Warhammer 40k

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Skaven are such an innately Chaotic race, it feels wrong that they'd be spared the Realm of Chaos. I guess Beastmen and Dragon Ogres go to Shyish too.
Another reason is Nagash being turbo autist bitch that steals Skaven souls rather than allow them to be taken by their patron god. Also Skaven are so numerous their god doesn't care for the individuals and is perfectly fine with them being taken away
 
I just know that G'hollax is going to get errata'd so that princes and disco lords can't take it, I feel it in my bones.
My man, that codex needs some serious FAQ work over on it.
Or at least a Codex Supplement that fixes some of the egregious errors in it.
 
The Orks are a pretty cool faction, are they good enough as a first-time player on tabletop? Everyone recommends the Spehss Muhrines, but I want to try something different. Even if the entry into the TT will be a bit harder, it would be way more fun to actively learn, read the rule book and abuse the possible loopholes of the rules to your advantage. Also i can imagine painting the figurines to be a chill experience.
 
The Orks are a pretty cool faction, are they good enough as a first-time player on tabletop? Everyone recommends the Spehss Muhrines, but I want to try something different. Even if the entry into the TT will be a bit harder, it would be way more fun to actively learn, read the rule book and abuse the possible loopholes of the rules to your advantage. Also i can imagine painting the figurines to be a chill experience.
If you think Orkz are cool then go with them. Doing what ever Factions you like is a big part of the fun.

Also please use a butt ton of Gretchin, because lol goblins.
 
The Orks are a pretty cool faction, are they good enough as a first-time player on tabletop? Everyone recommends the Spehss Muhrines, but I want to try something different. Even if the entry into the TT will be a bit harder, it would be way more fun to actively learn, read the rule book and abuse the possible loopholes of the rules to your advantage. Also i can imagine painting the figurines to be a chill experience.
Orks iz best!

If you just think they're cool and will mostly be playing casually, they're my favorite faction. Super cool models with lots of character, and while you might not be playing the strongest army on the table, you'll almost always be having a good time doing it. As a new player, their rules are also pretty simple, with no extra stuff like TSons cabal points or weird per-turn stuff like Chaos Knights or Custodes that you have to keep track of - just your datasheets and strats.

Your shooting is mostly terrible (averaging a 1:3 hit ratio) but no other faction save for maybe Guards will throw the sheer volume of dice you will - this makes your shooting super unreliable and super swingy. You'll have moments where the dice go your way and you shoot way above expectations that you'll remember for a while, but mostly shooting is just an excuse to roll handfuls of dice. You also get to throw shitloads of dice in melee, but the results are much better - as a result you're always hard charging and getting the ladz stuck in to beat on some faces, and again - you'll always remember the time when a mob of the Boyz jumped out of a Trukk and krumped Trajann Valoris into greasy paste thanks to the dice going your way.

There are some standout datasheets (Beastboss on Squigosaur, Kill Rig, Deffkilla Wartrike - all of which have great models) and lots of stuff that's just fluffy and fun to play (Ghaz, the buggies, Squighog Boyz, etc.). Ork players may not win a lot, but they're almost always having fun.

Edit: Here's my current Tempest of War 2K points Ork List - I basically wanted everything I had on the table to have at least a 10" move and built accordingly:

+++ New Roster (Warhammer 40,000 9th Edition) +++

++ Patrol Detachment 0CP (Orks) [55 PL, 12CP, 1,000pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [12CP] +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
. Categories: Configuration

Clan Kultur: Goffs
. Categories: Configuration
. Abilities: Goffs

Detachment Command Cost
. Categories: Configuration

Gametype: 3. Chapter Approved: War Zone Nachmund
. Categories: Configuration

+ HQ [9 PL, 160pts] +

Beastboss on Squigosaur [9 PL, 160pts]: 3. 'Ard as Nails, Headwoppa's Killchoppa, Warlord
. Categories: Character, Warboss, HQ, Faction: , Faction: Orks, Cavalry, Beast Snagga, Beastboss, Squig, Warlord, Warlord - Goffs
. Rules: 'Ere We Go!
. Abilities: Ard as Nails, Beast Snagga, Beastboss (Aura), Dead Tough, Headwoppa's Killchoppa, Thick Hide, Unit: Beastboss on Squigosaur, Weapon: Beastchoppa, Headwoppa's Killchoppa, Slugga, Squigosaur's Jaws

