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toaae

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toaae last won the day on December 4 2021

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About toaae

  • Birthday 11/13/1989

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    Glendale, AZ
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    he/him
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    Orks, SoB, Necrons

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  1. They are our best offensive threat, but with only AP-2 and D2, they are really blunted by anything with AP reduction and/or damage reduction. Even during WAAAGH!!!, the unit has only like an 8% chance of killing a Redemptor Dread (goes up to like 19% with Unbridled Carnage). Compared to units in other armies, which can leverage re-rolls and keywords like [DEVASTATING WOUNDS], our Nobz just don't have the reliability that I'd like to see out of our "best offensive threat". That said, I have recently added them back into my lists, as they're the only source for AP-2 attacks. Well, them and meganobz, but point-for-point, Nobz bring more of it.
  2. With a quarter of a year gone by, how is everybody finding the ladz? What's working for you, what's surprised you, what has gotten your gears going? As I talk about in my blog post, I've played a bunch of games in 10th with my Orks (I think I've already played more 10th than I did all of 9th), and for the most part, I've been content. While I found that we had no play into pre-dataslate Custodes and most strong Eldar lists, I thought the Ork index could play the missions very well. We're able to field a lot of units to do tactical secondary missions, and we can drop a lot of OC on a primary objective to take it/deny scoring. A few highlights: Mozrog and his generic brothers are awesome. They really feel like proppa' Ork warlords, dishing out pain and taking so much of it in return. Flash Gitz! Our best shooting unit, they are a sensation to play and do a great job offering us something worth Overwatching with. Boyz in Trukks are well-priced and that means we can field a bunch of them and do well. Both units typically take more shooting to clear then their points would seem, and both play into the missions so well. While they aren't killing much, they aren't a tax and it feels good to field them. The negatives for me: We aren't very killy. Yes, Beast Snagga units can take out vehicles moderately well, but outside of the WAAAGH!!! round, we just don't have enough punch to get through anything harder than another Ork. We don't have enough AP, which means we struggle into 2+ saves or 3+ when an Armor of Contempt-like ability is available. We also don't have enough strength, really having to rely on [ANTI-VEHICLE/MONSTER] to hurt high-toughness things at all. Our shooting is atrocious. Other than Grot Tanks and Flash Gitz, nothing else has enough shots, strength, or AP to be worthwhile, and even Flash Gitz fall off hard after the first unit (cause you can only get one Kaptin Badrukk). I like to joke with my opponents that after I've done the Flash Gitz, the rest of my shooting is just me wasting time. I don't like WAAAGH!!! I don't like it as a top-of-the-battle-round ability, I don't like it as a once-per-game thing, I just don't like it. How about you? How you feeling about the greenskins so far?
  3. toaae

    Misc

  4. Painting Phase has quickly become the best interview podcast in the hobby. I love every episode.
  5. To avoid burying the lede, the TL;DR is that I'm switching to Necrons. ----- Every game of 10th that I have played has been with Orks. I've managed to track every game since my third in the (excellent) Tabletop Battles app. You can see my stats below: As you can see, I've now played thirty games of 10th. And while I have a lot of thoughts about the edition in general, this post is about my experiences playing Orks, and my plans for the foreseeable future. Evolution of a List A quick rundown of how to win a game using the Leviathan mission deck: Ok, so scoring points and winning games with tactical secondaries is about putting units on objectives, surviving on those objectives until you can score, having units that can be in the right place at the right time and, of course, killing the enemy as needed. While you don't have to score the full 90 to win every time (just have to have more than your opponent, afterall), it's generally safer to have a plan on how to get the max. You can win the game by tabling the enemy, but you can also lose after tabling the enemy. You cannot lose by scoring the max number of points (though you can tie, hilariously enough), and you can max score without killing a single enemy unit (though that is so incredibly unlikely to occur). Over time, I learned these facts. I started early with Mozrog, pound-for-pound the best beatstick in the index, but I quickly grew so enamored with him that I had to add another Squigboss. I bought, assembled, and (barely) painted a unit of Flash Gitz, and converted a counts-as Kaptin Badrukk, after I