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Made in us
Mekboy Hammerin' Somethin'




Alaska

I hope that when the Ork Codex comes out they don't restrict units to specific clans.

It's true that in 2nd Ed. many units were clan-specific, but during that time period they even had clan-specific Boyz. Since 3rd Ed. the lore, as I understand it, has been that while certain clans tend to have a lot more of certain kinds of units than other clans, no unit is limited to any one clan.

Bad Moons have lots of meganobz, Blood Axes have lots of stormboyz, Evil Sunz have lots of warbikes, but in the lore Goffs have plenty of meganobz, stormboyz and bikers as well.

Not only do I think it could go against the last twenty years of lore, I think it could limit creativity as well. Maybe Deathskulls flash gitz are nob-versions of lootas, who are strong enough to carry around their deffgunz in their arms rather than mount them on their backs. Maybe a Bad Moons mob doesn't have the know-wots to raise their own squiggoth, but they've got the teef to buy one off some Snakebites. Maybe Snakebites don't trust fancy technology, but a weirdboy tower could be substituted for a lifta-droppa wagon.

This is not to say that I don't want the clans to be able to work together, I do want that. I also think it would be good if each clans rules and stratagems benefited units and playstyles that are closely associated with them (shooty Bad Moons, choppy Goffs, fast Evil Sunz, etc.). I just don't want to see significant restrictions on what units are allowed in what clans.

(I made a thread for this because the subject came up some time ago in a different thread. I wanted to wait to write my response until I had my computer and orky library unpacked. It's been quite a while, I can't find which thread it was in and I'm still stuck typing with my thumbs.)

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It seems pretty unlikely that major units like stormboyz, meganobz, or bikes will get restricted.
   
Made in us
Longtime Dakkanaut





So far, the Codexes have allowed any datasheet to be used with any chapter/clan/craftworld/etc without restriction, aside from certain named characters.

The Ork codex should be no different.
   
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drbored wrote:
So far, the Codexes have allowed any datasheet to be used with any chapter/clan/craftworld/etc without restriction, aside from certain named characters.

The Ork codex should be no different.


There are a few exceptions, like Farsight detachments can’t take Ethereals. But Farsight is in open rebellion against the Ethereals so that makes sense.
   
Made in de
Contagious Dreadnought of Nurgle





Don't worry, we have Alpha Legion Khorne Berzerkers and Saim Hann Wraith Guard, as long as you don't get a Codex for a specific Clan like Death Guard you are fine. The only exception could be ported AoS Orks for Snakebites only. But that's just wishlisting from me.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Sgt. Cortez wrote:
Don't worry, we have Alpha Legion Khorne Berzerkers and Saim Hann Wraith Guard, as long as you don't get a Codex for a specific Clan like Death Guard you are fine. The only exception could be ported AoS Orks for Snakebites only. But that's just wishlisting from me.


I'll raise you Farsight Enclaves Ethereals.

Nothing is going to get Clan-restricted except named characters.

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drbored wrote:
So far, the Codexes have allowed any datasheet to be used with any chapter/clan/craftworld/etc without restriction, aside from certain named characters.

The Ork codex should be no different.


There is the notable exception of the Drukhari where most units are restricted to specific sub-factions, but that was done as their specific "thing" to better represent the inter-faction power struggles and allegiances that the Drukhari are know for. I doubt they'll do the same with the bulk of Ork units, rather they will try to encourage different sub-factions to take more of certain units through their strategums and faction traits, e.g. evil sunz get stuff that benefits fast vehicles, but fast vehicles aren't restricted to evil sunz only.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

I think you guys are right that it's unlikely that GW will start restricting stuff. The big reason why I wanted to bring it up is that some people seemed to think that it would be a good idea.

I might have just been misunderstanding those people. It might be that many of them have different clans in their warbands and I somehow misconstrued their wanting their armies to remain valid with them wanting to restrict which clans units belonged to.

