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Made in us
Savage Khorne Berserker Biker





Leesburg, FL

I will admit that I'm new to 40K, so don't flame me too hard. Anyway here are my questions:

1. In the rulebook it states that a battlewagon without a killkannon can transport 20 units, so my question is, can I transport (2) 10 man nob squads in the same BW, if not please explain why not.

2. Can a 10 man burna boy squad be led by a nob w/ PK and BP or can they be led with a mek w/ PK or BP, or can they not have a BP attached to them at all?

3. My last question is more of a gripe than anything else, I don't understand why it is that if you take boss Snikrot to lead your kommandos (at a hefty points cost BTW) then you can't use a boss pole of any kind in the squad. I know you can take a nob w/ BP INSTEAD of Snikrot, but if you use the boss Snikrot you lose the BP, doesn't really make sense to me.

Thanks in advance to answering my noobish questions and have a great day!


It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in au
Long-Range Ultramarine Land Speeder Pilot




Probably somewhere I shouldn't be

I can only answer question 1, which is you can only have a single unit plus attached characters in any given transport - the rule is in the BGB pg 66 under 'Transport Capacity'

Maybe Ork players can help with the rest.

40k: WHFB: (I want a WE Icon, dammit!)
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Made in ca
Decrepit Dakkanaut





1. A transport can only transport one unit at a time, including any attached Independent Characters. See p.66 of the rulebook.

2. Burna Boyz do not have the option of a Nob, although up to three Burna Boyz can be upgraded to Meks. Burna Boyz Meks do not have the option of either a Power Klaw or a Boss Pole. See the Burna Boyz entry of the Ork Army List on p.98 of Codex: Orks.

3. Yes, it's a trade-off.
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Nurglitch wrote:1. A transport can only transport one unit at a time, including any attached Independent Characters. See p.66 of the rulebook.

2. Burna Boyz do not have the option of a Nob, although up to three Burna Boyz can be upgraded to Meks. Burna Boyz Meks do not have the option of either a Power Klaw or a Boss Pole. See the Burna Boyz entry of the Ork Army List on p.98 of Codex: Orks.

3. Yes, it's a trade-off.


Thank you for the rule clarification, but doesn't it seem strange that a unit of boyz (burnas are just boyz w/ burnas) can't have a BP, that is like a trukk boyz squad not being able to take a BP, nobody would field them. right.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in gb
Mutilatin' Mad Dok






Cherry Hill, NJ

sub-zero wrote:
Nurglitch wrote:1. A transport can only transport one unit at a time, including any attached Independent Characters. See p.66 of the rulebook.

2. Burna Boyz do not have the option of a Nob, although up to three Burna Boyz can be upgraded to Meks. Burna Boyz Meks do not have the option of either a Power Klaw or a Boss Pole. See the Burna Boyz entry of the Ork Army List on p.98 of Codex: Orks.

3. Yes, it's a trade-off.


Thank you for the rule clarification, but doesn't it seem strange that a unit of boyz (burnas are just boyz w/ burnas) can't have a BP, that is like a trukk boyz squad not being able to take a BP, nobody would field them. right.


But there is no such unit as trukk boyz anymore, just a boy unit of 12 or less that takes a trukk as a transport. Burna boyz are not just boyz with burnas, they cant take a nob, and are an elite choice.

There are ways to get BPs any squad, but they involve buying an HQ and having them join the squad.

This message was edited 1 time. Last update was at 2009/08/01 19:50:20




 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Elnicko5 wrote:
sub-zero wrote:
Nurglitch wrote:1. A transport can only transport one unit at a time, including any attached Independent Characters. See p.66 of the rulebook.

2. Burna Boyz do not have the option of a Nob, although up to three Burna Boyz can be upgraded to Meks. Burna Boyz Meks do not have the option of either a Power Klaw or a Boss Pole. See the Burna Boyz entry of the Ork Army List on p.98 of Codex: Orks.

3. Yes, it's a trade-off.


Thank you for the rule clarification, but doesn't it seem strange that a unit of boyz (burnas are just boyz w/ burnas) can't have a BP, that is like a trukk boyz squad not being able to take a BP, nobody would field them. right.


But there is no such unit as trukk boyz anymore, just a boy unit of 12 or less that takes a trukk as a transport. Burna boyz are not just boyz with burnas, they cant take a nob, and are an elite choice.

There are ways to get BPs any squad, but they involve buying an HQ and having them join the squad.





So, are you saying that if I use a big mek w/KFF and a BP as an HQ choice, then I can attach him to the burnas. For some reason, I don't think that's legal. Thoughts.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in se
Dakka Veteran






Stockholm, Sweden

Why wouldn't that be legal? It's just like attaching any IC to a squad / mob. You'd of course have to mod the KFF-model to include a bosspole, but that's a pretty minor modification.