played another Ork and saw how deadly that unit's shooting was (especially their overwatch, a tool I otherwise don't think Orks can make use of). I went from three trukks to four, then five, and eventually six, and I think if there wasn't a limit, I would have kept going. They are the right combination of fast, durable and cheap, and they consistently score me secondary objectives. And I've expanded my Squighog Boys unit from being mobile objective doers to being the primary hammer of my list. Some things haven't worked for me: Beastsnagga Boyz and the Beastboss. I've used this unit in the vast majority of my games, but I just can't help but feel like it doesn't do enough. Often, the best thing about it was the OC, which I can get cheaper from regular Boyz. The Beastboss has been especially disappointing, as he is so reliant on generating Devastating Wounds in order to do any damage, and even against vehicles, it's pretty easy to have a bad turn and not get enough 4+s. At least the Squigbosses are durable enough that when they whiff, they can be expected to stick around and get another shot at it. This is a recent drop for me, but I can't imagine I'll miss them. Nobz and the Warboss. I've gone back and forth on these guys, from running a full 10-man, to having none, to having two 5-mans (each with a warboss), and most recently, back to a full 10-man. The truth is, they are the best source Orks have for a large quantity of AP-2 attacks, something we sorely need. But they suffer from being too easy to kill; -1 to-be-wounded is nice and all, but 2W and no innate invulnerable save just make them too soft, and we can also slap a -1 to-be-wounded on any non-vehicle unit. This is a high-finesse unit and one I've been really trying to use well. Anything that shoots other than Flash Gitz. We just don't have enough support, our weapons are good enough, and we can't field enough of it to matter. In the end, this meant I've found the most success by making lists that focus on staying power over offensive burst; a few units can lay down the hurt, but the vast majority of the list isn't interested in killing the enemy as much as it's just trying to find points to score. And even those best, most deadly units, the Squigbosses and Squighog Boyz, are really about being ultra-durable and forcing the opponent to over-invest in killing them, lest they let my stuff get to them. That means it's very viable for me to keep my units on objectives but out of Line-of-Sight and force the enemy to over-commit to clear the objective. It's simple, it's effective, and frankly, it's a lot of fun. But, there's a problem. The Problem Sitting back on objectives and forgoing charging into the enemy isn't very Orky. There's room for kunnin' and I'm a Blood Axe at heart, but still, it will never feel right to go "my Squighog Boys are not going to move to charge that Dreadnought" and instead just score points by sitting there. But, that's what I'm often doing! And, again, I like it! Playing the game tactically and for the win is an enjoyable experience. It's just not what I signed up for when I selected the greenskins. There's a couple more: I cannot paint Orks fast enough to react to changing metas and my own preferences. I paint every detail on my Orks and use a lot of colors, and it just takes me forever, which isn't ideal when you want to quickly swap and add units. I hate the movement rules in the Charge and Fight phases. I just don't find it fun to do, and those phases being so key to my army's (meager) offensive output actively saps my enjoyment. So, what's the solution? The Solution Enter the Necrons. They have it all: Primarily a shooting army, so no need to perform charge/fight phase movement a dozen times per game. A quick paint scheme that I can bang out fast when my list needs to change. Similar overall strategy of holding objectives and just surviving the onslaught to score points. But most importantly; They play competitively like they are in the fluff. Currently, competitive Necrons are all about using "bricks" of either Warriors or Lychguard (or even one of each!), getting them on objectives in No Man's Land and just outlasting everything. They get killed and then just get back up, an implacable force that laughs at the puny weapons of the younger species of the galaxy. Their esoteric and arcane technologies allow them to make the laws of physics into tools for acts akin to magic, such as the teleportation of troops. And so on and on, fluff reflected on the tabletop in a manner that isn't just faithful, but is also good. It's for these reasons that I'll be switching to Necrons, a faction I didn't even consider at the beginning of the edition, as the name of this blog implies. In fact, other than painting the Indomitus set three years ago, and another five Immortals as a palette cleanser some time later, I never seriously thought about collecting the army, let alone playing them as my main faction. But then again, 10th is my edition of trying new things, so I should be less surprised. But for now, the Kharezt dynasty awakens, and marches to war.
