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Made in jp
Longtime Dakkanaut





If you're going the cellphone clock app route, bring a battery pack.
   
Made in gb
Longtime Dakkanaut




UK

A few thoughts (some repeats)

1) Know your rules and make sure you bring paper copies of all rules for the game with you. This includes the latest FAQ and Errata and Designers notes. You should only have to bring the information for the core rules, any supplemental rules (eg for AoS you'd bring details for Malign Sorcery ) and your codex rules.

2) As you play games now keep note of any questions that arise and write down the page reference for the answer(s) that you find. You might also go through and not any pages for frequent conflicts or abnormal rules etc... Basically produce your own reference index. This will save you a LOT of time when it comes to any rules issues.
As said above also take notes on these during your tournament games - again every time you note one down and reference it up you are speeding up the process next time it happens.
You can also make this to suit you - so if you don't recall the stats for your units every time check them!

2) On your army list it can often help a lot to write out of the full stats for your models and highlight any special rules for them. This creates another quick reference chart. It also lets you update values that are affected by equipment they have taken (note the equipment on the profile too). Highlight these changed values too so that its clear that they are not the normal value for those models (this avoids the accident of you checking your quick reference chart and accidentally double adding your bonus).

3) Dress in layers, you've no idea how cold or warm it will be at the event. It might be in a tiny room with big heaters or it could be huge church hall that's colder than the outside for most of the day. Layers lets you dress up for cold and then dress down as things change- especially since the place will likely warm up as the day progresses on.

4) Hydrate yourself - water! Take some, remember to fill up the bottle when you get the chance too. Good hydration will help you avoid stress whilst gaming.

5) Good shoes - walking shoes, insoles, etc... Basically make sure you've got good footwear because whilst you're not walking or running you are on your feet most of the day so good footwear will make it far better on your feet.

6) Magnetic trays. Even if you don't use a magnetic tray in your case, a magnetic tray or one of those with base slots drilled into it; can be a huge help when it comes to moving between games. You can easily put dead models onto the tray during the match and then move around between games quickly with your models on the tray.
This is far quicker than putting them in and out of foam containers all day long - esp if its a larger game so you could have several racks of foam. Foam to transport to and from the event is fine; but a metal tray for during the event is a big help.

7) Bring your manners with you - general standard be nice, shake hands, give your name, speak clearly, be obvious with what you're doing, roll dice into a dice tray or similar, don't sweep up dice so fast your opponent can't check them etc...

Also remember that their turn is still the game and you've got to watch your opponent as much as yourself. If you see them making a mistake point it out - your opponent relies on you as much as themselves to help keep the game fair.

8) Never be afraid to call the TO/Judge/Official over.

9) If you have any conversions take clear photos and clear them with the TO BEFORE the event. If you can't do this or they provide an unsure answer then either
a) Treat it as refused and don't take the conversion
b) Take the conversion AND a regular of the same miniature (or an alternate army list that doesn't use that converted model) so that if it gets refused on the day you've got options and can continue without issue. Remembering some events make you pre-register your army list so you're locked into it once registered.

10) Be organised, practice with all the game aids before you play there. If you're only used to glancing in the book now and then and then suddenly you've got a dozen sheets of paper and rules and books and stuff you might well get flustered or be messy with how you set things out on the table - which can all lead to problems and slow down. So be organised and practice.
Find out how it works for you - you might find a simple floppy wallet folder a big help or any one of a number of alternative options.

11) Take photos of the game when its the end/not your turn or at only one or two key moments in yours - ergo try to avoid taking photos when its your turn and you're delaying the game. Save that for something epic, but otherwise keep it low. Photos are great if you want a quick reminder of the games and want to show off end of turn results etc.... Can be a big help when reviewing games yourself and seeing what went right and wrong.

12) If you are a naturally loud and excitable person try to quieten down a little. It can be hard, but try to as no one wants to be deafened by the guy at the other end of the hall.

13) Avoid using your "favourite" dice for specific rolls. If anything try to have all the same dice or at least roll in random selections. This just cuts down on that whole "hey that guy always uses those GW dice for his best rolls and I'm sure they always get 6s way more than normal". Whilst this is typically a non issue in casual or club games; at an event people can be a little more hot on watching for potential abuse of the game - so take a few modest steps to avoid the issue arising in the first place.
Note if you've got any dice that use custom markers make very clear what number is what (eg many GW dice have a unique 1 and 6 symbol that sometimes can be interchangeable so be 100% clear on which is which with your opponent).

14) Electronic rules references are great, they are fine; but they do not absolve you taking paper copies. You don't want to be that guy who - mid event - has to borrow a codex and put their phone in the corner on charge because its died on you.

15) Arrive early and leave late if possible and practical. Arriving early gives you time to socialise and chat and get orientated as well as to get ready for the first game. It also gives you some leeway if you get lost or delayed on the way if you were already aiming to arrive early. And if you're going tobe late try to call someone at the event to tell them.

Leaving late is all about manners and offering to help clear tables and such. Be practical, if you've got a train to catch or such then certainly make sure you prioritize it because you don't want to be left stuck. But if you've got the time do hang around a little to help out if needed.

16) If you are on any medication or carry an eppi pen or such it can be of help to inform the TO before the event just to make them aware. Chances are nothing goes wrong at all, but it helps to be prepared.

Above all go and have fun! It can be daunting the first time at events and yeah you'll forget half the things you think you should have done etc...... But everyone is a bit jittery the first few times and can make easy mistakes or forget things or realise that they didn't need something etc....