Edit: I'd be shocked if we couldn't take mult-clan armies, but some people might not be happy about giving up some benefits to field an "Ork soup" detachment so that they can get every clan in there.

This message was edited 1 time. Last update was at 2018/06/18 19:39:14


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Made in us
Stubborn Prosecutor





Given that the Astra Miliatrum regiments didn't receive such restrictions (unless you count the oddity of Scions), I wouldn't expect Orks to get any. If Catachans can have Taruoxes I'm certain your ork clan is fine.


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 ChargerIIC wrote:
Given that the Astra Miliatrum regiments didn't receive such restrictions (unless you count the oddity of Scions), I wouldn't expect Orks to get any. If Catachans can have Taruoxes I'm certain your ork clan is fine.



Armageddon Rough Riders are a nice touch.
   
Made in gb
Longtime Dakkanaut




Flash Gitz might miss out (for... "reasons") as per the index but everything else shouldn't.
   
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Inspiring SDF-1 Bridge Officer





Mississippi

Even marine chapters are well-known for favoring certain units (bikes for White Scars, Assault marines for Raven Guard), but unless GW plans to do a codex for each Ork clan (ala Space Wolves and the like), I don’t see restrictions by clan coming to be.

This message was edited 1 time. Last update was at 2018/06/18 19:53:18


It never ends well 
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

Tyel wrote:
Flash Gitz might miss out (for... "reasons") as per the index but everything else shouldn't.

I hope they don't continue with Flash Gitz having no clan keyword. I get that the current models (which I really like) have a Freebooter theme, and that Flash Gitz very often become Freebootaz, but all Flash Gitz aren't Freebootaz and all Freebootaz aren't Flash Gitz.

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Halandri

meleti wrote:
 ChargerIIC wrote:
Given that the Astra Miliatrum regiments didn't receive such restrictions (unless you count the oddity of Scions), I wouldn't expect Orks to get any. If Catachans can have Taruoxes I'm certain your ork clan is fine.



Armageddon Rough Riders are a nice touch.
What do they ride that could survive the atmosphere?

Orks?
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 Stormonu wrote:
Even marine chapters are well-known for favoring certain units (bikes for White Scars, Assault marines for Raven Guard), but unless GW plans to do a codex for each Ork clan (ala Space Wolves and the like), I don’t see restrictions by clan coming to be.

I wouldn't be opposed to each clan getting a book down the road when things get more fleshed out. I think I'd rather see them do books that are clan-agnostic but favor certain clans. Like a Feral Orks book, a Dread Mob book, a Kult of Speed book, etc.

Those might favor Snakebites, Goffs and Evil Sunz repsectively, but they'd be open to all clans like they are in the fluff.

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I worry that theme might hinder on actual tabletop performance.

I have over 30 Lootaz, and converted up nearly all my trukks from Imperial vehicles. I should be a Death Skull, but what happens if Evil Suns get the better trait regarding vehicles. Or Bad Moons get the better damage on their weapons.

My Shoota boyz are all painted up as Bad Moons. Should I now dedicate an entire battalion to Bad Moons? I doubt Shoota Boyz will even be worth taking, but if they are, do I need a separate HQ and two other troops just to make this one color scheme choice viable?

I happen to like painting Red, but since colors actually do matter to Orkz, any red ork will be assumed to be an Evil Sun. Im also a huge Blood Axe fan, but I'm turned off of the idea of painting bad camo patterns on everything. (I'm really hoping Orks DONT get any -1 to hit Clan traits on anything because its too good to pass up.)

Its hard to even come with a neutral clan color scheme for Orkz because.. its all color based. Its alot harder to have a little bit of every Clan with Orkz when the investment is: a good 90 Boyz per Battalion. This isnt just Cadian models playing around with regimental doctrines.

This is why Im hoping GW throws in some lesser known newly created warbands and tribes that show some alternate color schemes. some Red Goffs or some Black and Grey Blood Axe splinters.