  6. Record: 3-3 (WLLWWL) Placing: 36th (out of 88) Summary I had a phenomenal weekend, with six awesome opponents, four fun games, and a free raffle prize that means I profited off this tournament. Despite the location being an hour drive from my house, I loved it and will 100% be a permanent future attendee. A special shout out to the Smite Club people who put on this event; it ran so smooth, the terrain was excellent, the information before and during the event was so clear. Really, really well run. Now, about that incongruity above: six great opponents, but only four fun games? Yes, my last game of both days was a real stinker, despite how nice my opponents were. On day 1, I played into Custodes, a match-up I still didn't understand and one where I didn't feel like my army could compete. Large blocks of 2+, Fights First, re-rolling wounds, special-rule-on-top-of-special rule are just too much for my "here's a bunch of AP-1 and D2 attacks, please don't hit me too hard" faction. Day 2 and the tournament ended for me with going against Aeldari, complete with a Wraithknight, the Yncarne, two Night Spinners, and two Fire Prisms, and who-cares-what-else. Again, simply far too much for me to deal with. Whoever at GW allowed this index to go live should be tried in a criminal court, because it was one of the most un-fun and un-interactive games I have ever played. In fact, the last time I had such little fun in a game was in 7th, against... Eldar, with a Wraithknight. The past repeats itself. But, like I said, my opponents who great, gracious people who I'd love to play again. In a better game. But, I was able to nap a big win, as I heard my raffle-ticket get called for this: This was something I was already planning on buying, so not only did I win a $310 box, but I basically profited off coming to this event. Move over, Daniel, I'm the real winner. Expect more Horus Heresy posts in the future.
  7. Ghaz and Makari are no joke to kill, with that 2++ and 10 wounds at T6 w/ a 2+/4++. But the proliferation of mortal/devastating wounds doesn't care. Without a bodyguard, I think you'll find the Prophet folds easily to dedicated attacks that sport the [DEVASTATING WOUNDS] keyword. I'd highly advise getting him some buddies to knock heads with. However, in the short term, if your meta isn't sporting a lot of mortals/devastating wounds, and isn't full of quality indirect shooting, Ghaz alone is able to hide behind Ruins and can now move through walls, on account of his Infantry keyword. Play him very cagey. Sure, it might feel wrong to not just yeet the biggest and baddest Ork into the thick of the enemy, but remember that the Prophet is kunnin'. Hold him back, move from cover to cover until you can spring him on a juicy target. Use the threat of him to control space, and I think you'll find some success with him.
  8. Location: Legacy Sport Complex, Mesa, AZ BCP Link: Smite Club Open 2023 40k Major Format: Rules lock September 2nd; PRE-DATASLATE 6-game major GT Battle-ready required Player Placed Terrain Missions: 1: Search and Destroy, Chilling Rain, Take and Hold 2: Sweeping Engagement, Scrambler Fields, The Ritual 3: Search and Destroy, Hidden Supplies, Priority Target 4: Hammer and Anvil, Hidden Supplies, Take and Hold 5: Crucible of Battle, Chilling Rain, Purge the Foe 6: Vital Ground, Chilling Rain, Crucible of Battle List: Comp v2.1 Beastboss (Warlord) Beastboss on Squigasaur (w/ Headwhoppa's Killchoppa) Kaptin Badrukk Mozrog Skragbad Nob on Smasha Squig (w/ Follow Me, Ladz) 10 Beast Snagga Boys 3x 10 Boyz 10 Flash Gitz 3x 11 Gretchin 6 Squighog Boyz 2x5 Storm Boyz 6x Trukks Post: This is it, my first major of the edition, and the largest tournament I've attended since LVO 2020. I'm hoping to have a great time, meet some wonderful people, and roll some dice. Something I haven't utilized much this edition is Strategic Reserve. My deployment zone can get very tight, so I need to keep in mind, especially against very shooty armies. It would be better to have units in reserve than to not be able to hide them effectively. This also means I can make use of Rapid Ingress. We'll see if I can leverage that at all. Considering this GT won't be using the recent balance dataslate, it's a safe best Eldar and GSC will still reign supreme, and that I'll still struggle mightily into Custodes. Fingers crossed I can dodge the Craftworlds and Janitors matchups as much as possible. I'm shooting for an even 3-3, though I'll fight like tooth and nail to get to 4-2.
