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Post by Deleted on Mar 30, 2016 14:49:23 GMT -6
Ok so a model question....I like Orks because unlike Necrons your characters have more personality. With that in mind I got a custom model from Kromlech for my power armored war boss....but he is significantly larger that his mega nobz buddies. Is this a issue or does anyone really care? It seems to work against me more than for me, but he looks so damn cool.... Games Workshop does not sell an "official" Ork Warboss in power armor model, so there is actually no right or wrong model size for that unit. In fact the only thing close is Ghazkull Thraka. As long as he is still "infantry-ish" sized I doubt you will run into very much trouble at all. He should be mounted on a 40mm base however, as that is the base size for Mega-Armor orkz.
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Post by Dougtrio on Mar 31, 2016 9:39:39 GMT -6
40k characters with personality? When you get about 5 promotions in the guard, they reward you with a metal, a shorter range gun, and a fancy hat instead of that useless helmet
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Post by Deleted on Mar 31, 2016 10:33:52 GMT -6
40k characters with personality? When you get about 5 promotions in the guard, they reward you with a metal, a shorter range gun, and a fancy hat instead of that useless helmet I think thats just an Imperium thing. If your a space marine that gets promoted they replace your meltagun with a sword, and everyone calls you a coward if you wear your helmet.
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Post by Nick P on Mar 31, 2016 10:42:41 GMT -6
Its the military industrial complex man, the adepts of mars get rich off all these foreign wars, and without high ranking officials to avenge the public support would waiver.
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doubleback
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Post by doubleback on Mar 31, 2016 11:12:23 GMT -6
Well he looks like he could tear the arms off a dreadnaught, but I assume they wouldn't make the base size outrageously incongruent to the other units...I'm like a kid on Christmas waiting for this beast to arrive.
Additional question....unbound lists, I can use this right? All the Orc formations with two exceptions seem to hurt more than help.
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doubleback
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Post by doubleback on Mar 31, 2016 11:19:32 GMT -6
Also....allies. I have a great idea for a NOrkron army...how do these work?
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Post by Nick P on Mar 31, 2016 11:31:36 GMT -6
Unbound lists are literally just "take anything you want", so everything is legal. You don't get any cool special rules like "everything scores" or "reroll warlord trait" that you get from the CAD or other detachments though. And you still have to abide by the allies rules.
Speaking of which - allies are very easy. Theres a big chart in your rulebook that shows how each faction treats all other factions. There are 3 levels - Battle Brothers, Suspicious Allies, and Come the Apocalypse.
Battle Brothers = can join characters to each other's units, ride in each other's transports, use each other's special rules/be affected by their psychic powers, etc. Basically, they work as a single cohesive army.
Suspicious Allies = will work together under the right circumstances, but can't use each other's transports, join each other's units, use each other's psychic powers or special rules, etc. There's also a mechanic for distrust, where units that are too close together have to test leadership, and if they fail they don't do anything that turn as they size up the other unit and determine if they're being backstabbed.
Come the apocalypse = never ever ever ever work together unless ABSOLUTELY imperative. Have to stay 12" away from each other all game long, and operate basically as two separate armies on the table top.
All of the armies fall into these 3 buckets in a very logical way - all imperial armies (space marines of all types, sisters, inquisition, IG/AM, grey knights, skitarii and admech) are battle brothers of course. As are all chaos armies (chaos space marines, daemons, daemonkin). And Eldar factions (eldar, harlequins, dark eldar). Nids are Come the Apocalypse with everyone, because duh, they're giant space bugs that have no interest in cooperation. Everything else kinda falls in the middle.
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Post by Asyrean on Mar 31, 2016 12:16:54 GMT -6
Just to chime in, there are actually 4 criteria for Allies, the one you're missing is Allies of Convenience, which is just after Battle Brothers. Lots of criteria that goes into the Allies of Convenience, namely, the two cannot be within 1" of each other, cannot share warlord traits, characters cannot join each others unit, cant share psychic powers.... basically the opposite of all the points listed under Battle Brothers and the two armies can't go within 1" of each other.
Desperate Allies (what I think Nick means as Suspicious Allies) is the exact same as the Allies of Convenience, but with the addition that at the start of each of your movement phases, you roll a D6. Every unit that is within that many inches that you just rolled must roll another dice. On a roll of a 1, they cannot move,, use psychic powers, shoot, assault, etc. Basically they stand there glaring at each other.
Your Norkrons would fall into the Desperate Allies category.
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doubleback
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Post by doubleback on Mar 31, 2016 12:17:19 GMT -6
Fortunately other than re-roll a warlord trait I have 0 cool shit, so unbound it is
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Post by Nick P on Mar 31, 2016 12:20:27 GMT -6
Fortunately orks have all the coolest shit FTFY
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doubleback
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Post by doubleback on Mar 31, 2016 12:28:44 GMT -6
Let me clarify...0 cool formations, the army itself is hilarious to play regardless of outcome
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Post by Asyrean on Mar 31, 2016 13:00:21 GMT -6
If only we had Space Skaven, then 40k could have two armies that spend more time trying to blow themselves up than the opposing side. Hilarity would ensue!
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Post by Deleted on Mar 31, 2016 15:23:02 GMT -6
If only we had Space Skaven, then 40k could have two armies that spend more time trying to blow themselves up than the opposing side. Hilarity would ensue! Allow me to introduce you to the Commisariat.
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doubleback
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Post by doubleback on Mar 31, 2016 17:24:50 GMT -6
Orks literally have a rule where you lose individual units because they have to be beaten into submission every time you take a moral check. This is considered a best case outcome.
This rule effects almost every unit choice we have.
So I don't want to hear it.
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Post by 1D3chan on Apr 1, 2016 11:40:36 GMT -6
Orks literally have a rule where you lose individual units because they have to be beaten into submission every time you take a moral check. This is considered a best case outcome. This rule effects almost every unit choice we have. So I don't want to hear it. Nah your nob just krumps a couple of boyz on the head, you may lose a boy or two but not a whole unit. It's a good rule, it makes you a weird kind of 'fearless' at the expense of like...what, 8-12 points? Also, youz a git if u run away, that's also why.
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