A Blog in Miniature - now featuring reviews of many new Black Library books (latest Novellas) 
   
Made in gb
Waaagh! Ork Warboss





If at all possible bring a buddy to watch your minis while you go pee mid-game. The larger a group of people gets the closer to 1 the probability of someone there just to steal becomes. Lots of stories of thefts when you are looking away for just an instant.

Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
   
Made in au
Deadshot Weapon Moderati





Newcastle NSW

Don't wash for the entire tournament, wear an offensive t-shirt, talk loudly on the phone about how useless your opponent, slow play your turn, argue every move your opponent makes.

Do all these things and you'll be winning the tournament in no time

The Four Winds Tribe has returned to claim the Underhive for House Escher


Deathwatch Kill Team: W9 D0 L2
 
   
Made in gb
Longtime Dakkanaut




UK

Oh I forgot two!

1) Take at least one handkerchief and a couple of tissues or one of those small pocket packets of tissues. You never know when you might have to sneeze/wipe up a bit of spilt drink/offer your opponent a tissue or wrap your hand with your hanky as a makeshift bandage after grasping a spike model too fast ;P

2) Take a repair kit. This might be as simple as a scalpel/hobby knife; small sealed plastic bags, superglue and plastic glue. Your models might be 100% fine, but if anyone has an accident you've got a few tools there to make an on-site repair. (remember you need the blade if its a superglue bond break to scrape the join area clean of the old glue before applying any new superglue). And if something of yours breaks up too much or a few tiny bits come off you've got the plastic bags to seal the parts in for save keeping till you can get home.
Hopefully you never need it, but it never hurts to have and takes up minimal room in the bag.

A Blog in Miniature - now featuring reviews of many new Black Library books (latest Novellas) 
   
Made in gb
Most Glorious Grey Seer






In terms of army painting and that....

I'm not great at it, but I'm ok enough that it doesn't look a mess, or rushed. Just a bit bobbins.

But how important are clearly visible squad markings in organised play?

Fed up for Scalpers? Why not join us? 
   
Made in gb
Longtime Dakkanaut




UK

 Mad Doc Grotsnik wrote:
In terms of army painting and that....

I'm not great at it, but I'm ok enough that it doesn't look a mess, or rushed. Just a bit bobbins.

But how important are clearly visible squad markings in organised play?


In my personal experience it helps a lot for both players, but can vary depending on armies.

For example with an army like Tau its much easier to have different units of fire warriors spread out so that each one is clearly its own thing. Meanwhile an army like Tyranids might well have a lot of units of gaunts on the table which could well run one into the next.

So being able to tell at a glance which model is with which unit really helps. It helps avoid mistakes, accusations of cheating and also confusing your opponent (eg you've two units of gaunts mashed together - one is 5 gaunts and one is 30 it helps a lot if both players know which is which at a glance - your opponent doesn't want to charge in and then realise that they've only hit the 5 gaunt unit).


Markings can be varied depending how you want to do it including, and not limited too;
1) Insignias or other unique decals/markings/paint on the model itself. This might be something a simple as a different shoulderpad colour; a banner; a unique armour colour scheme etc...

2) Terrain based; eg one squad is on rocks, another on mud, another on grass.

3) Base rim colour; painting the black rim of the base in different colours. This lets you leave the models and detail on the base the same, but lets you pick out units quickly.

4) Model pose/sculpt design. Eg you might have marines from 3 different warhammer generations and use a different one for each squad. Or you could use all open helms for one; closed helms for another.


In general what you do doesn't matter so long as its clear on the table without having to crouch down and peer close at the model to see the differences. It will help speed the game up no end and improves clarity for both players.


Note remember you can always combine two differently marked units in to the same unit if you want. You have to convey this clearly to your opponent and remind them during the game; but it can be done. This is good when you've a unit that works well in smaller divisions, but also in larger groups.

For example I plan to build my Doomfire Warlocks for AoS in groups of 10. 10 works on their own without issue ,but they also run well in 15 or 20. So I just combine two units of 10 as required and can easily split them down into two units of 10 and still deploy them close to each other in a different game.

A Blog in Miniature - now featuring reviews of many new Black Library books (latest Novellas) 
   
Made in gb
Waaagh! Ork Warboss





Hand Sanitiser, buy a literal gallon drum.

Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
   
Made in gb
Most Glorious Grey Seer






For my GSC, I'm thinking of coloured stripes on the shoulders. And the Icon Bearers would have different metallic on the top. Possibly even convert up a cloth part of them to paint a simple numeral on.

Oh, and in terms of army list presentation....my gaming buddies tend to use an app, exactly which one I can't remember (possibly Battlescribe?). Is there a 'minimum accepted' type thing? I want it to be nice and legible.

Fed up for Scalpers? Why not join us? 
   
Made in gb
Longtime Dakkanaut




UK

You know as result of this thread I want to see Peregrine and BaconCatBug playing on the same team at a doubles tournament!


Automatically Appended Next Post:
 Mad Doc Grotsnik wrote:
For my GSC, I'm thinking of coloured stripes on the shoulders. And the Icon Bearers would have different metallic on the top. Possibly even convert up a cloth part of them to paint a simple numeral on.

Oh, and in terms of army list presentation....my gaming buddies tend to use an app, exactly which one I can't remember (possibly Battlescribe?). Is there a 'minimum accepted' type thing? I want it to be nice and legible.