  9. Record: 3-0 (WWW) Placing: #2 (out of 23) Summary In twenty years, I have never won three games in a day. While I missed first place by ten points (274 vs 264), this is still, easily, my best placing at a tournament, ever. A number of things broke my way and I won't deny being very, very lucky, but I also don't care. I'm over the moon. I went undefeated! But, for the sake of continuing to improve, here are those fortunate breaks: Terrain was very favorable. The TO was testing new terrain to play on the GW layouts, which resulted in tons of ruins that blocked LoS, but didn't greatly impede my units' movement. Two of my opponents were newer players. My list matched up into all three opponents very well. Overall, my dice were luckier than my opponents, and I went first in all three games. Game 1 Alex with Adepta Sororitas Sweeping Engagement. Chilling Rain, Priority Targets I believe this was Alex's third game in the edition, and he brought a list that he was hoping would be counter-meta. He said it was something like 140 models, and it was 100% infantry. His hope was that if everyone was tooled up for vehicles and monsters, they'd find themselves without adequate weapons to take out a horde of Sororitas. Fortunately for me, my anti-vehicle/monster stuff is a bonus, and my entire army punches into T3, W1, Sv3+ models very, very well. In addition, the six trukks and two Squigbosses present enough high toughness wounds that a Sisters army lacking in multi-meltas (0 retributors) couldn't adequately damage. I jumped out early, blocking movement onto objectives. He attempted to throw Celestine and her Zephyrim across the table, but a Flash Gitz Overwatch greatly blunted that unit, and in the end, I just ran away with the game. We didn't get to play all five turns, as typically happens with newer players, but the result was never really in question after T2 (I drew really, really bad objectives in T1). Result: 88-50, Win Opponent Finished: 0-3, 21st Game 2 Don with Death Guard Hammer and Anvil, Targets of Opportunity, Sites of Power Don is a very, very experienced player, well known for bringing crazy, unique lists. This one featured Mortarion, three defilers, three plagueburst crawlers, a predator, and three of the little trike things. I could see how this would be a problem for someone lacking in the tools to deal with it, but that is not my list. I have the bodies to flood OC on objectives, and I have the punch from Beast Snagga units to kill monsters and vehicles. This game saw my Flash Gitz get focused early, but both Squigbosses brought down Mortarion and then I just whittled the rest of the army away while scoring. The score was close as this is an easy mission rule to max secondary on, and my list gives up Bring It Down and Assassinate very easily, but I again had a big lead on primary that resulted in the win. Result: 84-74, Win Opponent Finished: 1-1, 17th Game 3 Tyler with Aeldari Search and Destroy, Chilling Rain, Take and Hold Tyler was another newer player, who like me was pleasantly surprised to be going into game 3 undefeated. He told me he tried to build his army to fight Knights, and had only one Fire Prism, an Avatar of Khaine, Fire Dragons in a Falcon, Rangers with their character, a Farseer imbedded in some guardians, a unit of D-Cannon Wraithguard, dire avengers in a wave serpent, some warp spiders, a nightspinner, and three of the ranger bikers. I again felt like this was a pretty good match-up, at least as far as I can get vs. Aeldari. Nothing too hard for my Beast Snaggas to kill, not much in the way of fast units to overwhelm objectives, and with the terrain, not enough shooting to just clear me out. The game went much as the others had. I raced into the middle of the board, weathered some light shooting, and mopped up anything that could threated me on the primary objective. I also drew better secondaries this game, which gave me my highest score of 10th so far (in games were my opponent didn't concede). The Avatar was a bit of a pain, killed my Beastboss on Squig and nearly taking Mozrog down, but in the end, I walked away with a dominating victory. Result: 92-56, Win Opponent Finished: 2-1, 10th List Analysis I made the decision to change my list on Friday. I hadn't really felt good about the Nobz unit; AP-2 and D2 aren't that great, and the unit isn't durable at all, even with the -1 to wound built in. They also felt slow, despite having Follow Me, Ladz and the ability to walk through ruin walls. Basically, they would get one big charge a game and then evaporate to the enemy response, and even that one big charge could be easily screened, or fail to make a sizeable enough dent if I couldn't get the whole unit to swing. So in came the Squighog boyz. By giving them the enhancement, I now had a very fast unit that while unable to move through walls, piled its attacks into fewer models with large, oblong bases that makes it easier to swing with each one. They don't have the AP, but between [LANCE] and the [ANTI-MONSTER/VEHICLE] keywords, as well as having more attacks at a better WS, I just felt like they would be more powerful offensively against most meaningful targets. Add in the fact that they are 3 wounds at Toughness 7 with a 5+++ Feel No Pain that I can then slap 'Ard as Nails onto, and they are waaaay more durable. With the points saved, I was able to replace the nobz with another unit of boyz. Downgrading the leaderless Beast Snagga Boyz into Boyz opened up the points for a sixth trukk. And I think it all worked well. I had so many units that could get on and do objectives, can easily screen large parts of the board, and finally have a few units I feel good about as offensive threats. My only disappointment is currently the footy Beastboss; he lives and dies on the charge turn to try and generate those [DEVASTATING WOUNDS], but even on a good turn, it doesn't seem do do much. And on any turn he doesn't charge, the whole unit feels like a wet noodle. I just sort of feel like the points might be better as more units, or maybe another Squigboss or something. I'll have to think on it.
