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6 hours ago, Frogian said:

I feel the guardsmen thing makes a lot of sense in terms of you would actually structure army infantry, but two Nobz doesn't really seem in line with ork nature. one of the things lost due to the changes in how points work is the fun of oddly sized units for things that would be so in the lore

Yeah this is very much a having to find a lore excuse for making the rules fit around the kit. I suspect people are less bothered because new shinies and it's technically "better" gameplay wise.

4 minutes ago, Mogger351 said:

Yeah this is very much a having to find a lore excuse for making the rules fit around the kit. I suspect people are less bothered because new shinies and it's technically "better" gameplay wise.

Not to be the "akshually" guy but there is precedent for ork mobs having two nobs. Back in 2nd edition goff mobs could have two nobs per mob. Back in rogue trader they also generated more nobs.

 

So it's not a lore excuse, it's lore that's established a long time ago. 

 

Hopefully that makes you feel better and you don't have to be as snide about it. 

Screenshot_20260721-080410.png

Edited by 01RTB01
Evidence provided.
52 minutes ago, 01RTB01 said:

Not to be the "akshually" guy but there is precedent for ork mobs having two nobs. Back in 2nd edition goff mobs could have two nobs per mob. Back in rogue trader they also generated more nobs.

 

So it's not a lore excuse, it's lore that's established a long time ago. 

 

Hopefully that makes you feel better and you don't have to be as snide about it. 

Screenshot_20260721-080410.png

The threshold for being considered snide is low here today.

 

I don't think offering a specific subtraction having a singular exemption is a win here. Are all boyz units now Goffs to be fluff compliant? The above entry even states 1 per unit for literally every other klan.

24 minutes ago, Mogger351 said:

 

I don't think offering a specific subtraction having a singular exemption is a win here. Are all boyz units now Goffs to be fluff compliant? The above entry even states 1 per unit for literally every other klan.

In your own words you'd said there wasn't any examples in the fluff. I found one, you're now shifting goalposts in the face of proof.

I would have to agree with @Mogger351 here.

 

The example provided is limited to Goffs, and example from RT copied below.

 

Screenshot_20260721-171301.thumb.png.d91a81382e30d595fb3da7867b740e6f.png

 

I'm finding it annoying as I already have plenty of the old Ork boyz units painted up. Change for the sake of change?

43 minutes ago, 01RTB01 said:

In your own words you'd said there wasn't any examples in the fluff. I found one, you're now shifting goalposts in the face of proof.

Where did I say there wasnt an example? You seem to have invented a reason to be angry at me.

 

I said they had bent the fluff to suit the kit, that is correct.

 

To fact check myself in the name of fairness having more than 1 nob in a unit hasn't been relevant for nearly 30 years and even in rogue trader only applied to 2/6 ork lists as far as I could see. It was also always optional and it likely won't be now.

1 minute ago, Sardreth said:

The Boyz loose their ability to secure Objectives. I wonder if that means abilities like that will be  replaced by a universal rule like in Combat Patrol were every Battleline Unit could secure Objectives.

I think if that were the case we'd have seen it in either the core rules or mission pack by now. I do think the action during combat might be a replacement to give a different flavour though.

1 hour ago, Rusted Boltgun said:

I would have to agree with @Mogger351 here.

 

The example provided is limited to Goffs, and example from RT copied below.

 

Screenshot_20260721-171301.thumb.png.d91a81382e30d595fb3da7867b740e6f.png

 

I'm finding it annoying as I already have plenty of the old Ork boyz units painted up. Change for the sake of change?

Blood Axes would probably also have 2 Nobs in one Boyz mob just fine 'cause they're copying the Astra Militarum who do the same thing with their "boyz".

 

51 minutes ago, Mogger351 said:

The full datasheet appeared on the academy

RDT_20260721_1905473836884751646795742.jpg

I'm assuming the 'ardmob Boyz is something we knew about and not GW leaking yet another unit by mistake, right?

