Warhammer 40,000 general

Why didn't GW released a goliath+neophyte hybrids box for armoured assault? edition

Don't use the madoka genestealer cult reference general image sub edition

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Other urls found in this thread:

forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf
youtu.be/4J3sYHoGQlw
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First for Orks are Kool.

No IA 8 in the Mega ?

Second for post your ork fixes.


ORKS

1. An Initiative increase across the board. Boyz are now I3, Nobz are now I4, and Warbosses are now I5.

2. Army-wide Furious Charge.

3. A Ballistic Skill increase across the board. Boyz are now BS3, Nobz are now BS4, and Warbosses are now BS5.

4. Choppas are now AP4. Big Choppas are now AP3.

5. A Toughness increase across the board. Boyz are now T4, Nobz are now T5, and Warbosses are now T6.

6. A Leadership increase across the board. Boyz are now LD8, Nobz are now LD9, and Warbosses are now LD10.

7. Army-wide Feel No Pain 6+. This can be improved with Wargear and Painboyz up to a maximum of 4+.

8. Painboyz and Mekboyz are Elite choices. You may take up to 3 of each type as a single Elites choice, and you may distribute them as Independent Characters.

9. Mekboyz now have access to Kustom Force Fields. A Kustom Force Field grants a 4+ Cover Save to all models completely within 18 inches, including vehicles.

10. A Waaaaagh may be called once per game, and grants all Orks in your army Fearless for that turn. Calling a Waaaaagh also allows all Orks in your army the ability to reroll their Charge distance for that turn.

11. Characters now have access to non-Mega Armour wargear that grants a 2+ armour save, 1 per army.

12. Characters now have access to non-Mega Armour wargear that grants a 3+ invulnerable save, 1 per army.

Dreads can't get Power Fist meltas, unfortunately.

Nth for deny the spam

If you want the big mek list from it, that can be found here:

forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf

Contemptors get better. Graviton-Gun chainfists, at least if you're running the IA2 variant. Rapid Fire S3 Haywire, on top of a Chainfist is beautiful to have.

>Goliath and Neophytes
>Not Acolytes

I know there's the stupid formation but Acolytes would go way better in a box and any way to get a good value on those fucks is desperately needed.

>Ork fix poster actually posts this list non-ironically thinking it's a list of fixes
>He actually does this in the hope that GW will see it

Ladies and gentlemen, the man who may actually beat out Raptors user and Carnac for the coveted title of "most retarded poster in /40kg/".

How long do you think the Ork spamming faggot will keep it up?

> Mentioning Raptors user
You fucking retard. You've doomed us all!

Yeah, but that's more FW that I'd have to buy, alongside both I not having IA:2 and likely that the Contemptor would increase the amount of points I'd need to shave off of my list.

How do Eldar Exodites deal with not getting their souls eaten by Slaanesh?

Leviathans and Ironclads can and if you play 30k then all dreadnoughts can.

I dunno, man. I kind of want to get all of /40kg/'s shitposters together and have them fuck around with one another for a thread or two. With all the Sistersposting it can't get much worse for a while, anyway. Maybe they'll get bored and leave afterwards.

Their planets have some hippie world spirit shit that serves as the analogue of an Infinity Circuit.

Probably till orks 8th adition. So one to two years.

Until games workshop notices and hires him as a designer

The Dark Angels codex doesn't have ironclads.

Is my idea of converting alpha legion from sternguard shit? I have some spare sternguard I bought years ago, my son wants some alpha legion. I was going to mix them with chaos bits - will all the eagles and cruxes look jarring? Logically the alpha's would cover their armour in aquilla and such to allow infiltration.

Can anyone else see this working?

Hey gitz U forgot to bring back the 20 point looted Rino

There a good Traitor Legion to represent Red Corsairs?

The Space Marine codex

Night Lords and World Eaters together.

Or

Alpha legion or just use Tyrants legion list.

>rapid fire s3
no its not
its a small blast at 18"

I3 S3 boyz with furious charge is okay I guess, but they might need a point or two more for their cost. Maybe.

Back in the day 'Eavy Metal made CSM by taking loyalists and painting red X's over their symbols.