  10. Location: Imperial Outpost in Glendale, AZ BCP Link: First Contact at Imperial Outpost 2: Second Contact Format: 3-game Rogue Trader Tournament No painting requirements, no points for painting in score battleforged points awarded to all players Player placed terrain GW terrain layout #3 TO-chosen Leviathan missions List: Comp v2.1 Beastboss (Warlord) Beastboss on Squigasaur (w/ Headwhoppa's Killchoppa) Kaptin Badrukk Mozrog Skragbad Nob on Smasha Squig (w/ Follow Me, Ladz) 10 Beast Snagga Boys 3x 10 Boyz 10 Flash Gitz 3x 11 Gretchin 6 Squighog Boyz 2x5 Storm Boyz 6x Trukks Post: After last week, the goal is to focus on my player-placed-terrain and being aggressive on the primary objectives early. I played a league game last night with the previous version of my list and I thought I did those two things pretty well. Now, it was Deploy Servo Skulls and I went first, which meant I maxed my primary score while my opponent did not. Despite the massive imbalance of the mission, I do still think my PPT and first turn weren't bad, and I want to keep working on that. My list changed; I dropped the Nobz and Warboss for another unit of boyz, a Smasha Nob and 3 squighog boyz. I also downgraded the leader-less Beast Snagga Boyz to regular Boyz and added a 6th trukk. I haven't felt the Nobz really do enough. On the WAAAGH!!! turn, they often will punch through most targets, but not all targets, and I just think the points invested into them were not worthwhile for one turn of ok damage. Defensively, -1 to wound doesn't do enough to keep them around. On the other hand, my three Squighog boyz took a lot of pain to put down, and could surprisingly pop off. Switching the nobz for empowering the squighog boys really feels like a positive trade; the mounted boyz are faster, more durable, pack more attacks, do better against monsters and vehicles and just achieve the role of "big melee pounder" better. Their only downsides are the size of the unit and the fact that they can't walk through walls. For the first, against very shooty enemies, I can opt to reserve them and try to Rapid Ingress them; not much for the second. Other than that, the addition of a sixth trukk and boyz in place of the nobz means I have even more scoring units available to me. There's an argument to be made that a Weirdboy may be more worthwhile than the last trukk or the third unit of boyz, but for now, I'm going to try this list with all the bodies. EDIT: Tournament was testing using new terrain for GW layout.
  11. Record: 1-2 (LWL) Placing: #13 (out of 21) Summary My opponents were two Orks and an Imperial Knight, in that order. I split with the Orks and dropped the IK game. The major takeaways for me are that I need to work on "Player-Placed Terrain" and deployment. Ignoring my win, I think I did not place my terrain well enough to protect my most important units and/or allow me to get out onto objectives early. Against the first Ork player, I fell behind on primary early, which was weird because he was not playing a typical Ork list; it featured a Morkanaut and a Gargantuan Squiggoth. I really should have been on top of the primary early in the game, but that's not what happened. And against the IK player, I went second, and lost both Squigbosses at the top of Turn 1, despite having terrain available that they should have been able to hid behind. List Analysis Nothing at this time; need more reps.