   
Made in us
Hunter with Harpoon Laucher




Castle Clarkenstein

sub-zero wrote:
Elnicko5 wrote:
sub-zero wrote:
Nurglitch wrote:1. A transport can only transport one unit at a time, including any attached Independent Characters. See p.66 of the rulebook.

2. Burna Boyz do not have the option of a Nob, although up to three Burna Boyz can be upgraded to Meks. Burna Boyz Meks do not have the option of either a Power Klaw or a Boss Pole. See the Burna Boyz entry of the Ork Army List on p.98 of Codex: Orks.

3. Yes, it's a trade-off.


Thank you for the rule clarification, but doesn't it seem strange that a unit of boyz (burnas are just boyz w/ burnas) can't have a BP, that is like a trukk boyz squad not being able to take a BP, nobody would field them. right.


But there is no such unit as trukk boyz anymore, just a boy unit of 12 or less that takes a trukk as a transport. Burna boyz are not just boyz with burnas, they cant take a nob, and are an elite choice.

There are ways to get BPs any squad, but they involve buying an HQ and having them join the squad.





So, are you saying that if I use a big mek w/KFF and a BP as an HQ choice, then I can attach him to the burnas. For some reason, I don't think that's legal. Thoughts.


Adding the bigmek is absolutely legal. He's an HQ, you attatch him to the squad. Pretty basic.

Boss Poles are nice, but not a total must have. I field a lot of units without them. Pop the burner squad in the Battlewagon along with a mek with KFF.


....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
 
   
Made in gb
Proud Phantom Titan







sub-zero wrote:
Elnicko5 wrote:
sub-zero wrote:
Nurglitch wrote:1. A transport can only transport one unit at a time, including any attached Independent Characters. See p.66 of the rulebook.

2. Burna Boyz do not have the option of a Nob, although up to three Burna Boyz can be upgraded to Meks. Burna Boyz Meks do not have the option of either a Power Klaw or a Boss Pole. See the Burna Boyz entry of the Ork Army List on p.98 of Codex: Orks.

3. Yes, it's a trade-off.


Thank you for the rule clarification, but doesn't it seem strange that a unit of boyz (burnas are just boyz w/ burnas) can't have a BP, that is like a trukk boyz squad not being able to take a BP, nobody would field them. right.


But there is no such unit as trukk boyz anymore, just a boy unit of 12 or less that takes a trukk as a transport. Burna boyz are not just boyz with burnas, they cant take a nob, and are an elite choice.

There are ways to get BPs any squad, but they involve buying an HQ and having them join the squad.





So, are you saying that if I use a big mek w/KFF and a BP as an HQ choice, then I can attach him to the burnas. For some reason, I don't think that's legal. Thoughts.


Without trying to be mean i think you i think you need to sit down with the codex and possibly the BGB and read them again.

IC may join any unit, unless they have rules specifically stating that they can't. In the older codexs (before codex Eldar) all armies had an armoury, from which some models could purchase additional items. (possibly you remember this way of playing?)

This is now gone. In the newer codexs you may only make choices from the options listed for each unit.

This message was edited 2 times. Last update was at 2009/08/01 21:59:14


 
   
Made in gb
Lead-Footed Trukkboy Driver






Leicester, UK

Perfectly legal to take a HQ Big Mek, buy him some upgrades (Including BP), and then attach this IC to any unit (Including Mob of Burna Boyz).
I'm not sure why you think you can't. A Big Mek HQ is no different to any other IC, and so can be attached to a mob of boyz.
Yes, its a mite annoying that no Nob will go near the Burna Boyz, for fear of exploding, but ICs are braver/stupider.

Despite Snikrot's Fearsome Reputation, he does not carry a BP (or equivalent), nor will he wear a PK. He will not tolerate another Nob in his mob, so da Kammandos are quite likely to use "hit and run" taktiks. i.e. get hit and run off!

Hope this helps

I refuse to enter a battle of wits with an unarmed opponent. 
   
Made in ca
Decrepit Dakkanaut





BlackSpike wrote:Despite Snikrot's Fearsome Reputation, he does not carry a BP (or equivalent), nor will he wear a PK. He will not tolerate another Nob in his mob, so da Kammandos are quite likely to use "hit and run" taktiks. i.e. get hit and run off!



You should write a Tactica article!
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

BlackSpike wrote:Perfectly legal to take a HQ Big Mek, buy him some upgrades (Including BP), and then attach this IC to any unit (Including Mob of Burna Boyz).
I'm not sure why you think you can't. A Big Mek HQ is no different to any other IC, and so can be attached to a mob of boyz.
Yes, its a mite annoying that no Nob will go near the Burna Boyz, for fear of exploding, but ICs are braver/stupider.

Despite Snikrot's Fearsome Reputation, he does not carry a BP (or equivalent), nor will he wear a PK. He will not tolerate another Nob in his mob, so da Kammandos are quite likely to use "hit and run" taktiks. i.e. get hit and run off!

Hope this helps


Yes, this does help greatly, and by the way nice speechcraft. ;-)

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
 
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