25 minutes ago, Indy Techwisp said:

Blood Axes would probably also have 2 Nobs in one Boyz mob just fine 'cause they're copying the Astra Militarum who do the same thing with their "boyz".

 

I'm assuming the 'ardmob Boyz is something we knew about and not GW leaking yet another unit by mistake, right?

Ardboyz mob is the combat patrol stuff iirc

On 7/21/2026 at 9:43 AM, Mogger351 said:

To me it's like having intercessors getting 1 sergeant per 5 etc.

 

They should have that. Or the other is  a squad leader, but he can have same rules. And if the full codex squad size for Intercessors is ten, then it means some of the five man squads are other halves of combat-squadded full squads and are technically led by a squad leader instead of a sergeant, who somehow always happen to lose his melee weapon when the squads get combined. And modelling-wise it is annoying. Unless you have extra models to build a spare marine, you are locked into either 1x10 or 2x5 when you build them.

 

 

On 7/21/2026 at 9:43 AM, Mogger351 said:

 

Fluff wise a unit of boyz has always been led by a singular nob as the biggest boy to be in charge. Having to bend the fluff to work round the fact 1 model in the box is too big for an alt build is not a good sign. I can let the rest slip, it's just if you applied the same logic to more units it gets really dumb really fast.

 

I mean it is a bit weirder for the orks, sure, but it also is weird that they always come in groups of exactly ten or twnty. But there certainly will be the second biggest ork in any squad, who would take over and become a nob if the original boss nob was killed. So the extra nob is that guy. 

 

 

Edited by Crimson Longinus
8 hours ago, Rusted Boltgun said:

I would have to agree with @Mogger351 here.

 

The example provided is limited to Goffs, and example from RT copied below.

It's not the first time a unit or option became generically available though. 01R is correct on precedent, even if it was a long time ago. 

5 hours ago, Moonstalker said:

@Chapter Master Valrak Given the above leaked rules for Boyz, are you re-evaluating the sanity/authenticity of the S5 T5 marines rumor?

I hope this is correct. GW's obsession with legacy stats has only harmed the game. 

I dunno, the two Nob thing is a bit weird, but doesn’t bother me all that much, overall. It’s kind of hard to keep up with all the background sources anymore, but last time I checked, the way squads are formed within an Ork war party was pretty vague. Are they life-long attachments or just ad-hoc arrangements made for a battle or two? It seems reasonable enough to me that a Boss could simply tell an extra Nob to run with a larger unit of Boyz to keep order or whatnot.

 

I can also see bright side of the massive number of special weapons that Boyz can tote into battle. It could give a squad a real fun, ramshackle, armed-to-da-teef look if someone gets creative with the modeling. It’s very strange, tho, and it just makes me continue to think that GW’s choice to stop putting points costs on wargear was a very, very bad one, indefensible as an actual game design policy and even stranger now with how they push the app (which can do all the math necessary for you) as a necessary component of the game.

Edited by Lexington

2 Nobz was expected really. Not necessarily a bad thing either, tho the lore guy in me is annoyed. That said, an extra Power Klaw in the mob is more than fine for the gamer in me so I'm happy with it. I'll need to get more Nobz though to fill the gaps. 

9 hours ago, HeadlessCross said:

I hope this is correct. GW's obsession with legacy stats has only harmed the game. 

Conversely they need to wholesale amend most of the game in one go to pull that off. Bit awkward if loyalist marines are dramatically more powerful than grey knights or chaos marines for an indeterminate length of time.

Two Nobs is, eh, I guess I can see it? For Orks at least I think it works just because outside the Stormboyz, discipline/rigid organizational structures are not exactly common with the Orks. Not the worst thing in the world even if it does smack a bit of GW's recent tendency of oversimplification causing far more problems than it solves. Seriously, if wargear points and actual points-per-model rather than fixed unit sizes were reinstated half the problems 40K has at the moment would be far simpler to remedy.

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