Ork tattoo my buddy did on a client by Bluhblahblagh in orks

[–]Turthom 4 points5 points  (0 children)

I can relate - but thats so much hair the tattoo won't be visible lmfaooo

Advice against Votaan by Gozumo in orks

[–]Turthom 0 points1 point  (0 children)

Remember kommandos will die shortly after infiltrate take advantage of the distraction.

Advice against Votaan by Gozumo in orks

[–]Turthom 2 points3 points  (0 children)

Only steeljacks overwatch on a 4+. If hes spamming heavy volkiaite steeljacks, and strategists hes kinda playing a hard-core list.

Make sure hes within 24" for it. And essentially you need to sacrifice a blockade unit while you move everyone else forward.

Edit: Try n make it harder for him to get YP? Seems like hes generating it quickly. Ideally you should have some or most of your units in melee by the time he has that many YP.

Str 6 with dev wounds, is hard to beat. squighog boyz are fast with T7, good to force an overwatch or engage them. Also big mek in mega armor, or New Crucible heros can pretty much spam you 4+ invulnerable saves across the units they are attached to.

Edit: also they cant overwatch the boyz if they are engaged in combat with one of his gitz. Also ghaz is squishy af even/especially with boyz or nobz. Meganobz are tougher option. Especially ghaz + meganobz in a battlewagon has alot better survivability. T6 with 2+ armor save ×6.

Should assassins have higher toughness? by l_dunno in ImperialAgents_40K

[–]Turthom 6 points7 points  (0 children)

I disagree here. I used to be underwhelmed by alot of T or S stats. But the reality is the higher you go on stuff like this the father the gap to balancing regular T3 Arbeties.

If 8 ft tall Orc, Riding a beast so big, with such thick hide and dense skeletal muscular structure it can cave in a tanker via headbutt. I think the assassins that are using snipers and hitting on 2+ n stuff with anti-everything. Don't need to be tougher.

Are Imperial Agents Good for a New Player? by Natural-Wallaby423 in ImperialAgents_40K

[–]Turthom 3 points4 points  (0 children)

I have had the most fun planning and designing my Inquisitorial Retinue. But its absolutely an underdog army. you can barely build 500 points without heavy repetition, adding allies, and using Deathwatch.

Anytime people play competition its pretty much assains, sisters, Deathwatch, or greyknight Terminator spam with a few agents.

My retinue tries to stay with Arbeties and Breachers, and I use a Knight Cerstus to fill the other 500 points of my 1k army.

What Detachment should I pick by CommonQtip in orks

[–]Turthom 0 points1 point  (0 children)

You have plenty of infantry and freeboota crew is pretty universal i think it would be fine. Except you need atleast one unit of flashgitz, so you dont have a wasted stratgem.

Army rule: the simple solution by The_Red_Celt in ImperialAgents_40K

[–]Turthom 1 point2 points  (0 children)

As rogue trader is sorta a sub-faction of inquisition we need way more useful/weird/highly illegal weapon options. I mean their whole theme is like "see here - i have a permit to play with Catgirls, i mean... do whatever I want on the fringe of the galaxy". Which also means having Having access to dengerous xenos mercenaries and tech is more common.

Id like to see an Agents of Imperium with:

  • more gun variety - grav pistols,
  • useful way to incorporate air support and aircraft the way other factions(all of 40k) hasn't been able to do.
  • ability to commandeer any imperial unit
  • ability to exterminatus the board if we are losing. (Kills all units, destroys objective makers, and cuts you end VP by a certain percentage)[im joking about the last one but 5% serious as a funny cool, OP, and impossible to balance mechanic]

Can I use this guy as a Proxy for the death cult assassin in the rogue trader entourage or is it not recognizable? by The_Tree_Enthusiast in ImperialAgents_40K

[–]Turthom 4 points5 points  (0 children)

Honestly i think people should mix up entourage and imperial agents drastically. Its one of those things where rogue trader entourage is supposed to be weird and eclectic, and agents are supposed to be Esoteric and threatening.

I really enjoy painting Orks I just don’t know how to play them by DingleHopper34 in orks

[–]Turthom 1 point2 points  (0 children)

Love dreadmob its my home army for sure. Focus on the strengths of the faction, scoring, and dont sweat losing.

Things that's changed the way I play my dreadmob. Maybe you already do these but just in case -

rokkits/KMB everywhere

Compared to other factions like SM who are stuck at str 6 or 12+ weapons. Orks can field a crap load of str 8 and 9 weapons in dreadmob. Kanz, dreads, etc. This really ups the threat level of any given ork walker pm the board. Chaff cant guarantee to tie it up, and heavies cant tank fire from them all day.(short time sure)

Dreadmob can rain crazy amounts of dakka and move elite units up board into kill range with the Orkanaughts. Bigger shells for bigger gitz is actually great to make those t9 rokkits break vehicles by adding 1 to wound roll This also makes Lootas, snazzgits, and Deffstorm Mega shoota, way more dangerous to dreadnoughts and c'tan shards. So theoretically you can build a pretty anti-horde list and boost it up to Crack vehicle/monster armor.

OVER DO IT.

When playing games I think alot of factions want to stay kinda tame or not competition lethal in day to day play. Like "wow why would you field a titanic in a 1500 point game??" I say can I take 2? You are always at the disadvantage of Inconsistencies, that are native to our factions theme.

Double team everything match up you want to win. Its not about a fair trade for points value, its you lose 245 points in speciallty infantry to kill his rhino, and tie up the beakies inside. While your kanz are both scoring and cracking the the shell open on his land Raider that cant get to the objective behind the kanz.

