#shoota boyz
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POV when you and the bois are about to serve cunt on the battlefield 😤
Just a little drunk doodle I did the other night!
Here’s another ⬇️
#art#drawing#illustration#digital art#fan art#digital aritst#warhammer#warhamemr 40k#ork boyz#SHOOTA#WAAAAAAAAAAAAAG
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Yall keep Jeff in your thoughts he's going through some shit rn and he deserves to be happy 💚
for real 🥲i hope he’ll be ok.. he just needs help and that’s okay. no need for him to be in a ring anymore just be at home and take a vacation for real
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Ork Nob and a couple of shoota boyz
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Other valuable tournament takeaways:
Moving mobs of twenty boyz is a huge pain in the arse. Remember when you could take up to thirty models? Jesus Christ.
My size ten mob of shoota boyz amazingly managed to kill the Deathleaper in one game - you go, guys!
My dreadnought managed exactly one round of combat out of three games, where it managed to kill two Grey Knight terminators. So not awful. Rest of the time immediately shot to bits.
The battlewagon proved excellent at soaking up all sorts of gunfire except for the one game where I dared the oppoent to kill it in a turn whereupon they promptly did. Oops.
Again, do not charge into the Master of Executions. He will ensure you have a bad time.
Meganobz when their feel no pain kicks in are hilariously tanky, doubly so if the big mek is there, too. Just soaking it up!
Not a fan of this lack of a force org chart. Going up against an Eldar army that was two fire prisms, Fuegan, a farseer and two warlocks, and the Yncarne? Madness! That's not an army!
(Although when the shoota boyz had their trukk blown up it did lead to the amusing situation where they stumbled from the wreckage, miraculously unharmed, only to discover that THE AVATAR OF THE ELDAR GOD THE DEAD had popped out of thin air just behind them. Have fun, guys!)
I don't like armigers.
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Orktober Day 2: a Grot Walker, a Mega-Nob, two Rocket Boyz, and two Big Shoota Boyz
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Just me and da boyz (gender/species/artificiality neutral) and dis kustom shoota I made, tonight at 8pm EST as we continue Arcanum!
https://twitch.tv/aramisdagaz
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WIP WEDNESDAY
DA Kontra Kommandos ready their Counter Revolution Attack
Da Kontraboys iz gettin ready for theyz Long-Waaagh against;
"Da Sandy-Neatstahz" (Centurion Rangers, so called "Sandy" because their trenchcoats are often covered in sand and dust from being in the feild, and "Neatstahz" because when they lead the Rual Kanak Militias they enforce sophisticated order and dicipline universally, as opposed to the natual variance in Milita organization from warband to warband) [out of universe, I needed a name that sounded like "Sandinistas" to fight my Contras]
Kommando Boss Nob, Kommando Boy, Dakka Boy
Comms Boy, Ork Snipa, Breecha Boy
Burnna Boy, Knife Boy, Kommando Boy, Rokkit Boy, distraction grot
Distraction Grot close up
Bomb Sqiug
Here we have Kommando Boss Nob Kaptain Klaw
They're all far from done, but they're coming along nicely.
Anyways here's a loredump of their backstory:
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Kernel KillaGore & Mad Makz were stormboys as Youffs. The Stormboy Nob they followed had started his service under a Stormboy Nob that was a Veteran of Warboss Zagstruk's own "Vulcha Squad". Thus he passed down several tricks and tactics used by the Vulcha's, including Arial insertion via Fightabomma. Both eventualy graduated from stormboys and joined up with the Kommandos. KillaGore, as a proper BloodAxe, stayed in the Kommandos but Makz, as an Evil Sunz with the Kult of speed in his heart, left to join the Spanners. After graduating his apprenticeship as a Proper Mek, he finally built his own warbuggy and joined the SpeedFreaks. Makz and his SpeedFreaks kult was later Recruited by KillaGore to join Admiral MegaKuttah's Freebooters.
After Admiral MegaKuttah's Freebooters crashland on Ørnverden the Admiral drafts the local Savage Orks and leads a Waaagh against the Rual Kanaks. After massacring a few Kanak Villages, KillaGore's Kontra Kommandos notice the Centurion Rangers rallying the Rual Kanaks into a Militia force large enough to threaten the Waaagh. KillaGore warns Admiral MegaKuttah but is ignored. Instead the Admiral plans to frontal Assault the Kanaks defenses. KillaGore then warns Makz and convinces him to abandon the Doomed Waaagh and find another fight along with His Kontraboyz. They sneak away, stealing a Fightabomma, and fly off to the Jungle the night before the big Assault.
With the Centurion Rangers to Rally them and lead their defenses, and the PDF garrison of the nearest hive city lending Air Support, the Rural Kanak Militia Slaughter the attacking offworld Orks. KillaGore's Kontraboys and Makz are the sole survivors.