+ Troops [15 PL, 285pts] +

Beast Snagga Boyz [5 PL, 100pts]
. Categories: Faction: , Faction: Orks, Infantry, Mob, Core, Beast Snagga, Beast Snagga Boyz, Troops
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Beast Snagga
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. . Unit: Beast Snagga Boy, Weapon: Choppa, Slugga
. Beast Snagga Nob [10pts]
. . Unit: Beast Snagga Nob, Weapon: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. Categories: Faction: , Faction: Orks, Infantry, Mob, Core, Beast Snagga, Beast Snagga Boyz, Troops
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Beast Snagga
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. . Unit: Beast Snagga Boy, Weapon: Choppa, Slugga
. Beast Snagga Nob [10pts]
. . Unit: Beast Snagga Nob, Weapon: Power Snappa, Slugga

Boyz [5 PL, 85pts]: Trukk Boyz
. Categories: Boyz, Infantry, Faction: Orks, Faction: , Troops, Core, Mob, Specialist Mob, Faction: Trukk Boyz
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Trukk Boyz
. Boss Nob [13pts]: Big Choppa [5pts], Slugga
. . Unit: Boss Nob, Weapon: Big Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [72pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb

+ Elites [7 PL, 120pts] +

Burna Boyz [4 PL, 65pts]: Zzapkrumpaz [1 PL, 10pts]
. Categories: Burna Boyz, Elites, Faction: , Faction: Orks, Infantry, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Pyromaniaks, Zzapkrumpaz
. 4x Burna Boy [40pts]: 4x Burna, 4x Stikkbombs
. . Unit: Burna Boy, Weapon: Burna, Stikkbomb
. Spanner [15pts]: Rokkit Launcha [5pts]
. . Abilities: Mekaniak, Unit: Spanner, Weapon: Rokkit launcha, Stikkbomb

Burna Boyz [3 PL, 55pts]
. Categories: Burna Boyz, Elites, Faction: , Faction: Orks, Infantry, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Pyromaniaks
. 4x Burna Boy [40pts]: 4x Burna, 4x Stikkbombs
. . Unit: Burna Boy, Weapon: Burna, Stikkbomb
. Spanner [15pts]: Rokkit Launcha [5pts]
. . Abilities: Mekaniak, Unit: Spanner, Weapon: Rokkit launcha, Stikkbomb

+ Heavy Support [20 PL, 365pts] +

Battlewagon [9 PL, 175pts]: 4x Big Shoota [20pts], Deff Rolla [15pts], Fortress on Wheels [1 PL, 20pts], Killkannon [15pts]
. Categories: Faction: , Faction: Orks, Transport, Vehicle, Battlewagon, Heavy Support, Wagon
. Rules: 'Ere We Go!
. Abilities: Explodes, Fortress on Wheels, Open-Topped, Ramshackle, Transport: Battlewagon, Unit: Battlewagon [1] (9+ Wounds), Battlewagon [2] (5-8 Wounds), Battlewagon [3] (1-4 Wounds), Weapon: Big Shoota, Deff Rolla, Killkannon

Kill Rig [11 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse
. Categories: Faction: , Faction: Orks, Transport, Vehicle, Heavy Support, Beast Snagga, Kill Rig, Character, Psyker, Weirdboy
. Rules: 'Ere We Go!
. Abilities: Beast Snagga, Explodes, Open-Topped, Ramshackle, Snagged, Psychic Power: Frazzle, Squiggly Curse, Psyker: Psyker, Transport: Kill Rig, Unit: Kill Rig [1] (9+ Wounds), Kill Rig [2] (5-8 Wounds), Kill Rig [3] (1-4 Wounds), Weapon: 'Eavy Lobba, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]
. Categories: Faction: , Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota

++ Outrider Detachment -3CP (Orks) [52 PL, -4CP, 995pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [-3CP] +