Doubtful, just make sure its clear so nothing smaller than 12 on the font size. Double spacing can help clarity too though so can a clear table. Depends really on how much you're putting on the sheet.

This message was edited 1 time. Last update was at 2019/01/09 12:41:24


A Blog in Miniature - now featuring reviews of many new Black Library books (latest Novellas) 
   
Made in gb
Waaagh! Ork Warboss





I'd be fine with it, but we'd have to make sure we're not taking any Assault weapons and load up on Plaugeburst Crawlers to shoot chargers.

re: Battlescribe: Do your list in Battlescribe, then manually check the points are correct, just in case.

This message was edited 1 time. Last update was at 2019/01/09 12:44:23


Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
   
Made in us
Dakka Veteran




Follow Wheaton’s Law.

If you can’t do that, try to do these..
Get up early, take a long shower and use some deodorant and cologne.
Eat a solid breakfast, and drink some water.
Arrive early for the event. Help set up if you can. Assist the T.O. if they need help, setting up tables, terrain, numbering tables, placing chairs, ect.
Have a couple print outs of your list. I find it helps to just give a list to my opponent before the game starts for them to keep.
Be gracious in winning, and defeat. It helps if you get a critically good roll, to pass it off as getting lucky, and if you suffer a setback congrat your opponent on their strong play. Avoid going on tilt.
If you have disagreements, reach to the Judge, and agree with their ruling even if you know it is wrong. They are the Judge, you are not. If you have to address a wrong ruling, point it out to them after the event, in private.
Shake your opponent hand and thank them for the match.
Be aware of your play time, and be aware of the game. Don’t be the reason why the game is going slow. Don’t slow play. Play your turn as quickly and efficiently as you can, and make your reactions and work in their turn equally snappy.
Take a granola bar or something to eat, and a bottle of water. Don’t get hangry.
Make sure to thank the T.O. after the event for the event even if you lost or thought it could be done better. The night of the event is not the place to air those concerns. Take them to the T.O. privately in a diplomatic manner.
Help Clean up if needed. Don’t be a slob, help leave the venue in a better place than you came to it.
   
Made in us
Longtime Dakkanaut





 BaconCatBug wrote:
 Blndmage wrote:
Some people also have serious scent issues. Don't wear cologne or other scented stuff.
Maybe I am just old and "from another era" but if you have issues with "scents" such that you cannot function in a public environment, you shouldn't be in a public environment.


Some people have disabilities that cause severe migraines - that doesn't mean they should be banned from society. Shower and smell nice. Just don't have so much cologne that someone can smell you across the table.

[im]https://imgur.com/kEUzFF0.png[im]

http://insighthammer.com/ 
   
Made in ca
Three Color Minimum




t.dot

Ordana wrote:*snip*
When helping if your opponent rolled a lot of dice remove success and hand them to him.
*snip*


Honestly, I think this falls into the realm of don't touch models. Don't fudge with your opponent's dice, lest they accuse you of cheating (unless you get the okay from them first, and even then I'd be VERY wary of doing this).

Mad Doc Grotsnik wrote:*snip*
Also, would anyone have even the slightest interest in a 'Chump To Champ' type blog, charting my development from inactive but enthusiastic, to fully painted bottom lapidater and terror of the tournament scene? (or indeed, well known 'red headed stepchild' of the tournament scene)
*snip*


YES!

Mad Doc Grotsnik wrote:*snip*
But how important are clearly visible squad markings in organised play?
*snip*


Appearance points and maybe to help differentiate different units, but not 100% necessary.

   
Made in gb
Ultramarine Scout with Sniper Rifle




UK

Is a copy of a list created in battlescribe considered acceptably accurate/allowed, or do i actually need to manually type out a list and referring to the CA+codex books point values? [asking for a FLGS doubles tournament]

======Begin Dakka Geek Code======
DR:90S++GM-B+IPw40k16#+DA++/sWDR++T(T)DM+
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Made in gb
Wrathful Warlord Titan Commander






London

 FEARtheMoose wrote:
Is a copy of a list created in battlescribe considered acceptably accurate/allowed, or do i actually need to manually type out a list and referring to the CA+codex books point values? [asking for a FLGS doubles tournament]


Generally speaking yes, you should be fine with that. As long as it's all clear and your units are easily defined.
   
Made in no
Powerful Ushbati





Bergen

Your biggest hazzards are the following: Remembering the rules and playing fast enough.

This is also true for your opponent. But your opponent might not know about this.

I think you should realistic goals. Like having funn, finish the tournament without becoming salty and try to finish each match.

Later on, when you have played more, I would focus more on winning as well as catching your opponent in intensionally or more likly unintensionally breaking the rules. This always happens.

Be sure to pick a colour scheme that is QUICK.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in ca
Three Color Minimum




t.dot

 FEARtheMoose wrote:
Is a copy of a list created in battlescribe considered acceptably accurate/allowed, or do i actually need to manually type out a list and referring to the CA+codex books point values? [asking for a FLGS doubles tournament]


I would always recommend double-checking the points, because any errors are on you. You can't blame the app.

However, and this is a personal thing, consider readability. Apps like Battlescribe and Army Builder are notoriously bad at producing final outputs that are easy to read.

Ask yourself which is easier to read :


Tomb Blades [14 PL, 297pts]
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine


Or


9 Tomb Blades (126): 297 pts
- 18 Tesla Carbines (126), 9 Nebuloscopes (18), 9 Shieldvanes (27)


Just a personal preference thing; I hate it when my opponent hands me their army list and it's like 4 or 5 pages of output.