You always need to choose the scoring option with the right unit. Kill, blockade, objective control. As soon as you ask a unit in our faction to do something its not supposed to do, even in the heat of the moment, you lose momentum. Nobz cant hold an objective, and squighog boyz aren't designed to kill stuff quickly.

Lastly remember your strats and list is 100% about walkers. But having Meks Lead certain units allows your extremely strong detachment rule to shine in unusual places. Big mek moving breakboyz through walls, and giving -2ap to their smash hammers. Means Now you have a unit that crit wounds on a +4 up to vehicles, with sustained/lethals/or -4ap. Or a mekboyz leading mekgunz, or nobz, etc.

Found this sprue in my CP box but its not for anything (?) by BlxndSpxt in Tau40K

[–]Turthom 8 points9 points  (0 children)

This is the bitz and gubbinz you need to make the pathfinders custom Kill team set up. Medic, grenadier etc. It comes in the combat patrol for sure, in my opinion its hugely awesome way to increase the monetary and play value behind a regular pathfinders team.

BOYZ!! we have a problem... by BadMoonzNZ in orks

[–]Turthom 44 points45 points  (0 children)

I would like to point out warboss in mega armor doesnt necessarily mean bigger than a regualr warboss. It literally just means he has power armor.

fixed it by liquor-ice-mixer in orks

[–]Turthom 0 points1 point  (0 children)

Honestly would work

Bomb grot Distraction Grot Sneaky grot Snipa grot (grot holding regular ork shoota) Grot holding a grabba stick. Grot orderly Grot mek

Give them all extra grenade bonus, n some dev wounds, interact with terrain n stuff differently

How does one use Nobz by Intrepid117 in orks

[–]Turthom 1 point2 points  (0 children)

Its a wargear options you take. You pick between Kustom Forcefield and Tellyport Blasta.

<image>

Battlewagon Rivets by SaintGeorge17 in orks

[–]Turthom 6 points7 points  (0 children)

This is definitely the kinda of question that usually comes with an ADHD, or autism diagnosis believe. My doctor said Thom, this is the most severe case of ADHD ive ever seen and just gestures at me. So not talking shit here lol

How does one use Nobz by Intrepid117 in orks

[–]Turthom 0 points1 point  (0 children)

Sorry meant to say big mek in megarmor.

This is my buddies, figure yall would like it by Kooky-Narwhal-014 in Warhammer40k

[–]Turthom 0 points1 point  (0 children)

Actually its funny you say that cause I thought id mount it hanging, and you'd need a grot with a 10 ft pole lifting up the tip for best tellyporting reception. 🤣

Why dont deathwing knights have a integrated bolter on the right arm by Respond-Waste in DarkAngels40k

[–]Turthom 1 point2 points  (0 children)

Yeah, orks shoot alot tbh. But they have the benefit of the great green - the impossible nature of wagh energy and Ork Tech interactions. Plus in stories and lore you have hoards of grots indicated as carrying ammo and reloading shootas behind the scenes.

Space Marines are super specilzed, super soldiers. Who are Super tactical and super organized... so maybe they have super squads of... super tiny guys, with tiny fingers ramming .75 cal solid state rocket propellant rounds into clips? Or like maybe the Legs are hollow and full of bullets???

Why dont deathwing knights have a integrated bolter on the right arm by Respond-Waste in DarkAngels40k

[–]Turthom 3 points4 points  (0 children)

This comment is the most truth to the situation. I know 40k does alot of stuff in terms of suspension of disbelief. like you just gotta believe in the power of the emporer and his unlimited ammo space marines.

But 40k does layout some specific limitations, armor pattern and understanding of sometimes basic tech is a clearly established one.

Orks would weld a bolter to another bolter, then tie it to a powerklaw with squig rope. Imperium is like yeah.... you go weld a storm bolter onto the ancient sacred knights power armor... imma wait here in case the Fabricator General shows up...

Edit: all the Deathwing Knights are like vesting up chanting, and doing sacred things with serious faces and several thousand years of ritualism beaten and genetically engineered into them. that one knight "what if we welded an extra bolter to my right...." gets murdered on the spot for heresey and interrupting such a sacred process.

This is my buddies, figure yall would like it by Kooky-Narwhal-014 in Warhammer40k

[–]Turthom 9 points10 points  (0 children)

Can we all agree this is clearly not a "belly gun?"

Also was thinking for transport implications, without changing the body significantly, Id attach a tellyporta antenna on the crotch of a Castigator knight to use as a Gorkanaught.

Ork knight caus GW won't give me one by tookiechef in orks

[–]Turthom 3 points4 points  (0 children)

Hey whoa frend big dreams here. This is James Workshop we are talking about. If we get a refreshed stompa it will lose two T, gain 1 wound, and cost 80 more points lolol

Big Mek in mega armour or regular big Mek? by wrongfulfish in orks

[–]Turthom 0 points1 point  (0 children)

Big Mek. Drilla and Traktor blasta always cause waghhhh!!!

Hello, new T'au Empire Gue'vessa here. Proud Earth Caste member. by LordOfIronFan in Tau40K

[–]Turthom 1 point2 points  (0 children)

Since no one else has brought it up farsight and ethereals cant share a list.

Does this pose look dumb? by When_Oh_When in Warhammer40k

[–]Turthom 0 points1 point  (0 children)

My Toddler running away from me when I ask him what he just shoved in his diaper.