Clan Kultur: Goffs
. Categories: Configuration
. Abilities: Goffs

Detachment Command Cost [-3CP]
. Categories: Configuration

+ HQ [7 PL, -1CP, 135pts] +

Deffkilla Wartrike [7 PL, -1CP, 135pts]: 3. Junkboss (Speed Freeks), Shokka Hull [1 PL, 15pts], Stratagem: Big Boss [-1CP]
. Categories: Character, HQ, Faction: , Faction: Orks, Deffkilla Wartrike, Speed Freeks, Speedboss, Vehicle
. Rules: 'Ere We Go!
. Abilities: Big Red Button, Dead Tough, Explodes, Fuel Mixa Grot, Junkboss, Killa Jet, Ramshackle, Shokka Hull, Stratagem: Big Boss, Unit: Deffkilla Wartrike, Weapon: Killa Jet (Burna), Killa Jet (Cutta), Snagga Klaw , Twin Boomstick

+ Fast Attack [26 PL, 495pts] +

DeffKoptas [8 PL, 150pts]: Flyboyz
. Categories: Faction: , Faction: Orks, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle, Faction: Flyboyz, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Big Red Button, Flyboyz, Ramshackle, Swoopin' Down
. DeffKopta [50pts]
. . Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb
. DeffKopta [50pts]
. . Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb
. DeffKopta [50pts]
. . Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbomb

Megatrakk Scrapjets [5 PL, 100pts]
. Categories: Faction: , Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjets
. Rules: 'Ere We Go!
. Abilities: Explodes, Grot Gunner, Ramshackle, Spiked Ram
. Megatrakk Scrapjet [5 PL, 100pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles

Megatrakk Scrapjets [5 PL, 100pts]
. Categories: Faction: , Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjets
. Rules: 'Ere We Go!
. Abilities: Explodes, Grot Gunner, Ramshackle, Spiked Ram
. Megatrakk Scrapjet [5 PL, 100pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles

Nob on Smasha Squig [4 PL, 65pts]
. Categories: Cavalry, Faction: Orks, Faction: , Beast Snagga, Squig, Nob, Nob on Smasha Squig, Character, Fast Attack
. Rules: 'Ere We Go!
. Abilities: Beast Snagga, Smasha 'Ead, Squigboss, Unit: Nob on Smasha Squig, Weapon: Big Choppa, Slugga, Smasha Squig Jaws

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. Categories: Fast Attack, Faction: , Faction: Orks, Cavalry, Beast Snagga, Squig, Core, Squighog Boyz
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Beast Snagga, Bomb Squig
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka
. . Unit: Squighog Boy, Weapon: Saddlegit Weapons (Melee), Saddlegit Weapons (Shooting), Squighog Jaws, Stikka (Melee), Stikka (Shooting)

+ Flyer [19 PL, 365pts] +

Dakkajet [9 PL, 135pts]: 2x Additional Supa Shoota [20pts], More Dakka [1 PL, 15pts]
. Categories: Dakkajet, Faction: , Faction: Orks, Fly, Flyer, Vehicle, Aircraft
. Rules: Airborne, Hard to Hit
. Abilities: Explodes, More Dakka, Ramshackle, Supersonic, Unit: Dakkajet [1] (7+ Wounds), Dakkajet [2] (4-6 Wounds), Dakkajet [3] (1-3 Wounds), Weapon: Supa Shoota

Wazbom Blastajet [10 PL, 230pts]: 2x Tellyport Mega-Blastas [20pts], Blastajet Force Field [20pts], 2x Supa Shoota [20pts]
. Categories: Faction: , Faction: Orks, Fly, Flyer, Vehicle, Wazbom Blastajet, Aircraft, Mek
. Rules: Airborne, Hard to Hit
. Abilities: Blastajet Force Field, Explodes, Ramshackle, Supersonic, Unit: Wazbom Blastajet [1] (7-12+ Wounds Remaining), Wazbom Blastajet [2] (4-6 Wounds Remaining), Wazbom Blastajet [3] (1-3 Wounds Remaining), Weapon: Smasha Gun, Supa Shoota, Tellyport Mega-Blasta

++ Total: [107 PL, 8CP, 1,995pts] ++
 
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Orks iz best!

If you just think they're cool and will mostly be playing casually, they're my favorite faction. Super cool models with lots of character, and while you might not be playing the strongest army on the table, you'll almost always be having a good time doing it. As a new player, their rules are also pretty simple, with no extra stuff like TSons cabal points or weird per-turn stuff like Chaos Knights or Custodes that you have to keep track of - just your datasheets and strats.

