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Made in us
Praetorian



Washington

So I am jumping into 40k and I ended up with the Ork half of the new box set.

I have assembled the Warlord, but I am wondering about some things.

First, am I free to assemble them how I like or are the weapons their assembled with important? This goes for the Killa Kans as well.

Now I know I can track down rules in the Ork Codex, but I did not receive the mini book with my Ork half of the box. Does the Sanctum Reach Red Waaagh! book include the rules for the new Ork warlord?

Thanks!

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Made in us
Wraith






For most armies, your weapon load out is dictated by the rules. This is called "What You See Is What You Get" or WYSIWYG. It's usually not required if you explain to your opponent beforehand, but it's considered "proper" in most gaming groups to try and use models consistently with the proper weapon load outs.

Orks are a bit unique in that you can just bolt extra bits everywhere and say "Oh, this game, the power saws don't work, but the rokkits are functional!" It's Orky.

I'd not get too bogged down on it. Maybe some Ork players can give you recommended load outs, but just enjoy your first models.

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Made in us
Praetorian



Washington

 TheKbob wrote:
For most armies, your weapon load out is dictated by the rules. This is called "What You See Is What You Get" or WYSIWYG. It's usually not required if you explain to your opponent beforehand, but it's considered "proper" in most gaming groups to try and use models consistently with the proper weapon load outs.


And that is what I was not sure about, thanks for the answer!

Now for something I am hoping gets answered by someone...

Does the Sanctum Reach Red Waaagh! book include the rules for the new Ork warlord?

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Made in us
Decrepit Dakkanaut





Vallejo, CA

I don't know if there's a specific special character for that campaign or not, but you can always use the warboss model as a regular warboss from the ork codex.

One of the things about 40k is that there are a few things people will be sticklers on (mostly weapons - they need to be able to see at a glance if a particular group of models has anti-tank weapons in it or not, for example), but there's an awful lot that's left up to the modeler's aesthetic.

So, for your warboss, you could use the model you have. Or use the regular warboss model. Or the old warboss from Assault on Black Reach. Or the old warboss model. Or you could buy a box of nobs and glue on a few extra bits to make him look extra snazzy. Or you could completely scratch-build a model out of nothing but greenstuff and plasticard.

The real golden rule for 40k, modelling-wise, is that something should look like what it looks like. That's a very vague statement, and it's supposed to be. You're not rigidly defined by what you put on the table - it's a hobby after all - but if you put down an ork model and say "dis one's da biggest, so he's in charge, see?" I don't think anyone would question even for a moment that he's your warboss, regardless of what he looked like.



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Made in us
Tunneling Trygon






Orks are the special case, but I know that when I started out, putting different guns on all the models to see what they looked like, I had about eight Space Marines of various levels of Veteran and Sergeant status thanks to the Captain sprues giving all sorts of fun guns and melee options and seven Tactical marines... So what I mean is that yes, some things can be forgiving but don't get crazy with options. If you randomly put the cool things on the model, there's a good chance that it will be a 'wasted unit' that you can't really field as you gain experience or want a better looking army.
   
Made in us
Mutilatin' Mad Dok





Couple of things to note:

1. If you use superglue rather than plastic glue, you can (very carefully) disassemble and reassemble models. I prefer superglue for this reason, and have performed surgery on models to improve their loadouts (for example, I assembled Grey Knights with a mix of all the weapons in the box, and later went back and removed the falchions so I could run only halberds and swords instead).

2. For vehicles, you should try to magnetize your weapon options. With Kans, you're always going to take a melee weapon, so you can glue that arm on, but the ranged arms may need to be swapped out as you experiment with different roles for the unit. Simply glue a rare-earth disc magnet on the shoulder and a washer on the arm (cheaper than doubling up on magnets, and you'll have more arms than models). That way you'll never end up kicking yourself because rokkit kans are so much more useful than the big shootas you glued on.

As for the stuff you've got in the Stormclaw box, the options are pretty straightforward. Kans always have a melee arm and a ranged arm. Grots have no options, and the Runtherd can upgrade with a Squg Hound (should) and/or a Grot-Prod (shouldn't). Nobz can be fielded with any and every piece of wargear in their box, so long as you stick to one ranged and one melee weapon per model.

Oh, and in reference to the previous comment about loading up Marines, I have to share. My first experience with the game was when a friend got a Space Marine battleforce, and we assembled it together. At that point we were teetering on the edge of getting into the game, and we thought we'd just assemble the models for fun, and just in case we decided to get into it later. So we didn't know how Marines were kitted out (apart from the broad guidelines of Tacticals carrying ranged weapons, Assault having melee plus pistols, etc.) so we made some amusingly incorrect minis just for cool poses. We absolutely covered one dude in pouches and grenades and named him Sgt. Liefeld. We had a guy who was one-handing a plasma gun with a plasma pistol in his off-hand and a bolter slung on his back. When we started playing the game, I think he went back and converted them to legality.
   
Made in us
Tunneling Trygon






Similar situation. I have a MkVI Corvus marine with pouches that looked like he was punching his open palm (pistol grip hand and missile launcher supporting hand) and the only salvaging I could do to field him was add a combat knife from the bottom of his fist and glue a Bolter on his back with a 'magnetically attached' cop out. Which isn't nearly as bad as the three marines with plasma weapons of various types and power swords and fists... I just add them to Sternguard and call it a day. But nothing beats the Genestealer with Lash Whip and Hormagaunt with Stragleweb Cannon, which were things very briefly in 4th Edition Kill Team. Oh the shame...
   
Made in ca
Angry Blood Angel Assault marine





Ok... let me answer your questions. (I have the Stormclaw Boxset... the whole boxset).

The Warload (both Ork and Space Wolf) comes on its own individual sprue.

The Stormclaw Campaign book acturally have specific instructions on exactly what weapons to equip for each nob and killer kan. If you are just starting out 40K I would recommand you follow the guildlines on the campaign book for a balanced campaign game. However, verteran forum users will be quick to tell you that the campaign suggested weapon options are sub par in a competitive game.

The campagin booklet acturally has the basic special rules for the orks and spacewolfs, and the supplied minirulebook is the full 40K rulebook. you can play a valid 40K game without the codexes until you purchase more units from either fraction.

Have fun with 40K!



   
 
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