>printed out the HoR Kill Team rules on cardstock
>ready for play when friends come back into town for winter break
Feels good, man.

How should I equip 10 man Blood Angels Tactical Squads to take the most advantage of their chapter traits?

what fun builds can you get from combining traitor legions with the kill team detachment?

You get Heavy Flamers (and somehow Salamanders don't, lol) and Furious Charge. If you aren't going to use them as MSU special weapons teams and objective holders, I'd take HFlamer, Flamer, Combi-Flamer and drop templates on light and medium infantry from inside a Rhino. If need be/when the Rhino dies you can get out and charge things after waiting a turn, or block a charge intended for one of your juicier units.

Kit sergeant out for challenges?

Yeah I can remember. I might try it on one guy first. Gonna be a fuck load of x's...

No. Don't bother giving them any melee gear specifically, just have it be an option if you catch a Fire Warrior squad outside of Supporting Fire range, etc. Power weapons are too expensive to bother.

Also, you could go hand flamer instead of combi if you think the multiple shots would be worth the lower S.

Is that still a thing? Holy crap.

Noted, lads.

So how do thousand sons deal with super heavies like imperial knights? The more I think on it they really have no attractive options, rolling on tzeentch gives them a good chance of doombolt and breath of chaos but that is hardly a reliable anti-tank and rolling the stronger sorcerers on heretech for the few anti-tank powers there seems like a waste and is for something equally ineffective. And buffing an exalted with biomancy or sinistrum to go into melee doesn't seem to work either as between the S D attacks, stomps, and super blast that follows the knights death that sorcerer could very easily just get gibbed. SO what do they do? Bring their own knight and have even less models? Summon pink horrors and just keep the knight tied up the whole game with bodies? Neither of these are really TSons solving the problem though

>tfw want to LR my deathwing and walk my dreadnought
>user deepstrike those termis and pod that nought
Should I? I want my Land Raider, but I'll consider the Drop Pod, since if I ever actually use the Deathwing formation I'll need one.

How are drop pods as models though? I've heard mixed reviews about building/painting them.

Also, Storm Bolter or HFlamer on a Dreadnought?

>So how do thousand sons deal with super heavies like imperial knights?
Magnus

Its just an add on to the space marine codex so its still is valid, add formations to it and it could work.

Yeah well Space Wolves get CCWs and blood angels don't. I'd gladly trade heavy flamers for CCWs as Blood Angels. But that'd probably make us too good, Initiative 5 Strength 5 and 30 attacks on the charge on a tactical squad.

Like this a little

Should I equip my GK strike squads with Falchions or keep them cheap with swords?

Just shell out the points for Big Red for the D beam, follow it up with Doombolt, and if whatever you shot at didn't die, kill it in melee. Magnus will beat a Knight any day of the week.

Red Corsairs would probably be Black Legion rules.

In regards The Banner of Sanctity that Jacobus carries, it reads "Friendly models within 12" of Uriah Jacobus have the Fearless and Counter-attack special rules while he is alive". Does that confer to allies as well?

Equip them with Jump packs and make them interceptors. I like to run Falchions on Justicar for Challenges, 2 Halberds, 1 hammer, and incinerator.

>friendly
Gee, what do you think.

Well I assume it confers to allies as well, but I wanted to make sure.

Black Legion CAD or use the formations and replace Abaddon with Huron and Black Legion with Red Corsairs. Or use C:SM and their stuff instead since they are all recent traitors compared to the original legion. Or use IA: Siege of Vraks and run a traitor's legion army

Are there any ways to set up potentially fluffy sorcerer/rubric focused Thousand Sons lists while still having the list work?

my fellow anons, I want to know about your local metas, are you automatically a troll or WAACfag if you take anything that isn't Vanilla Marines?
The 180 for me came with Traitor Legions going from a Troll for running Chaos to a WAACfag for running a Rapture Battalion, I want to know if any of you know my feel

>So how do thousand sons deal with super heavies like imperial knights?
Depends what you mean by Thousand Sons mate?

Has anyone tested out the Exalted sorcs silver tower shot by the way? How useful is that?

