40k Assault on Black Reach

Gottaa

Full Member
Zeus I wish more of that made sense :) This is like EvE all over again :eek:

And nice link Zed, I think I could do that kind of stuff, only question then is what to do with the other orcs, or is that the plan, all there bits are red, skin green, guns/weapons boltgun metal and then the shade.

And looking at that clan colours .... ohh, does clan choice make any effective difference down the line or just down to my choice on colour (like the sound of the deathskull clan from when I played GorkaMorka
 

Zed

Rogue Chimp
Yeah the clan can convey specific abilities etc...

And you can use that painting scheme for all of the orks..
 

Gottaa

Full Member
Does that mean I really need to codex before I make that decision then ? not a great issue as I was never going to get around to painting them before friday now anyway :)
 

Zed

Rogue Chimp
Yes. Absolutely don't buy figures without the Codex. You might

1. Put them together illegally.
2. Get the wrong thing, not enough etc and so couldn't 'technically' field the unit outside of a friendly game where it perhaps doesnt matter.
 

Gottaa

Full Member
Assuming all goes well, and I get the codex, is there a standard number of points people aim for, or do you kinda aim for like 2000 points and then chop stuff out to make a 1000 or 1500 point army ?

Edit: Ignore that, I'm trying to run before I walk again :)
 

Zed

Rogue Chimp
Depends on how long you want to play for :)

Aim for 1500 points (that's probably a good 4 hours of play...) and then you have the ability t oswitch around for 750, 1000, 1250 points worth of forces.
 

Brutus

Hairier than thou
Honestly thats fairly good advice but most people play 1K to 1.5K games, grab the codex and have a good read, ask for opinions on units but above all go with what you like after what you need.

The thing that you need to remember is that troops are very important now (yay!) and you always have to take some so you will need at least 2 troops choices (boyz!).

Whatever else you smack on top is usually going to be situation dependant as you might want a looted tank for dealing with other tanks (dont know if they still have them though so dont take that as gospel!) or possibly a big bunch of nobs to beat the snot out of elites!

Grab the troops and then grab whatever else you want/need, bear in mind the sorts of armies that you will be fighting also as this may well influence your decision on units (its all well and good liking the units but having your arse handed to you every time you play is no fun at all!).
 

Gottaa

Full Member
The only info I've read so far has said about power claws for orks.

I'll play fri/sat, see how I get on, then get the codex and plan with the planner you have all talked about and post it up, and see what people think.

Only let down I have and probably as I was spoilt with GorkaMorka but they don't seem to be any scenario's, the only one is get 10 marines and fight 20 orks, and while that's good the get the hang of basics I'd like something more fun sounding to actually play :) (maybe something simple like defend a certain point) ?

Oh and how much area should I be using, I'll have the whole dining table to play on but I guess if I mark out a rough play area it'll make things easier
 

Zeus

Full Member
One edge should be 4ft, the other should be 4 or more.

As for scenarios... There's some basic ones in the rulebook (objective gathering and the like).
An expansion called battle missions or something is out soon, which hopefully is lots of scenarios and such.

Things like planetstrike and apocalypse are fun, but add extra layers of compexity that you probly don't want when first starting out...
 

Zed

Rogue Chimp
Hell apocalypse is 3,000+ points you really dont want to go down that path just yet.

But id learn to walk first so play a few games, have some fun with what you have, get the Codex and go from there. Otherwise you end up like me wiht 2,000+ points of Necrons, 3,000+ points of Dark angels, 3,000+ points of Nids and a smattering of ORKS.
 

Gottaa

Full Member
Main thing I don't want to fall into is what I did with GorkaMorka where I just glue everything without thinking and then realise I have things I couldn't use. I know now I probably couldn't spot the difference but I'm planning on some kind of coloring of the bases system so I know at a glance what I have where, but I'll only know if that will actually work once I get the codex. And I'm assuming different colour bases wouldn't make it illegal in the future, but then that probably wouldn't stop me as I'm not sure I want it to end up being too serious

Home in 30 mins though to glue everything together (I'm assuming in the boxset there are no choices so I can't do things wrong, and then it's time to play on friday ! :)
 

Zed

Rogue Chimp
No not a bad thing, just a major obsession with Ebay now :) Having too many models isnt a bad problem though it gives you a chance to field all kinds of options.
 

Zed

Rogue Chimp
Once you have your forces sorted you can use the basic missions in the rule book, you can buiy the missions book or just make your own. We often do that to be honest and it can be good fun just going with what you want to do.
 

Gottaa

Full Member
Must have been fun being involved in GorkaMorka, such a good idea, and models, and with the box I got amazing cardboard models and additional bits to litter around the play area. Shame it never really reached mass appeal, well I say that I always struggled to find other people that would play it, but they would happily play 40k.

Couple of questions having had a more in depth look at things:
- Why is the WS not just a direct transalation to the dice ? 7-Weapon skill = what you need to roll on dice or above seems overly complicated
- Movement, it says a model needs to stay within 2" of a model in there unit, but it says when a unit has moved, so does that mean I could move a model it's 6" which is say 5" from the closest one in the unit at that second, as long as once all the one's in that unit have moved and are withing 2" of another model in the unit it is okay ?
- Wounds, if a unit has 1 wound in it's stats, and recieves one wound then it's dead yeah ? (seems a simple question but in some rp stuff 0 isn't dead, only negative figures = dead)
 

Requiel

PVC Love God
Couple of questions having had a more in depth look at things:
- Why is the WS not just a direct transalation to the dice ? 7-Weapon skill = what you need to roll on dice or above seems overly complicated
It's mostly a legacy thing. Higher stats are better.
- Movement, it says a model needs to stay within 2" of a model in there unit, but it says when a unit has moved, so does that mean I could move a model it's 6" which is say 5" from the closest one in the unit at that second, as long as once all the one's in that unit have moved and are withing 2" of another model in the unit it is okay ?
As long as all the models in the unit are in coherency by the end of the movement phase then you're ok. In fact it's impossible to move some units and keep them in coherency all through the movement phase unless you can pick all the models up simultaneously and move them all together.

- Wounds, if a unit has 1 wound in it's stats, and recieves one wound then it's dead yeah ? (seems a simple question but in some rp stuff 0 isn't dead, only negative figures = dead)
Yes. 0 wounds = dead. Note the Instant Death rule for models with more than one wound as well.
 

Gottaa

Full Member
Had a look at the ork codex after lunch and can't see that the clans have different abilities unless I missed something right infront of me in the clan section, there was a part about a rag tag warband made up of various orks clans, so are orks different to others in that regard or am I missing something ?
 
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