   
Made in gb
Waaagh! Ork Warboss





People forget Battlescribe has a fair amount of customisation in the output.

I can make the same 2k list look like this:
Spoiler:

++ Brigade Detachment +12CP (Orks) [149 PL, 2000pts] ++
Rules: Dis Is Ours! Zog Off!

+ No Force Org Slot +

Clan Kultur: Goffs
. Categories: No Force Org Slot
. Abilities: Goffs
Profiles:
. Goffs: Description:Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.

+ HQ [9 PL, 186pts] +

Weirdboy [3 PL, 62pts]: 2. Warpath
. Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Waaagh! Energy, Psychic Power: Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Waaagh! Energy: Description:Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Warpath: Warp Charge:7|Range:18"|Details:If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
. Psyker: Cast:1|Deny:1|Powers Known:1|Other:See Waaagh! Energy
. Weirdboy: M:5"|WS:3+|BS:5+|S:5|T:4|W:4|A:3|Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+2|AP:-1|D3|Abilities:-

Weirdboy [3 PL, 62pts]: 3. Da Jump, Scorched Gitbonez
. Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Scorched Gitbonez, Waaagh! Energy, Psychic Power: Da Jump, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Scorched Gitbonez: Descriptionsyker only. You can add 1 to psychic tests by the bearer manifesting powers from the Power of the WAAAAGH! discipline.
. Waaagh! Energy: Description:Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
. Da Jump: Warp Charge:7|Range:12"|Details:If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Psyker: Cast:1|Deny:1|Powers Known:1|Other:See Waaagh! Energy
. Weirdboy: M:5"|WS:3+|BS:5+|S:5|T:4|W:4|A:3|Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+2|AP:-1|D3|Abilities:-

Weirdboy [3 PL, 62pts]: 5. Da Krunch
. Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Waaagh! Energy, Psychic Power: Da Krunch, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Waaagh! Energy: Description:Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
. Da Krunch: Warp Charge:8|Range:18"|Details:If Manifested, select an enemy unit within 18" of the psyker. Roll a D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll 2D6; on a 10+, roll a D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Psyker: Cast:1|Deny:1|Powers Known:1|Other:See Waaagh! Energy
. Weirdboy: M:5"|WS:3+|BS:5+|S:5|T:4|W:4|A:3|Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+2|AP:-1|D3|Abilities:-

+ Troops [23 PL, 413pts] +

Boyz [11 PL, 215pts]: Skarboyz (1 CP)
. Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Green Tide, Skarboyz (1 CP)
. Boss Nob [12pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. 29x Ork Boy W/ Slugga & Choppa [203pts]
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbombs
Profiles:
. Green Tide: Description:If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
. Skarboyz (1 CP): Description:Gains the Skarboyz keyword, and the Strength characteristic of models in this unit is changed to 5. This unit can only use the Mob Up Strategem to merge with other units of Skarboyz.
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:4|W:1|A:2|Ld:6|Save:6+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-

Gretchin [2 PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Grot Blaster: Range:12"|Typeistol 1|S:3|AP:0|D:1|Abilities:-

Gretchin [2 PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Grot Blaster: Range:12"|Typeistol 1|S:3|AP:0|D:1|Abilities:-

Gretchin [2 PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Grot Blaster: Range:12"|Typeistol 1|S:3|AP:0|D:1|Abilities:-

Gretchin [2 PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Grot Blaster: Range:12"|Typeistol 1|S:3|AP:0|D:1|Abilities:-

Gretchin [2 PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Grot Blaster: Range:12"|Typeistol 1|S:3|AP:0|D:1|Abilities:-

Gretchin [2 PL, 33pts]: 11x Gretchin [33pts]
. Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
. Rules: Dakka Dakka Dakka, Grots
. Abilities: Surprisingly Dangerous in Large Numbers
Profiles:
. Surprisingly Dangerous in Large Numbers: Description:Add 1 to the hit rolls for models in this unit while this unit includes 20 or more models.
. Gretchin: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Grot Blaster: Range:12"|Typeistol 1|S:3|AP:0|D:1|Abilities:-

+ Elites [42 PL, 519pts] +

Nobz [14 PL, 173pts]: 2x Ammo Runt [8pts]
. Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Ammo Runt, Gretchin
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Ammo Runt, Keepin' Order, Unit: Ammo Runt
. Boss Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
Profiles:
. Ammo Runt: Description:Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
. Keepin' Order: Description:Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
. Ammo Runt: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:6|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-

Nobz [14 PL, 173pts]: 2x Ammo Runt [8pts]
. Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Ammo Runt, Gretchin
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Ammo Runt, Keepin' Order, Unit: Ammo Runt
. Boss Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
Profiles:
. Ammo Runt: Description:Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
. Keepin' Order: Description:Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
. Ammo Runt: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:6|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-

Nobz [14 PL, 173pts]: 2x Ammo Runt [8pts]
. Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Nobz, Ammo Runt, Gretchin
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Ammo Runt, Keepin' Order, Unit: Ammo Runt
. Boss Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [19pts]: Big Choppa [5pts], Choppa
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
. Nob [14pts]: Choppa, Choppa
. . Unit: Nob, Weapon: Choppa, Stikkbombs
Profiles:
. Ammo Runt: Description:Each time this unit shoots, when making to hit rolls, you can re-roll one dice for each ammo runt accompanying it. When rolling to wound this unit, always use the Unit's Toughness (While it is on the battlefield). The death of a Ammo Runt is ignored for the purposes of morale. If the unit has CHARACTER, then the Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.
. Keepin' Order: Description:Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> unit with this ability. On a 6, that model doesn't flee.
. Ammo Runt: M:5"|WS:5+|BS:4+|S:2|T:2|W:1|A:1|Ld:4|Save:6+
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:6|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Stikkbombs: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-