After Crashing the Fightabomma in the Jungle, KillaGore and Makz cannibalise the wreckage to build a suitable Hideout, using it as their base of operations. Makz mainly stays in the secret base with his MadLads and support KillaGore's Kontraboys in their LONG-Waaagh to eventualy get Back to Ghazghkull's BIG Waaagh. At the base, Makz builds a Mekshop and starts producing Sluggas and Shootas for KillaGore and the Kontraboys to sell to the local Savage Ork Tribes. KillaGore and the Kontraboys spy on the Savage Ork Tribes in the area and KillaGore finds Savage Ork Warchiefs that are foolhardy and easy to manipulate. He then offers them his Kommandos services to scout for them and train their troops into a more effective fighting force. Selling them Sluggas and teaching them how thay work; Effectively upgrading them from simple Savage Orks to full on Beastsnagga Boyz.
Kernel KillaGore dies when one of these Operations goes FUBAR. After months of grooming a Savage Ork Tribe, training them up to be a legitimate threat, their fool of a Warchief gets them all killed by leading them into a Rural Kanak Militia's Trap. Wasting all the time, energy, and resources the Kommandos had invested in them. Simultaneously, while the Savage Orks were being massacred, a Combat Patrol of Aquillacan Carabineers Rough Riders attempted to run down the Kontra Kommandos, forcing them into a fighting retreat to an extraction point where the Kontra Kondors could bring in a ChinOrk Warchoppa for Evac. Cut off from his Kommandos by the Rough Riders, Kernel KillaGore is ambushed by a Centurion Rangers Killteam, he manages to slay all but one of his attackers but is finally dealt a death blow by the final Ranger after wounding them severely.
With the death of Kernel KillaGore, Command falls to his Top Kommando Nob; Kaptain Klaw. The Kontraboys take severe losses in this incident. To replace these losses the Kontraboys begin to recruit new Boyz from the Savage Ork Tribes. Kaptin Klaw initiates a new recruitment system where after training and fighting under Drill Sargent SkragBadd as Stormboys, Recruits can then join either Da Kontraboys, Da Kontra Kondors, or Makz's MadLads.
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#warhammer 40k#homebrew#warhammer#40k#wip wednesday#art wip#miniature painting#40k Orks#orks#ork Kommando#ork Kommandos#kill team#Kontra Kommandos#Centurion Rangers#scale model
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LIZARD-BOSS BOYZ MOB
This mob is rather peculiar, for it’s lead by a big strong, green thing, that is not quite an ork. Clad in ork made power armour, with both skill and might to match, this creature, supposedly “relative of the legendary brain boys” (though only the mad runt herd would even believe that) lead bands of ork into battle versus most peculiar and fun of foes. Just don’t mind that both the boss..and their weird pet grot lizard are rather potent weirdboys…
For 320 Points
1 Slanni Big Boss wearing mega armor, armed with power klaw (ripper fist) and kustom shoota (rattle gun)
AND
1 Mek wearing ‘Eavy armor, armed with kustom rifle (fussion rifle) and choopa (blade)
AND
1 Slanni Shaman armed wearing primitive armor, armed with hand weapon and slugga (blaster pistol)
AND
3 Ork nobz wearing ‘eavy armor, armed with slugga and choopa or shoota (pick one)
PLUS
1 Extra ork nob for 13 points each, wearing ‘eavy armor, armed with slugga and choopa or shoota (pick one)
#warhammer oc#warhammer#warhammer40000#warhammer40k#Wanted to do rogue trader style write up for my ork army#rogue trader#ork
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Last of the red hot Burna Boyz! No, these are not the same guys from a couple months ago, it's more guys. :) That means I now have 13 Burna Boyz in this style. Numbers and template/AOE weapons are great for Orks, not sure how that works in the next edition though.
Plus a Rokkit Boy and a Big Shoota Boy. All metal, except for a couple that were missing heads but I had extras from the plastic Flash Gitz set. Slowly closing in on the end of the old metal minis.
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Zokun is ready for anything. Stikkbombz, rokkits, a bayonet on his gun, and even WAAAGH painted down the side for good measure. This ain't a Boy you screw with.
This is the model that finally made me go out and buy a hobby drill. Why? Because previously I was just turning bare drill bits by hand, and in trying to drill his gun, I was forced to stop due to the stinging pain in my finger. Turns out, I had given myself a series of circular cuts and scars doing that by hand because I'm an idiot, and also I hadn't noticed somehow. The hobby drill is great though! It made things so easy I got over-excited and drilled the entire barrel and also all the holes, then went back and drilled some more on the previous boyz and nob.
Why is he on a double base? Because I got most of the models from purchasing a huge lot off some dude. Many came assembled and primed, some even based, but none painted, so ideal for me. For some reason he had a too-small base, so I improvised.
