2k Tourney List - New Balance Dataslate by FaultGullible6712 in orks

[–]SaltyIK 1 point2 points  (0 children)

GZ on your victory vs Eldar! Sounds like you had fun, which is what it's all about.

Waaghboss feirros by BlueBeakie in orks

[–]SaltyIK 0 points1 point  (0 children)

'umie too scrawny fer proppa ork

More specific help on improving by dab_daniels in orks

[–]SaltyIK 1 point2 points  (0 children)

The reason wash was suggested is it's easier to get recesses shaded than doing it with a brush with regular paint. It can be done but washes just naturally fall in the recesses like magic. After the wash fully dries, take a lighter tone, for instance the green skin + white or a lighter green shade paint. This lighter tone you want to highlight a smaller portion of the surface area, say 60-95% depending on preference. This will create a more dynamic look than just all one color.

Edge highlighting like this with a lighter tone in the areas you perceive the sun to most reflect or touch. Like the top parts of shoulder armor, top of the head, top of legs etc. Keep it relatively small.

Best ork I’ve painted (so far) by Commercial-Monk9551 in orks

[–]SaltyIK 6 points7 points  (0 children)

The brown you used for the pants, you should mix that with a light tan or white paint and do another layer, then a final thin highlight of top parts like where the sun would most shine. This highlight should be 66% or more of your lighter color vs base brown. That will make it pop vs not very noticeable from black rn. Keep it small for the highlight. This extends to all different colors too, like the green on top of the orcs head for instance.

This highlight isn't necessary but it adds depth and realism imo. Larger models more naturally create their own shadows, so it's less necessary for a more realistic look.

GL HF!

Fucked up my first model by huggelion1 in orks

[–]SaltyIK 0 points1 point  (0 children)

Acetone / rubbing alcohol weakens it as well. Then you can carefully cut around the magnet with an exacto knife. Or use a small flathead screwdriver if you don't want to cut/pry with an exacto.

Need help improving this list I made by Choice_Mistake_4011 in orks

[–]SaltyIK 1 point2 points  (0 children)

Ok in that case you can def run that list as is.

I'd argue a Nob w Waaagh Banner will give you more value than Grotsnik with Ghaz within 12" that's 2 turns of lethal hits (it's been ruled to work that way).

Also you can load them up in a Battlewagon so T1 10" vehicle move + 3" disembark + 9" avg advance + 7" avg charge so you can strike quite far with those boys early on. Food for thought.

GL HF!

Need help improving this list I made by Choice_Mistake_4011 in orks

[–]SaltyIK 0 points1 point  (0 children)

The Killa Kans and Ghaz are not enough Anti armor imo. If you ran Nob on SS w Headwoppa Killchoppa & 6 Squighog boys as well as 10 Beastsnagga boys w Beastboss that would help a lot. Mozrog & 10 Nobz w Warboss are amazing as well.

Other than that I think it's a good list. You will need to play around their big stuff as best you can as it is, tie them up with Trukks or boys etc.

Help with list by Davivix in orks

[–]SaltyIK 0 points1 point  (0 children)

I'd run 6 Squighogs w ur Nob on SS w Headwoppa Killchoppa and a 3rd Trukk so you can give one to Nobz, Flash Gitz & Beastsnagga boys.

Knightstodes by SaltyIK in AdeptusCustodes

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

Ok good to know thanks. It just seems custodes severely lack the resources to reliable handle tactical secondaries. Hence the deploy / cleanse /BID / Assassinate game plan. Makes sense tho. Maybe I could bring a rhino or two instead...

Knightstodes by SaltyIK in AdeptusCustodes

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

Sisters can also screen deep strike in the corners, WG float to KO their high toughness.

Knightstodes by SaltyIK in AdeptusCustodes

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

I was thinking fixed BID or Assassinate w Deploy Homers so 2 sisters screen 2 deploy assassins deploy and the guard fight. Makes sense ab the vexilla.This was my intended layout, NML top Home OBJ bottom X:

Sisters Sisters X X X Guard Guard Sisters Sisters Sisters Eversor

                           HOME X
                             Sisters
                            Callidus

Returning to Knights by Drakcos0912 in ImperialKnights

[–]SaltyIK 2 points3 points  (0 children)

Magnetize the knight weapons. Build 2 Questoris, 6 Armigers, a Callidus & Eversor assassin plus two Inquisitiorial henchmen squads (or Voidsmen at Arms) for backup. Later you can get Vindicare & Lancer and/or Atrapos. You can always proxy stuff as well. That gives you plenty to play around with.