You fluff that your warband sorcs uses a lot of horrors because they're faster than rubrics

yeah so any battlebros get it because friendlies. remember any other level of alliance is an enemy you cannot target intentionally.

space marine marine astral claws because that's what they are. Job that into the chaos detachment

Vanilla Marines can be one of the most WAAC armies in the game if you build them that way. The army or even list alone doesn't determine what kind of player you are.

Is there really no hope for using trapped piles of dust?

Its would be easier if you posted a list we can critique because what some people find 'fluffy' others dont. I mean if youre asking if you can run 3 10 man units of rubrics and expect to beat most armies? No probably not. However you will put the pain on some of the new chaos formations.

While i totally understand that you want to make a fluffy TSon list, if you want a little competive edge you're going to have to compromise
I personally love DE Mandrakes and gunboat raiders, but i will not lose all the time due to fluff

Best thing is to come up with a list yourself and then post it here for critique

I kinda feel like BS4 Nobs and BS5 WB breaks the flavour of orks shooting randomly. Give them BS3 too, just make them have more attacks to dish out. BS4 for flashgitz though, since they specialise in ranged weaponry.

keep Bs 2 but give them twin linked to represent all the dakka. Give combi shootas more shots to represent more dakka

Hey, newfag here. What is the best (and the cheaper) to start between 40k and AoS ? I don't have experience in wargame btw

Play demons you can use them in both.

Play iron weld arsonel and you can use it as imperial guard from a low tech world. Demons requires less imagination though

Are GK good against most armies or actually pretty limited to only fighting Daemons and chaos?

I'm trying to decide between BA, SW, and GK and I'd hate to put in a ton of time and effort only to find that I cannot deal with most types of armies.
I know GK have a really hard time with fast armies and lots of AV 13-14.
If the enemy can get out of the way once you deep strike they can just shoot you from a distance and you won't have any way of catching them except maybe gate of infinity.

GK are only really good against Daemons, and even then we have trouble against them (at least I do, because my friend has the MOST insane fucking rolls). I'd say Space Wolves are the "best" of the bunch with BA on their heels(I don't know how they are with the new Angels Blade stuff, though.) But Space Wolves are pretty balanced across the game.

Eh, you could give most Ork weapons +1 shot and they wouldn't be broken. KMKs being a major exception.

Anons, what's the most common AV?

What should I grab if I want to go mechanised Astra Militarum? Bought the start collecting box yesterday, what should I look to add to get to 1000 points?

Probably 12, plan to meet or exceed it. S7-8 is the go-to.

What's in your meta may vary, obviously.

GK are two steps from SoB meme status. The new daemons of tzeentch shit all over them.

>mfw I've thoroughly beat up Grey Knights as daemons

it's kinda weird how they're suppose to be a hard counter but eh. to defeat daemons you need a lot of small arms fire, instant death, and psychic dice for denying. the grey knights have this but there's always something not that intimidating about them.

then again they got nerfed to shit because of their 5th book while daemons got a side grade from their OP last book to say nothing of the White Dwarf Update

Whats your excuse for not having an Orks army now ?
the trukk is free

They're both shit.

We don't know the prices, and the second new ork boyz kits come out I'll dive head first. I don't want to buy hundreds of dollars worth of boyz, for them to get a kit that doesn't look a decade old and either replace all of them, or stick with the ugly ones.

na, this make Orks master race.

Simple solution: take current dex, change mob rule AND everything is 25% less points.

Still waiting for any proof, battle report, or photo jamal.

in that case i've been stomping 1850points riptide wing with only 800 points of tyranids on an HOURLY basis

Don't remind me. I own over 2k points of them...

Alright fellow poorcucks, I wanna hear how you make this hobby affordable. Also post your wildest conversions. Bonus points for starting with toys.

eBay and China.

Is pure Militarum Tempestus viable for a 1000 point newfag force?

I just ordered my first from china man, $12 for Russ is so much sweeter than $100.

>How to spot someone who doesn't play Orks.

D E P E N D S

E

P

E

N

D

S

yes.

The hobby is already affordable though, as long as you don't buy whole armies at a time and play with grey armies.