+ Fast Attack [48 PL, 330pts] +

Megatrakk Scrapjet [16 PL, 110pts]
. Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
. Abilities: Explodes, Grot Gunner, Spiked Ram
. Megatrakk Scrapjet [110pts]: 2x Twin Big Shoota [20pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Grot Gunner: Description:Add 1 to hit rolls for attacks made with this model's Twin Big Shoota
. Spiked Ram: Description:Each time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds.
. Megatrakk Scrapjet: M:10"|WS:4+|BS:5+|S:6|T:6|W:9|A:4|Ld:6|Save:4+
. Nose Drill: Range:Melee|Type:Melee|S:+2|AP:-2|D3|Abilities:
. Rokkit Cannon: Range:24"|Type:Assault 2D3|S:8|AP:-2|D:3|Abilities:
. Twin Big Shoota: Range:36"|Type:Assault 6|S:5|AP:0|D:1|Abilities:-
. Wing Missiles: Range:24"|Type:Assault 1|S:8|AP:-2|D:3|Abilities:Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets

Megatrakk Scrapjet [16 PL, 110pts]
. Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
. Abilities: Explodes, Grot Gunner, Spiked Ram
. Megatrakk Scrapjet [110pts]: 2x Twin Big Shoota [20pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Grot Gunner: Description:Add 1 to hit rolls for attacks made with this model's Twin Big Shoota
. Spiked Ram: Description:Each time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds.
. Megatrakk Scrapjet: M:10"|WS:4+|BS:5+|S:6|T:6|W:9|A:4|Ld:6|Save:4+
. Nose Drill: Range:Melee|Type:Melee|S:+2|AP:-2|D3|Abilities:
. Rokkit Cannon: Range:24"|Type:Assault 2D3|S:8|AP:-2|D:3|Abilities:
. Twin Big Shoota: Range:36"|Type:Assault 6|S:5|AP:0|D:1|Abilities:-
. Wing Missiles: Range:24"|Type:Assault 1|S:8|AP:-2|D:3|Abilities:Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets

Megatrakk Scrapjet [16 PL, 110pts]
. Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
. Abilities: Explodes, Grot Gunner, Spiked Ram
. Megatrakk Scrapjet [110pts]: 2x Twin Big Shoota [20pts]
. . Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Grot Gunner: Description:Add 1 to hit rolls for attacks made with this model's Twin Big Shoota
. Spiked Ram: Description:Each time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds.
. Megatrakk Scrapjet: M:10"|WS:4+|BS:5+|S:6|T:6|W:9|A:4|Ld:6|Save:4+
. Nose Drill: Range:Melee|Type:Melee|S:+2|AP:-2|D3|Abilities:
. Rokkit Cannon: Range:24"|Type:Assault 2D3|S:8|AP:-2|D:3|Abilities:
. Twin Big Shoota: Range:36"|Type:Assault 6|S:5|AP:0|D:1|Abilities:-
. Wing Missiles: Range:24"|Type:Assault 1|S:8|AP:-2|D:3|Abilities:Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets

+ Heavy Support [27 PL, 552pts] +

BoneBreaker [9 PL, 184pts]: 4x Big Shoota [20pts], Deff Rolla [19pts], Stickbomb Chucka [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
. Rules: Dakka Dakka Dakka
. Abilities: Bonebreaker Ram, Explodes, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Big Shoota, Deff Rolla, Stickbomb Chucka
Profiles:
. Bonebreaker Ram: Description:Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
. Mobile Fortress: Description:This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per GW FAQ Xenos 2 ver1)
. Wagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Wagon2: Wounds:4-7|Move:9"|Strength:6|Attacks6
. Wagon3: Wounds:1-3|Move:6"|Strength:4|Attacks3
. BoneBreaker: Capacity:12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
. BoneBreaker: M:*|WS:5+|BS:5+|S:*|T:8|W:16|A:*|Ld:7|Save:4+
. Big Shoota: Range:36"|Type:Assault 3|S:5|AP:0|D:1|Abilities:-
. Deff Rolla: Range:Melee|Type:Melee|S:+1|AP:-2|D:2|Abilities:Add 3 to hit rolls made for this weapon
. Stickbomb Chucka: Range:12"|Type:Assault D6|S:3|AP:0|D:1|Abilities:This weapon can only be fired if a unit is embarked on the vehicle.

BoneBreaker [9 PL, 184pts]: 4x Big Shoota [20pts], Deff Rolla [19pts], Stickbomb Chucka [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
. Rules: Dakka Dakka Dakka
. Abilities: Bonebreaker Ram, Explodes, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Big Shoota, Deff Rolla, Stickbomb Chucka
Profiles:
. Bonebreaker Ram: Description:Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
. Mobile Fortress: Description:This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per GW FAQ Xenos 2 ver1)
. Wagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Wagon2: Wounds:4-7|Move:9"|Strength:6|Attacks6
. Wagon3: Wounds:1-3|Move:6"|Strength:4|Attacks3
. BoneBreaker: Capacity:12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
. BoneBreaker: M:*|WS:5+|BS:5+|S:*|T:8|W:16|A:*|Ld:7|Save:4+
. Big Shoota: Range:36"|Type:Assault 3|S:5|AP:0|D:1|Abilities:-
. Deff Rolla: Range:Melee|Type:Melee|S:+1|AP:-2|D:2|Abilities:Add 3 to hit rolls made for this weapon
. Stickbomb Chucka: Range:12"|Type:Assault D6|S:3|AP:0|D:1|Abilities:This weapon can only be fired if a unit is embarked on the vehicle.

