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I thought characters could be effected by their own aura unless otherwise stated?

In this case the advance and charge aura doesn't affect him because it states "Infantry" in the aura ability. Ghaz isn't infantry. The reroll 1s aura does affect him though.

It's probably for the best. Ghaz would otherwise move up to 25" on turn 1 and right off the other side of the board. We'd be back to 3rd edition Blood Angel Death company levels of cheese.

 

I'm curious as to how you're getting a 25" move out of Ghaz. 7" move base, D6 advance, can't hop in transports... or is this sarcasm? :lol:

I guess with a perfect charge, 7+6+12. But that's extremely unlikely and at that point we might as well call it 31" since you also have a pile in and consolidate. The warhammer people on facebook seem to allude that it wasn't an oversight he can't advance and charge but I really hope GW reverses that. 

He's a monster without fly, he's super easy to block out with infantry. Ruins *ahem* ruin him, he can be tied down by huge blobs of chaff etc

Sorry if already covered but between various PA books we have gotten three method for army updates

V1 DIY'ers 

Aeldari 

Tyranid

Tau Empire 

Non-Scion Gaurdsman

GeneCult 

 

DIY'ers style update mostly focus on unit strategems (not entirely however) and has less of an eye to the GW brand "Subfactions". I've noticed that these one tend to be well "forgotten" about after their update compared to other PA. I have my theories but those are irrelevant, mostly I feel in terms of power boosting these tend to lower on the end of the scale. 

 

V2, "Weird" Faction Expansion

With the except of Black Templars, the out of place "Subfactions", (Renegades, Farsight Enclaves and Scions) when they got updated, they got an expanded set of rules. Even with that you got what essentially, "V1 Codex Factions" (Scion and Renegades), and then factions whom got a are more rounded and complete (Crimson Fists and Farsight Enclaves) update, but still not a full "Codex" level army update. 

 

Renegades and Scion got pseudo DIY rules, getting 6 additional choices of chapter tactics with associated, relics and warlord traits. Just as if it was an option in V1 Chaos Marines or Imperial Guard Codex. Farsight Enclaves and Crimson Fists instead got a few strategems (not as many as full separate codex would had) and few new warlord traits and relics. Arguably Enclaves and Crimson represent a bridge position between this update and the V3: Full Codex.

 

These updates on release, I feel get some of the more fanfair, but tend to not please anyone well. It doesn't develop factions a lot, and it leaves holes or otherwise. While DIY style tends to embraced regardless of power level because "Your Dudes". 

 

V3. Full Codex Style Expansion

All the Astartes forces focused on in PA Books (except arguably TSons whose update was to an extent more in line with Scion and Renegade Chapters with expanded "cult' style keyword) got this treatment. Black Templars, the Angels, and the Chaos Legions, got essentially a codex worth of fun stuff (6 Warlord Traits, 6 Relics, 6-8 Stratagems). I expect Wolves to get this treatment, but given Templars and Chaos Legions, both got this in Faith and Fury.

 

Food for thought, could we see this style of update happen for Orks? This update, is one that is easily the strongest on a raw power level in comparison. Because the 'combos' are not instantly seen where stratagem + DIY it all just kinda fits seeminglessly like a puzzle, while the weird expansion rules just don't have a lot of meat to them.

 

1) Arguments for V3 and V2 for Orks

Orks don't have successor or non-big klan Klans like other armies. Notably Chaos Marines DID NOT get a DIY style update and their rules by raw, say "your either a legion keyword faction or a renegade in rules" meaning DIY Legion rules couldn't functionally exist or they'd be force follow renegade restrictions. I recall reading or someone mentioning that a similar raw exist for Orks in 40k, replace "or renegades" with free booterz. The Big Klans could get a V3 full "codex" expansion for each of them while free booterz, get a Scion/Renegade style expansion for them. 

 

2) Argument for V1 + V2

Not a single non-power armour style force got a V3 type of update. Meaning likely DIY Tactics + Unit Stratagems, with Free Booterz getting an Enclave or Renegade chapter style expansion. 

Is it wrong to say the rules will be obsolete by September as I fully expect 9th to drop then?...

 

Models are stunning

I would say no as all the rumours are existing codexes will stay valid.

More chance of changes in whats hot or good points value

 

Doubt the 2.0 codexes will nerf too much

Edited by Dark Shepherd

It will be interesting to see what rules our boyz in green will get from the PA-book. The specialist mobs sounds interesting and they mentioned rules for making your own klans in the video. And yes a grot army would be hilarious.