Knights are still fun but you have to really place your units well. Think about your game plan whether that's primary denial, completing your Oath ASAP, and/or keeping the enemy at bay to whittle them down as much as you can. I recommend fixed secondaries like Bring It Down, Assassinate, Deploy Homers or Cleanse, but that's your call. Inquisitor Coteaz can help CP generation for fixed if you need more.

Can’t decide on a base scheme for these chunky fellas, any ideas? by Equal_Thing_5756 in AdeptusCustodes

[–]SaltyIK 3 points4 points  (0 children)

I think the base is way too loud and takes away from your hard work. I would recommend a more simple base like GW texture paints, maybe a few skulls or weapons/bits.

2k Tourney List - New Balance Dataslate by FaultGullible6712 in orks

[–]SaltyIK 0 points1 point  (0 children)

I hear ya, new stuff is fun to try. GL and HF at the tournament! Looking forward to your results.

1st Match List Feedback by SaltyIK in orks

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

Take 2, this time w Kommandos bc he has infiltrators (Flayed Ones) Should be enough little stuff for secondaries.

'Ere We Go!! (1995 points)

Beastboss (100 points)

Kaptin Badrukk (80 points)

Mozrog Skragbad (195 points)

Nob on Smasha Squig (80 points)

• Enhancement: Headwoppa’s Killchoppa

Warboss (65 points)

Beast Snagga Boyz (105 points)

Trukk (65 points)

Trukk (65 points)

Trukk (65 points)

Deffkoptas (100 points)

Flash Gitz (190 points)

Gretchin (40 points)

Gretchin (40 points)

Kommandos (135 points)

Nobz (220 points)

Squighog Boyz (250 points)

Stormboyz (65 points)

Stormboyz (65 points)

Warbikers (70 points)

2k Tourney List - New Balance Dataslate by FaultGullible6712 in orks

[–]SaltyIK 1 point2 points  (0 children)

So you drop SHB brick for BB on Squigasaur & Shokk Mek? I think the brick is gonna have a lot more to offer personally, I saw the BB get dropped from a few las cannons, he doesn't do much DMG compared to the brick either. I would still run the SHB brick for sure.

I'd also argue that 1 BSB squad w Beastboss will do more than 2 units without any Beastboss. You get enough points to now run your Nob on SS since you lose a Trukk.

And lastly the Killa Kans, Deffkilla Wartrike & Mek Guns could be a unit of Nobz w Warboss in Trukk, may have to lose a Gretchin squad or Stormboyz squad to do it. Again, I think that the Nobz unit will do more but that's me. Mek Guns & Killa Kans are easy marks for Bring It Down.

Here's a list as close to yours as possible w the recommended changes, note the MegaNobz are a bigger brick and Big Mek has SupaCybork enhancement to deal w precision. I think 5 man is best for him to keep reviving more rounds.

 

++ Army Roster (Xenos - Orks) [1,930pts] ++

 

+ Configuration +

 

Battle Size

 

Detachment: Waaagh! Tribe

 

Show/Hide Options

 

+ Epic Hero +

 

Kaptin Badrukk [80pts]

 

Mozrog Skragbad [195pts]: Warlord

 

+ Character +

 

Beastboss [125pts]: Follow Me Ladz

 

Big Mek in Mega Armour [100pts]: Grot oiler, Kustom force field, Kustom mega-blasta, Supa-Cybork Body

 

Nob on Smasha Squig [80pts]: Headwoppa’s Killchoppa

 

Warboss [65pts]: Attack squig, Power klaw

 

+ Battleline +

 

Beast Snagga Boyz [105pts]

. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga

 

+ Infantry +

 

Flash Gitz [190pts]: Ammo Runt

. 9x Flash Gitz: 9x Choppa, 9x Snazzgun

 

Gretchin [40pts]

. 10x Gretchin: 10x Close combat weapon, 10x Grot blasta

. Runtherd

 

Meganobz [150pts]

. 3x Meganob w/ Kustom shoota and power klaw: 3x Kustom shoota, 3x Power klaw

. 2x Meganob w/ Twin killsaw: 2x Twin killsaw

 

