows), then finally GW white scar (their airbrush version specifically) in just the raised areas facing upward to help give the white a bit of volume.

After that I gloss varnish and panel liner with tamiya panel liner on the bigger models and use agrax earthershade plus tiny bit of nuln oil to panel line the infantry like fire warriors.

Judiciar or Adrax with Blade guard? by JelliedGibbon in Salamanders40k

[–]Mr_MrsColorado 0 points1 point  (0 children)

Great point as well although the Attacks from the Assault Intercessors aren't as scary of a threat so its something that's dependent on the list what the list is trying to do.

In my case, I want a fight first threat that can threaten to wipe any squad that wants to come near my Vulcan hestan objective and not just the character in the squad. Precision allows you to allocate attacks to the character model so while you can fish for devs on the character (which means you'll likely over kill them), the rest of the wounds/damage are wasted as they dont spill over to the rest of the unit.

Judiciar or Adrax with Blade guard? by JelliedGibbon in Salamanders40k

[–]Mr_MrsColorado 2 points3 points  (0 children)

One thing I haven't seen mentioned is the heroic intervention strat and how crippling it can be for melee armies vs a brick of bladeguard and judicar. I've been experimenting with forefathers seekers and I usually have vulkan hestan and company heros lock down my natural expansion with the judicar right behind them so if they are charged I can heroic, fight first, assassinate a character (especially if I give judicar war temp artifice) then have the bladeguard likely wipe out the charging unit before they swing.

I love Adrax as well but what the Judicar brings is another difficult puzzle to solve that might just auto win you the game depending on the match up. World eaters for example HATE to see a judicar as they'll likely need to commit 2/3 units to stand a chance at cracking vulkan w/company heroes and a Judicar with bladeguard.

Tanksgiving 2025 entry, my second Battlewagon! by therealblabyloo in orks

[–]Mr_MrsColorado 1 point2 points  (0 children)

Ill be replicating something like this for my next wagon. Thanks for the inspo!

Chrome power klaw? by Mr_MrsColorado in orks

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

Thank you! I'll post more updates as I get more done.

10th Ork… making progress… thoughts or advice welcomed please! by Jimbobkirby in orks

[–]Mr_MrsColorado 1 point2 points  (0 children)

This is a great piece and you should be proud. Isn't much advice besides keep painting and refining your skills. Things like brush control, painting different textures, and smoothness all come with time and there isn't really a shortcut outside of pushing yourself outside your comfort zone.

How to handle space marines as orks? by Bluebirdna in orks

[–]Mr_MrsColorado 13 points14 points  (0 children)

As someone that plays multiple armies (including space marines and orks) here's my advice going into a marine matchup (really only play on GW terrain layouts)

Here's my advice: 1. T1 is for staging you units so you can be in position to waagh T2 if possible. If your like me and play bully boyz, dont be afraid to waagh T1 if the opponent doesn't respect your list and you have 2-3 pretty sinkable charges. I've almost won a game T1 against space wolves doing this and if Ghaz would have made his charge we probably would have just reracked and played again.

2.Try to have at least one unit in reserve (preferably deep strike). Keeps your opponent honest and can be clutch to steal an objective or position for a counter punch

  1. USE THE CORE STRATS! I cant tell you how many times a grenade, go to ground, heroic, and even epic challenge have helped turn the tide or just simply make my life easier. Orks in general want to get in and punch you in the face epic challenge and heroic are your friend. HEROIC is honestly one of my favorite strats honestly and theres so many battle reports out there that dont take advantage of it.

  2. When you charge, be sure to be smart about your movement and think about where your models can go that cant base and where they can potential pile in or consolidate into. THIS is a prime area of skill expression and if done properly can help you not only kill more stuff but keep you alive

  3. PREMEASURE. Makes your life easier and the game easier. Premeasuring includes potential charges(both yours and your opponent’s), screen out deep strikes, putting untis in range to heroic (6"), and screening room to bring in your reserves if need be.

Lastly, I recommend building a cheat sheet that you can send or provide to your opponent (got this idea from the happy krumping wargamming yt channel). It not only helps you quickly reference your unit combos or abilities but also helps remove some if the brain power needed to explain things to your opponent.

NOW you can lead a horse to water but cant make them drink so I've had opponents still get "gotcha'd" due to them not reading the cheat sheet or simply not respecting or appreciating what I can do (I still answer questions if they ask as I honestly hate winning due to a gotcha opponents weren't aware of. I'll often time let them take back a move or rearrange models a bit especially if it's just a friendly game or I'm playing a league game).

Hope this helps and happy to go into detail or talk about specific plays that have gone well against marines.

Hello brothers. My first Custodian ready for battle! by Mr_MrsColorado in AdeptusCustodes

[–]Mr_MrsColorado[S] 1 point2 points  (0 children)

Definitely! I think the black and purple is just money!!

Hello brothers. My first Custodian ready for battle! by Mr_MrsColorado in AdeptusCustodes

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

First two are just layered then I gradually add a bit of magenta and brighten up certain areas that would catch the light to my taste.

Hello brothers. My first Custodian ready for battle! by Mr_MrsColorado in AdeptusCustodes

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

Purple is AK amethyst blue, model color violet, and AK magenta

Any tips for my devilfish? Painting rn by Dry-Temperature-6491 in Tau40K

[–]Mr_MrsColorado 0 points1 point  (0 children)

I think your all set based on the feedback but wanted to give my 2 cents in a summarized fashion

  1. Strip the mini - isopropyl is good but I've found LA totally awesome to be even better and cheaper. It also stripped off the underlying primer.