1/10 Big Shootas
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Ramblings of an ork
Day 1
Just got kicked outta dat snakebite camp and I tell ya, dem gitz wouldn't know a good shootas if it shot dem in da arse. And it getz wurse, dey made me give all of da teef dat I "stole from dem." buncha backwurds gitz I tell youz. Now I gotta find a new camp for it getz dark and dem big zog off monstas come out. Not dat I'm scared but I just don't feel like gettin krumped today.
Day 2
I member dat wun time I tried ta make an AI operated four barreled shoota and da first git it shot wuz me grot! 'e wuz a good grot 'e wuz. Den I put legz on it and it rampaged froo da camp and nearly krump 'aff uv da boyz dere so I 'ad ta leg it outta dere for da boss found me.
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Im going through Detachments to decide what to prioritise for painting. I've got a good mix of models and used to run Green Tide, but I don't think I have enough Boyz for 10th edition Green Tide.
I clearly don't have the right models for Kult of Speed, Dread Mob, or Bully Boyz. I also would likely also need more models (Squigs and rigs) for Da Big Hunt. That leaves me with War Horde.
I think I need to start with my Warboss, a couple of squads of Boyz, Stormboyz, and Gretchin for the backbone for 500-point games.
Below the 'Keep Reading' line is a list of models.
Characters
Beastboss
Big Mek
Big Mek with KFF (Legends)
Painboy x2 (converted)
Warboss
Warboss in Mega Armour (converted)
Weirdboy (converted)
Battleline
19 Beast Snagga Boyz + 2 Nobz
24 Shoota Boyz + Nobz + 3 Big Shootas
24 Slugga Boyz + Nobz + 3 Rokkits
Other Datasheets
4 Burna Boyz + Spanner
3 Deffkoptas
30 Gretchin + 3 Runtherds
9 Kommandos + Boss Nob
12 Lootas + 3 Spanners
4 Mek Gunz + 5 Grot Crew
3 Squighog Boyz + Nob
12 Stormboyz + 3 Nobz
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WAARRGH NOW DOSE BOYZ LOOK DEAD 'ARD DEY THEY DO! DEY MAKE FLASH GITZ LOOK LIKE BLOODY GROTS! I LIKE DA SHINY GUBBINZ ON DA SHOOTAS SHAME DEY 'AD TA GO, BUT I FINK THEY 'AD A GUD WAAAAGGHHH WITH YA WEN DEY WERE IN YER WARBAND
FANKS FOR LETTIN OL BARBOG YELL AT YA, OTHA ORKZ DONT CARE FOR DA TALKIN
-BARBOG DA BRIGHTEST
Both your messages made me smile, which is a lot more than most Tumblrinas can say for anon messages 😄
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Had to look this up.
Ork Boyz have 5+ accuracy, (1/3).
Imperial Guard have 4+ accuracy (1/2)
Astartes have 3+ (2/3)
So, to make up for it, most Ork Shootas make up for it with Dakka.
Literally.
So, this is cannon.
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Played my first game of 40k in, like, twenty years and also my first of 10th (obviously). Won, too! More luck than judgement, I assure you.
Going up against my associate's Awakened Dynasty Necrons (which he is taking to the tournament in a fortnight, not Kroot, apparently) my boys acquitted themselves quite well.
The blizzard of secondary missions and all that is very bewildering to my 3rd edition brain, but I lucked out on some of them!
Notable notes:
Big Mek utterly fails to achieve anything in his first round of shooting, other than failing his hazardous check for his kustom mega blaster and immediately almost killing himself
My dreadnought accounted for, say, two bases of scarabs (not including the one that blew up in its face) before promptly getting shot to bits - shame!
The battlewagon did its job delivering the big mek and meganobs to the middle of the table while also somehow managing to soak up three - three! - turns of shooting from the Doomstalker without getting killed. Got killed eventually, but still! And it got one zzap gun shot in return, too! The damage got healed, but it's the principle of the thing!
My warboss and mob of boyz getting a proper waaaagggghhh charge and wiping out of the lychguard and overlord in one turn - nice! A slugga boy is no joke! Twenty of the fuckers hitting on 2+ because of the warboss is serious!
The overlord revived thanks to a strat and immediately hid the other side of a wall (the warboss and boys had already consolidated into some immortals further down the table) and started sneaking into my deployment only to be tank-shock by my trukk, survive, then fail a save and die from a wrecking ball to the face.
The Big Mek and Meganobs and the Warboss and his boys did basically all the heavy lifting themselves, however, accounting for maybe 90% of the other army just on their own. Nice!
Honourable mention to the shoota boys, who were mostly there to cap things, assist the meganobs, and then die (though the nob miraculously survived almost to the end on one wound!)
Conclusion: if you get the waaaaggggh turn right, you really get it right! And getting unbridled carnage can just feel unfair sometimes - here! Make forty-eight saves!
Here's a terrible picture:
Not pictured: dreadnought and battlewagon, because they're both just out of frame
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Orks - Shoota Boyz by MarcWasHere
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