BoneBreaker [9 PL, 184pts]: 4x Big Shoota [20pts], Deff Rolla [19pts], Stickbomb Chucka [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Heavy Support, Bonebreaker
. Rules: Dakka Dakka Dakka
. Abilities: Bonebreaker Ram, Explodes, Mobile Fortress, Transport Wound Track: Wagon1, Wagon2, Wagon3, Transport: BoneBreaker, Unit: BoneBreaker, Weapon: Big Shoota, Deff Rolla, Stickbomb Chucka
Profiles:
. Bonebreaker Ram: Description:Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
. Mobile Fortress: Description:This Model ignores the penalty for moving and firing Heavy weapons, but it does not apply to embarked models (per GW FAQ Xenos 2 ver1)
. Wagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Wagon2: Wounds:4-7|Move:9"|Strength:6|Attacks6
. Wagon3: Wounds:1-3|Move:6"|Strength:4|Attacks3
. BoneBreaker: Capacity:12 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2.
. BoneBreaker: M:*|WS:5+|BS:5+|S:*|T:8|W:16|A:*|Ld:7|Save:4+
. Big Shoota: Range:36"|Type:Assault 3|S:5|AP:0|D:1|Abilities:-
. Deff Rolla: Range:Melee|Type:Melee|S:+1|AP:-2|D:2|Abilities:Add 3 to hit rolls made for this weapon
. Stickbomb Chucka: Range:12"|Type:Assault D6|S:3|AP:0|D:1|Abilities:This weapon can only be fired if a unit is embarked on the vehicle.

++ Total: [149 PL, 2000pts] ++

++ Roster Rules ++

. Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

++ Selection Rules ++

. 'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.

. Dakka Dakka Dakka: Each time you roll an unmoddified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.

. Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Strategem explicitly states so (e.g. the 'Grot Shields' Strategem)

. Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.

. Speed Mob: The first time this unit sets up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards each model operates independently and is treated as a seperate unit for all rules purposes.

Created with BattleScribe (https://battlescribe.net)
or like this
Spoiler:

++ Brigade Detachment +12CP (Orks) ++

+ No Force Org Slot +

Clan Kultur: Goffs

+ HQ +

Weirdboy: 2. Warpath

Weirdboy: 3. Da Jump, Scorched Gitbonez

Weirdboy: 5. Da Krunch

+ Troops +

Boyz: Skarboyz (1 CP)
. Boss Nob: Big Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa

Gretchin: 11x Gretchin

Gretchin: 11x Gretchin

Gretchin: 11x Gretchin

Gretchin: 11x Gretchin

Gretchin: 11x Gretchin

Gretchin: 11x Gretchin

+ Elites +

Nobz: 2x Ammo Runt
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa

Nobz: 2x Ammo Runt
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa

Nobz: 2x Ammo Runt
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa

+ Fast Attack +

Megatrakk Scrapjet
. Megatrakk Scrapjet: 2x Twin Big Shoota

Megatrakk Scrapjet
. Megatrakk Scrapjet: 2x Twin Big Shoota

Megatrakk Scrapjet
. Megatrakk Scrapjet: 2x Twin Big Shoota

+ Heavy Support +

BoneBreaker: 4x Big Shoota, Deff Rolla, Stickbomb Chucka

BoneBreaker: 4x Big Shoota, Deff Rolla, Stickbomb Chucka

BoneBreaker: 4x Big Shoota, Deff Rolla, Stickbomb Chucka

++ Total: [149 PL, 2000pts] ++

Created with BattleScribe (https://battlescribe.net)
The first is with EVERYTHING enabled and the second is with nothing enabled. And that's just the plaintext option, Battlescrible also supports HTML output and BBcode output. You could manually add in some editing for the Nob squads, but that's a concequence of each model having unique wargear options (Nob Biker Flashbacks anyone?)

My personal preference is to have Root Costs and then "No" for everything else for my opponents copy, and have Profile as "Summary" and Rules as "Inline and summary" for my own copy. HTML for real world stuff, plaintext for online.

This message was edited 2 times. Last update was at 2019/01/09 15:26:49


Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





For any reasonably large tournament, battlescribe lists are not really ok. The format isn't great and ceratinly the ones I play in (Element Games) don't really want them in that format.

Battlescribe is great - I love it - but even in condensed format the army list output can be poor.

Mind you... I'm someone who will bring multiple pre-printed and meticulously checked copies to the tournament. It shocks me that people turn up with these hastily scrawled lists that are barely readable.

There's a published format here: https://docs.google.com/document/d/1Y7MR3eBq9VIZ-YmdJ3oxzZQIJMItys4kbWo6CHcyDi4/edit)

This is what ITC have recently updated but applies to ETC as well. Slightly different formats.

Death Before Dishonour - February 9th and 10th 2019 - Element Games, Stockport, UK.
A new Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.
https://deathbeforedishonour.co.uk/ 
   
Made in us
Sneaky Sniper Drone




Some people talked about squad markings so you can tell units apart. Another option if you don't have clearly painted squads is some colored string. Like bright red so it stands out. If you have 5 units of guardsmen close to each other put a line of string in between them. Don't let that slow your turns down but it can help a lot.
   
