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Made in us
Dakka Veteran





I was thinking about the way the 40k factions are broadly divided up, and the lack of allies available for the various xenos factions.
Essentially there are 3 broad divisions: Imperial, Chaos and Xenos. Some of the Imperial and Chaos factions are underdeveloped to say the least, but for the sake of this discussion I’m putting that aside and I’d like to focus on the various Xenos factions.
I’m wondering if there would be a way to expand what we already have into meaningful “super-factions”. Not necessarily something of the size of the Imperial “super-faction”, but something where every faction has 4 or 5 aligned factions that would allow you to field allied detachments in matched play. I don’t just mean spinning out sub factions into their own faction, like separating out ork clans, or elder craftworlds. I think there is a place for sub factions. More akin to CSM and daemons or Space marines and Imperial guard. Separate and distinct armies with a common link, Chaos and Imperial in these cases.

I’m thinking about this from both an in-game perspective and from the background.
The “super-factions” (is there already a common term used for this?) are defined by the battle forged rules, the faction keywords that can’t be used to define a detachment – IMPERIAL, CHAOS, TYRANID, AELDARI.

Aeldari –
At present I think the closest of the xenos to a “super-faction” has to be Eldar, with Craftworld, Dark Eldar and Harlequins as proper factions (Harlequins really could do with being expanded, as could dark elder to a lesser extent) if a fully-fledged ynnari faction with a codex was introduced, I think Eldar could be in a good spot with regards to being a “proper” super-faction. It could be expanded further with Exodites, and possible elder corsairs which would give it 5 full factions. I think the fluff justification for this already exists, and the in-game differences are sufficient to allow each Eldar faction to be its own distinct thing.

Tyranids –
The other pseudo super faction is Tyranids, with the possibility of allies between Tyranids and Genestealers. I’m not sure how I’d expand on the tyranids, possibly introduce a bio-titan only faction, similar to Imperial/Chaos knights? Not sure what else could be added to this though, possible expand Genestealer cults enough so that taking brood brothers can be split off into a codex of its own? Maybe take it in a direction where Tyranid fleets are biologically diverse enough based to have their own codex? A fully fledged psychic tyranid codex where the hive fleet has been eating lots of elder, and one where they’ve mostly been eating orks etc could end up with a tyranid super-faction of 5 or so codexes where each has its own character and play-style.

Orks –
I’m really at a loss for Orks, they’re great and all, but I can’t really think of a way for Orks to have aliies. An all Gretchin codex doesn’t strike me as a good direction, and simply expanding sub factions into their own codex feels a bit half-hearted. Any thoughts on this?

Necrons –
I don’t know a huge deal about Necrons, so I’m not sure what could be done here.

Tau Empire –
I think this one would be the easiest of all to expand into multiple factions. First there’s the Tau auxiliaries, with the will to do it, Kroot could be made into a fully fledged army in its own right, and Vespids could too. They are distinct enough from each other and it could create some interesting armies. Kroot and Vespids would need to be removed from the Tau codex of course, you don’t see SOB popping up in Codex Space Wolves after all. The Tau empire could be expanded further with the Tau military dividing into different factions similar to the imperium where super elite units (Custodes, SMs) have their own factions separate from grunts and techno factions etc (imperial guard, Mechanicus). This could be achieved by separating out the Mech tau – battle suits etc into an elite force with its own codex, and having a separate codex for “regular” tau – fire warriors, devilfish and hammerheads etc. Both would need expanding to become fully functioning factions of their own, but it would be something I’d be interested to see. If you like mecha tau, there would be a faction of all battlesuits, with an elite style, and if you prefer an alien infanty vibe, then Firewarriors. Tau Empire could probably also take a Superheavy faction for the really big battlesuits, to give them their own version of knights. Personally I’m not a fan of superheavies or knights in 40k, but they aren’t going anywhere, so why should superheavy factions be limited to just Imperial or Chaos?