Your shooting is mostly terrible (averaging a 1:3 hit ratio) but no other faction save for maybe Guards will throw the sheer volume of dice you will - this makes your shooting super unreliable and super swingy. You'll have moments where the dice go your way and you shoot way above expectations that you'll remember for a while, but mostly shooting is just an excuse to roll handfuls of dice. You also get to throw shitloads of dice in melee, but the results are much better - as a result you're always hard charging and getting the ladz stuck in to beat on some faces, and again - you'll always remember the time when a mob of the Boyz jumped out of a Trukk and krumped Trajann Valoris into greasy paste thanks to the dice going your way.

There are some standout datasheets (Beastboss on Squigosaur, Kill Rig, Deffkilla Wartrike - all of which have great models) and lots of stuff that's just fluffy and fun to play (Ghaz, the buggies, Squighog Boyz, etc.). Ork players may not win a lot, but they're almost always having fun.
I'd say now Orks are def a race that got a good buff. From the boys becomin' cheaper and tougher, with the Kommadoz actually going down in points that you can put 'em on the field
 
I'd say now Orks are def a race that got a good buff. From the boys becomin' cheaper and tougher, with the Kommadoz actually going down in points that you can put 'em on the field
The points drops on troops was appreciated, but not as much as dropping the HQs to their dex points. That said, orks struggle vs armor of contempt, so we find ourselves playing lists to compensate for that.
 
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There we are. A set of terminators
 
T8, -1 damage, -1 to hit, 5+ FNP, 4+ super invuln at ranged, Why even bother shooting at something that is never going to die. If the big chicken still gets to take the impossible robe/incorporeal form you've got two fat retards that will just exist on the table until the game ends
GUO.png
 
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T8, -1 damage, -1 to hit, 5+ FNP, 4+ super invuln at ranged, Why even bother shooting at something that is never going to die. If the big chicken still gets to take the impossible robe/incorporeal form you've got two fat retards that will just exist on the table until the game ends
View attachment 3493631
T8 isnt to crazy and he is super slow with no obsec.
He is going to be a really expensive unit to have babysitting a blob of plague bearers up the board. I question how useful that will be unless plague bearers get some sort of buff to damage output. There are also a few armies running around now that can turn off saves and/or rerolls, then have a character to just chunk him or lock him up completely for a turn or 2. My guess is going to be that Be'lakor and his disciples are going to be the reason to get this book. They always find a way to fuck up generic demons.
 
There are also a few armies running around now that can turn off saves and/or rerolls,
death hex/railguns/blade of shadows/joshua zone don't work on the new daemon save because its a regular armor save that cant be affected by AP - according to the leaks that are sourced from the same server as the tyranid codex dump. You need things like the CSM nurgle daemon weapon to bypass it. And I would be even more nervous about Belakor because they already got people to buy him to keep their army relevant, now they will want to give relevance to something else to push sales.
 
So what is the composition of your Alpharius Army?
Thinking of picking up these guys?
Or this guy?
That guy would be a good Exodus stand-in.
Morbus (morbius) configuration with NL or/and EC patsies. Expect Raptors and Sun Killers.
Head Hunter leviathal with Exodus
If I do decide to bring Armillus or Alpharius then theyll have the standard cohort of Lernians with them(or will they?)

And I would be even more nervous about Belakor because they already got people to buy him to keep their army relevant, now they will want to give relevance to something else to push sales.
This conspiracy theory has been disproven so many times and yet people still say it.
 
T8, -1 damage, -1 to hit, 5+ FNP, 4+ super invuln at ranged, Why even bother shooting at something that is never going to die. If the big chicken still gets to take the impossible robe/incorporeal form you've got two fat retards that will just exist on the table until the game ends
View attachment 3493631
I bet if I parked a Cobra LoW accross the table I'd be able to get rid of it. Pity I can't because GW does not understand points costs anymore.
 
Skaven are such an innately Chaotic race, it feels wrong that they'd be spared the Realm of Chaos. I guess Beastmen and Dragon Ogres go to Shyish too.
The nature of AoS’s universe is that the realms are both self contained biomes but also influence the rest of the realms.

It appears that Shyish’s influence is that every mortal soul will go to an underworld after death unless there is some intervention such as Sigmar’s Stormcast or Idoneth soul stealing.

Skaven are mortal beings so unless the Great Horned Rat intervenes on each Skaven soul’s behalf, they are going to the Skaven Shyish underworld.
 
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