Made in us
Regular Dakkanaut





 Silentz wrote:
For any reasonably large tournament, battlescribe lists are not really ok. The format isn't great and ceratinly the ones I play in (Element Games) don't really want them in that format.

Battlescribe is great - I love it - but even in condensed format the army list output can be poor.



BS output is awesome for a game where you need quick reference for all the relevant rules and such ... there is a way to get a single page points / unit overview printed that Element or other TO's would find easier to digest

coincidentally .. the ITC format looks strangely exactly like it but doesn't specify BS ... I wonder how that coincidence could possibly happen

This message was edited 1 time. Last update was at 2019/01/09 16:08:40


 
   
Made in ca
Neophyte Undergoing Surgeries




Ottawa, Canada

Another easy way to differentiate multiple units of the same type is to have squads that are beside each other face in opposite directions

30k Ultramarines
40k Sons of Orar 
   
Made in us
Decrepit Dakkanaut




I don't think I saw this brought up, but an important one (to me, at least), is NEVER touch an opponent's models, on or off the table, without asking their permission first. When I was 12 and just figuring out how to work with metal models, I was so proud of my metal Necron Lord (I even gave him a dual blade Warscythe before the official model for that existed!), and some punk ass picked him up and then frickin TRIPPED and fell on top of the model, ruining it completely.

That wasn't a tournament mind you, but you never know what can happen because of a little clumsiness.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Slaanesh Chosen Marine Riding a Fiend





Kronstaat IV

 BaconCatBug wrote:
 NoiseMarine with Tinnitus wrote:
 BaconCatBug wrote:
Bring a lawyer to notarise each and every action you take with a unit so you have the upper hand when you inevitably get into an argument.

Also make sure to ask the TO what house rules are in effect.


Got that covered. I am a qualified lawyer.

But I never bring work to recreation.
It would be a conflict of interest, you need a neutral third party.


A man who represents himself has a fool for a client.

------------------------------------------------------------------------------------------------

I run 3x20 Daemonette units often and they have a habit of co-mingling, so I just put a 'I', 'II' or 'III' on the back of their bases with a silver marker pen. Works well enough and is very little effort.

This message was edited 1 time. Last update was at 2019/01/09 20:24:10


Pro-Pain and Pro-Pain Accessories


The Fall of Kronstaat IV - Война Народная | Voyna Narodnaya | The People's War
The Plog - A [NSFW] Slaanesh Soup with Red Army Seasoning
The Fluff - Волшебная Сказка | Volshebnaya Skazka | A Fairy Tale
 
   
Made in us
Dark Angels Librarian with Book of Secrets






A Protoss colony world

Some general things I do before/during tournaments (some of which I'm working on being better about myself!):

1) Learn your army's rules/stats and how they interact. It'll really help you play faster. Practice games before the event is a great way to learn stuff, plus you'll get better at the game while you're at it and thus increase your chances of doing well in the event.

2) Good hygiene. Take a good shower with soap, wash your hair, brush your teeth, shave (unless you're rocking a manly beard/mustache in which case just keep it neatly trimmed and free of crumbs), all of this before the event. And wear deodorant. Also, don't wear a crappy T-shirt full of holes and food stains. Be presentable. You don't need to wear a suit or anything, but at least don't look like a total slob. This goes a long way to how your opponents will react to you.

3) Shake hands with your opponent before and after the game, no matter the outcome. Be a gentleman. My local gaming group tends to do this. We shake hands and say "Good luck" after deployment and the roll to go first, and then "Good game" at the end of the game. This is a really big deal and cannot be stressed enough. Manners are important.

4) Roll your dice where your opponent can easily read them, and use dice that can be easily read. I've seen too many dice where the pip color and the main color are too close and thus it's hard to read them. If your dice have a symbol for the 1 or 6 face, make it clear to your opponent which face the symbol is. Also, when rolling a lot of dice, remove failures rather than successes. I hate it when I see people do it the other way, because mistakes will inevitably favor that person and someone with dishonest intentions could use it to cheat. Another good thing to do with dice to speed up the game is to keep a set number of them around so that you can quickly select however many you need to roll at any given time.

5) While stating your intention when making a move or something is always good, try to be at least reasonably precise when measuring/setting models up. Intentions can be forgotten, especially if you are too sloppy when putting models down, and this can create some "feel-badsies" between you and your opponent. While you shouldn't waste a lot of time making sure something is perfect, try to be pretty close so that there's no gray areas later.

6) For me at least, I tend to just let my opponent have whatever if there's a rule dispute. I would rather give them an advantage than create friction during a game. Now if something is fairly blatant or could be a game-changer, it's definitely best to calmly call a judge or TO over. And absolutely never accuse your opponent of fudging the rules or cheating. Even if you are absolutely sure your opponent is cheating. I know for a fact that I would be massively triggered by this. Call a judge and discreetly inform them if you think this is going on. Fortunately this has never come up for me.

7) While it's okay to occasionally look at someone else's game while your opponent is moving or whatever, don't get distracted and make your opponent wait for you to roll dice or something. Stay focused. And if you do watch others play, never give advice. Ever. It's rude to that person's opponent to help them out.

8) Be gracious in victory or defeat. I'm still working on this a little bit, as I do sometimes get salty when I'm losing. Not massively where I just act like a big diaper baby, but more like where I sigh heavily or say "Of course I failed it" in a huffy voice and stuff like that. I also have to reel in the "excessive celebration" when something really goes my way. It's okay to be happy when you do well or be disappointed when you don't, but don't act like a turd about it.