  12. Location: Gamer's Guild in Tempe, AZ (website) Format: 3-game Rogue Trader Tournament No painting requirements; all players get the 10 points for battleforged Player placed terrain List: Comp v2.0 Beastboss Beastboss on Squigasaur (w/ Headwhoppa's Killchoppa) Kaptin Badrukk Mozrog Skragbad Warboss (w/ Follow Me, Ladz) 2x 10 Beast Snagga Boyz 10 Boyz 10 Flash Gitz 3x 11 Gretchin 10 Nobz 2x5 Storm Boyz 3 Squighog Boyz 5x Trukks Post: Trying something new. Going to do a post about my thoughts before the tournament, and then another after. I've played one game with this same exact list, which is an evolution on the list I've been playing in the local league and at an RTT two weeks ago. The general idea is what some people are calling "go wide", as in, I'm all over the board. It's a board presence list, where I'm prioritizing scoring victory points over slaying the enemy. I achieve this by having 6 units with an OC of 20+, and lots of speed thanks to the trukks, stormboyz, and unit of squighog boyz. Mozrog and the other squigboss are both my best vehicle killers as well as incredibly durable units that take work to put down. The Nobz are my best offensive threat in melee, with a maximum potential charge distance of 31" when coming out of a trukk on the WAAAGH!!! turn with the stratagem 'Ere We Go. The big evolution of this list from my earlier versions is dropping some more MSU choices for another trukk and the Flash Gitz/Badrukk bomb. I played another Ork player who ran the unit (in a Gargantuan Squiggoth) and it opened my eyes to how effective the unit is. They give me a strong target for Overwatch, thanks to [Sustained Hits 1] and Badrukk's full re-rolls. They are fairly soft, but at the same time, won't evaporate to incidental shooting. And they will bully minor, scoring units thanks to having Choppas and being Nobz. Things I'm concerned about: Eldar (cause they're just so powerful), Custodes (because Fights First is brutal to overcome for a melee faction), and GSC (who I have 0 experience against). I'm fairly confident against Knights of both kinds and Marines of both kinds.
  13. I recently converted two new "trukks" to join my WAAAGH!!! One is a looted rhino and the other is a squig-drawn wagon. I plan on adding a roof to the wagon to be a "covered" wagon, but the idea is it is a trukk for beast snaggas. I've got two standard trukks, so I've still got room for two more looted ones!
  14. One of my favorite things in the hobby is converting miniatures. I actually don't particularly enjoy building minis, but converting individuals is one of the highlights. From concept to execution to finishing it and getting to show everyone that my guy is unique, converting and kitbashing is a pillar of my hobby. Good thing I'm an Ork player, too. Cause ain't nobody having more fun slapping plastic together haphazardly than the greenskins. Recently, I realized I had two major problems: I only had one painted trukk and I don't like the GW Beastboss (on foot). For the first, in a weird twist of fate, I have three finished Battlewagons, but only that one trukk. And given that trukks are now very good (purely because of points; if they got hiked to 100pt, they'd be dead I think), I knew I needed more. But I couldn't just have more of the same kit running around. The current Trukk kit is very good, but it's supposed to represent a ramshackle vehicle thrown together, a set of wheels bolted to an engine with just enough welded plates for some Orks to grapple onto. So having a bunch of uniform vehicles just feels wrong, you know? Un-orky. So, I decided that while I would put together another generic trukk, I needed to start converting my own. I've now done two (to bring me to four total, with three WiP). I cannabilized a trukk I got second-hand that I had stripped most of the paint last year to make a squig-wagon for some beast snaggas, and I gutted a rhino kit to make a nicer trukk for some nobs to roll in: Overall, I am very happy with how they turned out. I do plan to still add a roof to the squig wagon, like some corrugated-steel-looking plasticard, to give it a "covered wagon" look. The rhino-trukk, though, I'm done with and very satisfied. The grabba claw (for the wreckin' ball) is from the old metal deff dread kit; another second-hand model paying dividends a decade later. The second problem I mentioned is that I don't like the base Beastboss model: It's not a bad model, I just think it's too busy in a way that obfuscates his frame. So, to remedy that, I'm converting my own. I have two Beastbosses on Squigosaur, one of which I used the Mozrog body for (and is now played as Mozrog), which meant I had a perfectly fine torso I could use as the basis of the conversion. Fortunately, I also had an Assault on Black Reach Warboss in that second-hand lot, and after a few days in the bad bath, I was able to get most of the thick paint off the torso so I could re-purpose the legs: The idea is to use my extra claw from Mozrog as the Beastclaw, and then give him a cut-down-Big-Choppa to be his Beastchoppa. Get a good head on him and it'll be wham-blam-thankyouma'am. So with a little surgery, I removed the upper half of the AoBR boss and got the Beastboss torso on the legs: But I now face my first real conundrum: Which head should I go with? I've made a collage and I'm soliciting opinions from all over the internet. Which head is your favorite? Another conversion I have in mind in the short term are some runtherdas (I literally have 0 built). But this Beastboss is getting the priority right now.
  15. toaae

    WiP

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