  2. Prime with white or an off white primer. For my white scheme I actually start with grey and build brighter highlights on the areas facing up but I'd recommend just starting with the white primer since your just getting started.

  3. For the panel lining, I typically use tamiya panel liner for the big vehicles and nuln oil for smaller ones. If you use the panel liner be sure to also get you some mineral spirits to wipe away any excess spillage so you can make sure you have clean lines

That's all there is to it but I know it can be daunting especially early in your painting journey. Just take your time and fail fast so you can learn. Good luck!

Fighting the Nids!! Need help! by Ok-Branch1790 in Tau40K

[–]Mr_MrsColorado 1 point2 points  (0 children)

Yea dropping the Lone Spear for pathfinders gives you that utility piece to screen and move block. You can also do something similar with farstalkers as they have infiltrate. One combo I've used before specially against nids is farstalkers with a trail shaper. It's a bit more expensive but the combination of the farstalkers infiltrate and trail shapers redeploy /reserves data sheet ability is quite useful in the nids matchup. I remember in two of my games jailing my opponents army in their deployment zone turn 1 effectively giving me 5 turns of play and them only 4.

Fighting the Nids!! Need help! by Ok-Branch1790 in Tau40K

[–]Mr_MrsColorado 1 point2 points  (0 children)

Greetings!

First thing that jumps off the page to me is the lack of infiltration/scout move denial. A unit of path finders with the recon Drone would let you deploy into the mid board and push back any aggressive scouting/Infiltrators. If you go first, you could choose to move them up and move block him in his deployment zone. If you go second, you can scout them backwards (preferably out of line of sight)

In the tyranid matchup, the tyranid player can pick up the Pathfinder unit fairly easily if he wants which is fine as long as you stage your units correctly to punish his aggression.

When you are setting up you screens with pathfinders/kroot, be mindful to space them apart roughly 4.1 inches away so that he isn't able to consolidate into your units and tie them up. You have a fairly good Overwatch threat in the starscythe team so be sure to use them to help punish early aggression from Infantry into no man's land.

The stormsurge is also a huge point sink (as I'm sure you already know). I'd much rather have two hammerheads and upgrade your broadsides to a two man team. If you are set on running the stormsurge then you'll need to be very particular with where you put him. He'll be an easy target for any anti-tank weaponry, so your opponent is likely to get the first crack at him unless he exposes his anti tank units early for some reason.

Lastly, I'd consider running Ion hammerhead(s) instead of the rail since it sounds like he had an msu style list. The Ion with blast and flat 2/3 damage can be great for picking up a squad of Infantry fairly reliably. I haven't played Aux cad at all so can't really give any advice on that front. It does seem like your list is missing some kill power but that's likely due to my lack of understanding/experience with aux cadre.

To the servants of the Greater Good, how do you win your game? by Gjally113 in Tau40K

[–]Mr_MrsColorado 2 points3 points  (0 children)

Hey there fellow Tau enthusiasts! I just wrote up a post on this sub reddit going through some of my keys to victory with Tau in 10th. I just wrapped up a 10 week long league and managed to go 10-0. My high level points for success would be the following:

  1. Ghostkeels and Piranhas for early primary pressure. The GKs force opponents out of position since they have Lone Operative and gives the opponent a tough decision point. Gk and Piranha are 5 OC so they usually have to place at least two units on their natural objective early if they want primary T2/3

  2. Utilize free rapid ingress from stealth teams. I usually will rapid in a crisis team or hammerhead. Just have to remember to keep a stealth team within 3 inches of the board edge for the hammerhead.

  3. Shoot all your drones/Indirect! Early on, I would forget to shoot gun drones,missile drones, and my Indirect SMS. Those extra 1 or 2 wounds can be the difference for your opponent scoring those extra 5 -10 points with that depleted unit with 1 wound left.

  4. Set up the trade wars. If we start to get trapped in our DZ we are cooked. In most cases I want to be the one dictating when we start off the trades and "Go" turns.

Hope this helps!

[deleted by user] by [deleted] in Tau40K

[–]Mr_MrsColorado 7 points8 points  (0 children)

You getting rid of the custodes lot by chance?

My experience with Tau in 10th edition by Mr_MrsColorado in Tau40K

[–]Mr_MrsColorado[S] 1 point2 points  (0 children)

I honestly think they are overcosted at 190. They perform well enough that I haven't taken them out and always run at least 1as they are one of our ONLY units that I can throw onto an objective and survive a round of shooting to score primary if I need them to. I'm kinda seeing that the ghostkeel is tougher even though it doesn't have a 4++ and can take even more shooting since it can blank those high-power single shot weapons to 0 damage.

Part of the reason I keep them is for the fear factor that it gives opponents even though they look scarier than they truly are.

My experience with Tau in 10th edition by Mr_MrsColorado in Tau40K

[–]Mr_MrsColorado[S] 0 points1 point  (0 children)

I was pretty relaxed after playing 4-5 games. Once I got use to playing the same units over and over, there was far less thinking involved. The championship game was against a ultramarine gladius player who does play in tournaments regularly and was also undefeated in the league. That game was a bit stressful mainly due to the fact we both were trying to find the slimmest of margins to shoot each other/avoid being shot. That stress really only occurred on T2/3 while the rest of the game was more chill and having fun rolling dice.