This message was edited 1 time. Last update was at 2018/06/19 01:38:07


 
   
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Stubbornness mostly. I already have an army of Night Lord Havocs that have to be played as Alpha Legion because -1 Ld never matters and -1 to hit is superior for my playstyle.

Then I have an army of White Scars bikers that I play using Salamanders Traits because a free reroll per unit is more reflective of the Hunter than fall back and assault.

I didnt want to have to worry about a uniform theme for my Orkz, and it seems that right now, out of all races, theyre the most restricted for it, since clan colors are sacred.


This message was edited 1 time. Last update was at 2018/06/19 02:20:34


 
   
Made in ca
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British Columbia

The only form of this I could see would be a "restriction" in the sense certain Clans Traits and Strategems work really well with certain units.

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Made in de
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They could also just add "The Great Waaagh!" as a faction and give them some traits about having a metric tons of orks on the table.

Edit: Or, even better. Da Boss decides how da gitz get to fight - army trait is decided by the faction of your warlord.

This message was edited 1 time. Last update was at 2018/06/19 14:57:33


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Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 Eldarain wrote:
The only form of this I could see would be a "restriction" in the sense certain Clans Traits and Strategems work really well with certain units.

I'd be totally fine with that. In fact, I used to worry that if GW were to cut and paste some traits poorly we would end up with weird outcomes (like if Evil Sunz got a bonus to advancing, which on it's gave seems fluffly, we might end up with a lot of Evil Sunz foot sloggers and dread mobz).

GW has been doing a decent job with chapter tactics in all the recent books so I'm not as worried about that anymore.


Automatically Appended Next Post:
 Nightlord1987 wrote:
I worry that theme might hinder on actual tabletop performance.

I have over 30 Lootaz, and converted up nearly all my trukks from Imperial vehicles. I should be a Death Skull, but what happens if Evil Suns get the better trait regarding vehicles. Or Bad Moons get the better damage on their weapons.

My Shoota boyz are all painted up as Bad Moons. Should I now dedicate an entire battalion to Bad Moons? I doubt Shoota Boyz will even be worth taking, but if they are, do I need a separate HQ and two other troops just to make this one color scheme choice viable?

I happen to like painting Red, but since colors actually do matter to Orkz, any red ork will be assumed to be an Evil Sun. Im also a huge Blood Axe fan, but I'm turned off of the idea of painting bad camo patterns on everything. (I'm really hoping Orks DONT get any -1 to hit Clan traits on anything because its too good to pass up.)

Its hard to even come with a neutral clan color scheme for Orkz because.. its all color based. Its alot harder to have a little bit of every Clan with Orkz when the investment is: a good 90 Boyz per Battalion. This isnt just Cadian models playing around with regimental doctrines.

This is why Im hoping GW throws in some lesser known newly created warbands and tribes that show some alternate color schemes. some Red Goffs or some Black and Grey Blood Axe splinters.

I also hope that Orks don't get a -1 to hit, and that GW replaces those chapter tactics equivalents in the future.

At the same time I hope Blood Axes don't get a clan trait that gives them cover if they don't move. The not moving thing doesn't give well with most Ork units, including stormboyz and kommandoz.

I think your concerns about color scheme are valid. If freebooterz don't get a clan ability it might be possible to claim your army is a bunch of freebootaz and take whichever clan ability you want, especially if GW themselves mention something to this effect.

It probably won't matter the color as long as you don't use multiple detachments, each with a different clan rule. There might be some opponents or TOs that are sticklers though.

Another thing that might work well with Orks, depending on stratagems, are soup detachments. Some Tau players are taking one or two mono-sept detachments and then one multi-sept detachment. They miss out on the sept abilities for that detachment, but the stratagems it gives them access to makes it worth it. With orks I think tthis would be pretty fluff-friendly.

This message was edited 2 times. Last update was at 2018/06/19 16:27:12


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