I will by a box every other week, gives me time to assemble and paint them. So even the most expensive model I bought, the new bloodthirster worked out to a Starbucks coffee day.

Yeah. They just don't scale as well as other armies as you move up.

One of the worst units in the codex with a vehicle that explodes to bolters.

Weeee

truth is stranger then fiction user. daemons are a fairly strong army even when i use chariots or keepers. say i get you this proof, you can dismiss it offhand as the player had a weak list/bad rolls/terrible deployment/took it easy/etc.

i've seen my double keepers get smacked by a dread they should've shredded easily. admittedly this last one was because i forgot to smash and tried to drown a siege dread in a lot of attacks only to end up with no rends

Good advice

i'll buy orks when they don't have retarded 90 degree turns in their spine that make their ass jut out unnaturally from the rest of their body. i'm already looking at maybe getting the blud bowl orcs and some iron jaws and some bonesplitters to do conversions but i'm a lazy bastard.

I bought the Ironjawz and use them every once in awhile as Space Wolves and was satisfied with them.

1. Agreed with buffing initiative, but make Boyz and Nobs both I3 and Warbosses I4, I5 Warbosses seems a little weird to me.

2. Sure

3. Disagree. Orks are arguably the purest melee army in the game, giving them even half-decent BS ruins this (and opens the door to endless cheese).

4. Disagree. Orks rely on (and have always relied on) swamping their opponents with shit-tons of attacks to win assaults. If you did give this buff, you'd have to significantly increase the cost of Boyz and other choppa units.

5. Boyz already are T4. I wouldn't be opposed to making Nobz T5 (since they're supposed to be proto-Warbosses). But that Warboss buff is a little ridiculous, as that would make them as tough as Carnifexes (something which is significantly larger than them).

6. Or just give them the old Mob Rule back (Ld = number of models in the unit if above 7, 10+ models in unit = Fearless).

7. Why? For reference, whenever any other unit in the game has inherent FNP, it's explained as being part of cybernetics or a medikit or something. There's nothing inherent to Orks that would warrant this.

8. Kinda like 3e Death Cult Assassins? I like it.

9. That's a cool idea, but it would have to be hella expensive if the bubble is 18".

10. Keep the current Waaagh rule (can Run and Charge on the same turn) and add the Fearless. The re-roll to charge distance is already pseudo-included with 'Ere We Go!

11-12. More Gifts of Gork and Mork are cool.

You have some good ideas, but taken all together, these concepts would make Orks more powerful than any other army in the game right now.

you are responding to pasta

This hobby is the very definition of luxury and GW has no obligation to make it more affordable when it has a dedicated fanbase that gleefully scoops up every new release.

What makes the hobby unaffordable is the habit that I have, as well as many others, that it is so easy to get ahead of yourself and think about the 1850 point list you're working towards and buy up models without actually building what you have.
I'm honestly embarrassed by how much I've spent on the hobby but I realize that it's 100% my own doing.

space wolves? gore-grunta thunderwoof cav?

yes, and brutes became my wulfen

Its true, they are also a long term investment. I bought models 15 years ago that still bring me joy and are now bringing my children joy.

SONS OF CURZE
LAST OF HIS LINE
LAST OF HIS KIND
THE LAST...NIGHT HAUNTER

youtu.be/4J3sYHoGQlw

Chaos Lord
>scourging chains, power sword, power axe, sigil, melta bombs, bike
155 pts

CSM, 10
>champ w/ power sword, melta bomb
>plasma gun x2
190 pts
>Rhino w/ dirge caster, dozer blade
45 (235) pts

CSM, 10 + Rhino
>as above
235 pts

Terminators, 4
>champ w/ combi-melta, power maul
>combi-melta x2; power axe, power sword; dual lightning claws x1
150 pts

Bikes, 5
>champ w/ power lance
>melta gun x2
125 pts

Bikes, 5
>champ w/ power lance
>melta gun x2
125 pts

Helbrute
>power scourge x2
120 pts

Spawn, 3
105 pts

1250 pts

Lord hangs out with Spawn unit, Termies for point-target removal and backfield harassment. Helbrute for fluff and I have a dread sitting around.