9) Everyone else has probably said this already, but don't touch your opponent's models without permission. And apologize if you accidentally bump or knock one over. Most people are pretty chill about it, but it's still the right thing to do.

TL;DR: Don't be a dick, and you'll have a better time. Your opponents will appreciate this too. Just have fun, remember it's just a game of toy army men, and try to learn from the experience.

My armies (re-counted and updated on 6/7/18, including modeled wargear options):
Dark Angels: ~11200 | Space Marines (Blood Ravens and others): ~1100 | Space Wolves: ~2000
Inquisition: ~300 | Officio Assassinorum: ~500 | Imperial Knights: ~800 | Talons of the Emperor: ~500
Tau Empire: ~6300 | Chaos Space Marines (various legions): ~8400 | Death Guard: ~2700 | Chaos Daemons (all types): ~2400
Check out my P&M Blogs: ZergSmasher's P&M Blog | Stormsurge blog | Imperial Knights blog | Total models painted in 2017: 65 | Total models painted in 2018: 134 | Current main painting project: Taddeus the Purifier and Pious Vorne
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Dakka Veteran




Slayer-Fan123 wrote:
I don't think I saw this brought up, but an important one (to me, at least), is NEVER touch an opponent's models, on or off the table, without asking their permission first. When I was 12 and just figuring out how to work with metal models, I was so proud of my metal Necron Lord (I even gave him a dual blade Warscythe before the official model for that existed!), and some punk ass picked him up and then frickin TRIPPED and fell on top of the model, ruining it completely.

That wasn't a tournament mind you, but you never know what can happen because of a little clumsiness.


This. Maybe I'm too old school, but you don't touch another player's model without permission, and even then, treat it very gingerly.
   
Made in us
Utilizing Careful Highlighting





Augusta GA

 BaconCatBug wrote:
 Blndmage wrote:
Some people also have serious scent issues. Don't wear cologne or other scented stuff.
Maybe I am just old and "from another era" but if you have issues with "scents" such that you cannot function in a public environment, you shouldn't be in a public environment.


Plenty of people have serious allergies to colognes and perfumes. They function in public environments by moving away from the odors. This is rather difficult in an enclosed area they can’t leave.

Your ancient era most likely still upheld the virtues of consideration and politeness for others, unless we’re talking some sort of sword and sorcery hyperborean era.
   
Made in us
Decrepit Dakkanaut




 Badablack wrote:
 BaconCatBug wrote:
 Blndmage wrote:
Some people also have serious scent issues. Don't wear cologne or other scented stuff.
Maybe I am just old and "from another era" but if you have issues with "scents" such that you cannot function in a public environment, you shouldn't be in a public environment.


Plenty of people have serious allergies to colognes and perfumes. They function in public environments by moving away from the odors. This is rather difficult in an enclosed area they can’t leave.

Your ancient era most likely still upheld the virtues of consideration and politeness for others, unless we’re talking some sort of sword and sorcery hyperborean era.

If your allergen is THAT serious in a public place like a hobby store you'd probably need to wear a mask anyway.

Please wear at minimum deodorant though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in au
Huge Hierodule





 Badablack wrote:
 BaconCatBug wrote:
 Blndmage wrote:
Some people also have serious scent issues. Don't wear cologne or other scented stuff.
Maybe I am just old and "from another era" but if you have issues with "scents" such that you cannot function in a public environment, you shouldn't be in a public environment.


Plenty of people have serious allergies to colognes and perfumes. They function in public environments by moving away from the odors. This is rather difficult in an enclosed area they can’t leave.

Your ancient era most likely still upheld the virtues of consideration and politeness for others, unless we’re talking some sort of sword and sorcery hyperborean era.

Expecting the rest of society to adhere to this is unrealistic. Nobody wants to be in a hot room for up to 2 days, with a bunch of nerds who haven't worn any deodorant. If you have a condition, it's up to you to avoid unsuitable environments for your leisure activity. Deodorant, cologne, and perfume exists for a good reason, people are allowed to make use of it.

P.S.A.
 jy2 wrote:
Note to the OP. Win at all Costs, or WAAC, usually has a negative connotation. Just because someone runs a more competitive list than you are normally used to doesn't make that player a WAAC player. A WAAC player is also a player who wants to win so badly as to the exclusion of other people's enjoyment. It goes beyond just running a "netlist". Basically, a WAAC player is usually a poor sport, will argue rules in his favor, will semi-cheat to cheating outright, will argue if you do something that will hurt his chances to win, and will generally be rather unpleasant to play or even be around. It's really all about his attitude, not his list. There are plenty of competitive players who run tough lists, but are fair and pleasant people to play against. Ask yourself this, your GK opponent, is he a douche? Even though his list is tough to play against, did he do anything shady in the game or did he argue a lot? Was he pleasant to play against (not necessarily his army, but the person himself)? Then you will realize whether he really was a WAAC player or not. To me, it looks like your friend is just evolving as a player. It's very common. He plays. He wants to get better. Thus he starts running tougher lists. Soon enough, he will probably be going to tournaments. That's just the natural evolution of many players. You really can't expect him to stay a beers-&-pretzels type of player forever. Just as you prefer casual and friendly games using models that you enjoy, he seems to be evolving into the type of player that wants to be more competitive.
 
   
 
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