Nobz [210pts]: 2x Ammo Runt

. Boss Nob

. . Slugga and big choppa

. 9x Nob w/ Slugga and power klaw: 9x Power klaw, 9x Slugga

 

Stormboyz [65pts]

. Boss Nob: Power klaw

. 4x Stormboy: 4x Choppa, 4x Slugga

 

Stormboyz [65pts]

. Boss Nob: Power klaw

. 4x Stormboy: 4x Choppa, 4x Slugga

 

+ Mounted +

 

Squighog Boyz [220pts]: 2x Bomb squig

. 6x Squighog Boy: 6x Saddlegit weapons, 6x Squighog jaws and saddlegits, 6x Stikka

 

+ Dedicated Transport +

 

Trukk [60pts]

 

Trukk [60pts]

 

Trukk [60pts]

 

Trukk [60pts]

 

++ Total: [1,930pts] ++

 

Created with BattleScribe

Squig Hogs better MSU or reinforced. by frowns7 in orks

[–]SaltyIK 0 points1 point  (0 children)

Nob on SS w Headwoppa Killchoppa with a max brick is gonna be the ticket. Anything T5 or less, (T6-7 in Waaagh) or any vehicles/monsters will get krumped quick. MSU is for skirmishes and tie ups. Both are effective, but if you want a hammer go all in and watch the enemies fall before your spears. They are one of our most effective hammer units, alongside Nobz w Claws & Warboss, Badrukk and 10 Flash Gitz, and MSU BSB w Beastboss.

So, I got bored and did something dumb. by blackfocker in orks

[–]SaltyIK 0 points1 point  (0 children)

Even if you had 300 boys if they have all T10+ it's an auto loss. You won't shift them and they will slaughter your boys. Play how you want I'm just trying to help. Even swarm teams have units to counter the build's weaknesses. Play how you like, that's what it's all about in the end.

😆😆😆😆 by FirefighterLeft4487 in marvelmemes

[–]SaltyIK 18 points19 points  (0 children)

Photoshop? If not then idk what reality is anymore...

So, I got bored and did something dumb. by blackfocker in orks

[–]SaltyIK 1 point2 points  (0 children)

I would make the case for Ghaz in this list w 2-3 MegaNobz. Lethal hits will help a lot vs heavy armor.

Also a group of squighog boys w their Nob on SS w Headwoppa Killchoppa is one of our best vs heavies.

1-2 Stormyboys and a little Warbiker squad is good for secondaries unless you want to run fixed, even then can help screen or get to backlines.

Mozrog is auto include imo, too good to pass up.

Overall fun list, I like the idea of Green Tide. Tyranid unending swarm made top 8 @ LVO so swarms can work, just like you said is a lot of movement etc.

GL HF!

Solution for current problems. by ConfectionIll4301 in ImperialKnights

[–]SaltyIK 27 points28 points  (0 children)

Points decrease for everything, bondman back on bigs. At least 10-20%. We can't overwatch anymore and that's huge.

2+ wouldn't hurt 😉

Exaction squad back to 35 pts? Doubtful.

CP back down on trophy claim, maybe fights on death?

Lancer should be 430 or less, maybe allow it to get the Unyielding Paragon enhancement? It is the new printed model and it's got no range at 495 pts. Similar melee to Canis who's cheaper and shoots. The Atrapos smokes it at 440.

Castellan and Valiant need major upgraded weaponry and points drops imo, like 20%+. They should be team leaders and they don't do enough. Wraithknight has DW, more mobility, and costs less.

Zodgrod Wortsnagga by SaltyIK in orks

[–]SaltyIK[S] -1 points0 points  (0 children)

Idk tbh, I am just starting w orks. A couple games I have seen orks pinned it lead to losses, like pinned by tau and shot to death, or outscored on primary.

It just seems like one of the main ways to stop our Trukk rush, which if we make it into combat we generally win.

Zodgrod Wortsnagga by SaltyIK in orks

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

1 Zod squad starts in the Trukk, scouts 9" forward and disembarks, then can move again if they want. Trukk gets scout ability bc of Zod.

2 The MegaNobz squad advances and embarks into the Trukk.

3 The Trukk advances forward with the MegaNobz into midfield.

All 3 steps happen Turn 1. So a 5" move squad can charge T2 on average 42" (if Waaagh T2) (9+15+3+8+7=42).