It will be interesting to see what rules our boyz in green will get from the PA-book. The specialist mobs sounds interesting and they mentioned rules for making your own klans in the video. And yes a grot army would be hilarious.

I don't even know what to think about all of that. the codex if chocked full of specialist mobs, literally.  I can't imagine what a grot army is going to look like or even how it will function. 

The good news is grots are cheap to buy be bad news it they're still grots. 

 

What I would love is an expanded list of weapons for mobs like grots and boys. Give grots autto guns and they become dangerous. Let boys buy bolters again. 

I truly hate the idea of build your own clan rules. 

Why do you hate the idea of build your own clans?

 

Not all orks belong to one of the 6 main clans or freebooterz. There are plenty of random clans. I really don't see the issue?

I've never heard of any of these random clans can you name them ? 

Tribes is one thing, clans another and war bands made of different clans yet another. 

 

Pedant :p they're the 6 greater clans.

 

Ultimately they're all green, shout waaagh and love war. We're all green brothers in arms.

 

Nothing saying someone's force can't represent an element of a warband or similar that has a penchant for something that doesn't quite fit the big 6

I mean, the fluff keeps flip-flopping between there only being 6 Klans, and there being "minor" Klans that have just been mentioned absolutely nowhere in the fluff other than very rarely being said to exist.

 

Personally, I'm on the side of there being only the 6, plus the Freebooterz.

I mean, the fluff keeps flip-flopping between there only being 6 Klans, and there being "minor" Klans that have just been mentioned absolutely nowhere in the fluff other than very rarely being said to exist.

 

Personally, I'm on the side of there being only the 6, plus the Freebooterz.

The Meks at Gw need to hit those worky bits a little harder and beat their grots a lot more. Flogging is the only way to make sure things are kept straight to day it's the grots tomorrow it's all of Ork history. Oh...wait... Too late.

Right, I've quickly read part of the current codex and taken notes:

 

- tribe = all orks in a given location, led by warboss, size varies

 

- tribe contains multiple warbands (warbands are varied in contents)

 

- all orks belong to a tribe "MANY" belong to a clan (emphasis mine)

 

- large tribe contains orks from different clans

 

- ... 6 clans in particular... have spread across the galaxy. - ie,there are others.

 

 

Hope this helps for some clarity :)

The Klans are genetic, though. It's not something they choose to join. As such, if there are indeed others it makes no sense that they only pop up in limited locations, as the Ork genetics don't display "reactionary evolutions" in any other regards.

I'm hoping you don't have to buy a boxset...  I mean, I have a local-shop lad who I could split it with, since he plays wolves.  But the fact that GW couldn't be arsed to just update even one kit, especially those nobs, leaves a sour taste in my mouth of being forced to buy the box.

I've never liked that just-nobs kit. They've always been kitbash lads.

The meganobs would finally put me up to 6, but I don't think I'd ever want to field more than 3 in most cases.

Here's hoping there's a kit of just ghaz and his lil banner lad.

Edited by Dark Legionnare

Better off just eBaying for ghaz and Mak then. Theyll be released separately but it too Drazhar and Jain Zarr plus Incubi/ banshees 6 months to be released.

 

I was after another set or two of meganobz plus a set of regular nobz for my new evil sunz detachment. Convenient timing for me.

 

In all honesty it's down to the price of the box. It's clearly waited towards the orks so splitting may even be a challenge. However, incursors are new enough that many won't have so getting rid of them and Ragnar should be easy enough.

 

At least we didn't get Boyz/ grots in there. The last ork wolf box was odd. Grukk, kans, grots (and nobz iirc?) Very cheeky putting ghaz and Ragnar together in a box. However, we were warned a while back.

The Klans are genetic, though. It's not something they choose to join. As such, if there are indeed others it makes no sense that they only pop up in limited locations, as the Ork genetics don't display "reactionary evolutions" in any other regards.

 

I know the different types of boyz are genetic, never read the clans are. Can you clarify where this is located? Just curious as I have never read this or don't recall it anywhere. I know there are/were other clans as I remember reading it in my original codex, I remember it because I was going to make my own up at the time, before there were any clan rules. Then they released some clan rules in a white dwarf and I went badmoonz with a bit of goff and never looked back. I am going to dig out all my old codex's, now I am curious.

 

I am really looking forward to the rules reviews, grot army! Going to have to sell some things to get the boxed set and the PA6. I am getting this for sure, so far love the models and love the rules that have been released up till now. 

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