Is this a direction anyone would be interested in seeing? Where the various xenos factions were split over multiple codexes and expanded into functional armies in their own right? Would any of my suggestions break the game, or break the fluff in a way that new fluff would really struggle to justify? Any other ideas along this theme?
   
Made in gb
Frenzied Berserker Terminator




I don't see a need to introduce further bloat and issues. A lot of the problems of the last 3 editions have been allies. Chaos still currently suffers from needing multiple factions to function in a fluffy/basic way.

I'd rather see the opposite and narrow down the bubbles of allies that exist now so there are fewer opportunities and smaller super factions.

Give 1 book factions a bit more parity in options.
   
Made in us
Dakka Veteran





Dudeface wrote:
I don't see a need to introduce further bloat and issues. A lot of the problems of the last 3 editions have been allies. Chaos still currently suffers from needing multiple factions to function in a fluffy/basic way.

I'd rather see the opposite and narrow down the bubbles of allies that exist now so there are fewer opportunities and smaller super factions.

Give 1 book factions a bit more parity in options.


I agree that allies has been a problem in the past, might still be, haven't had the chance to play 9th yet, but I don't think that fleshing out the existing alien factions would necessarily be bad for the game. I'd like to see a bit more balance up against the behemoth that is the Imperial armies. Only one codex for Tyranids, or Tau, or eldar is to my mind the equivalent of only haveing one Imperial codex and one chaos codex. I guess Id just like to see 40k move away from such a heavy focus on the Imperial/Chaos side and give some love to the other factions. More xenos factions would be one way of doing that I think.
   
Made in gb
Frenzied Berserker Terminator




Aash wrote:
Dudeface wrote:
I don't see a need to introduce further bloat and issues. A lot of the problems of the last 3 editions have been allies. Chaos still currently suffers from needing multiple factions to function in a fluffy/basic way.

I'd rather see the opposite and narrow down the bubbles of allies that exist now so there are fewer opportunities and smaller super factions.

Give 1 book factions a bit more parity in options.


I agree that allies has been a problem in the past, might still be, haven't had the chance to play 9th yet, but I don't think that fleshing out the existing alien factions would necessarily be bad for the game. I'd like to see a bit more balance up against the behemoth that is the Imperial armies. Only one codex for Tyranids, or Tau, or eldar is to my mind the equivalent of only haveing one Imperial codex and one chaos codex. I guess Id just like to see 40k move away from such a heavy focus on the Imperial/Chaos side and give some love to the other factions. More xenos factions would be one way of doing that I think.


Expanding them is one thing but creating cross-codex factions for the sakes of it is a balance nightmare. Break "imperium" down back into parts imo.
   
Made in us
Dakka Veteran





Dudeface wrote:
Aash wrote:
Dudeface wrote:
I don't see a need to introduce further bloat and issues. A lot of the problems of the last 3 editions have been allies. Chaos still currently suffers from needing multiple factions to function in a fluffy/basic way.

I'd rather see the opposite and narrow down the bubbles of allies that exist now so there are fewer opportunities and smaller super factions.

Give 1 book factions a bit more parity in options.


I agree that allies has been a problem in the past, might still be, haven't had the chance to play 9th yet, but I don't think that fleshing out the existing alien factions would necessarily be bad for the game. I'd like to see a bit more balance up against the behemoth that is the Imperial armies. Only one codex for Tyranids, or Tau, or eldar is to my mind the equivalent of only haveing one Imperial codex and one chaos codex. I guess Id just like to see 40k move away from such a heavy focus on the Imperial/Chaos side and give some love to the other factions. More xenos factions would be one way of doing that I think.


Expanding them is one thing but creating cross-codex factions for the sakes of it is a balance nightmare. Break "imperium" down back into parts imo.


Fair enough. As for expanding the xenos races/creating new xenos factions what would you hope to see?
   
Made in gb
Instigating Incubi




The dark behind the eyes.

I think some of the Xeno factions are in dire need of some love - whether updating old sculpts (Eldar), or getting new units/options (DE, Harlequins).

However, I wouldn't advocate trying to make them into super-factions just for the sake of it.

If anything, I think it's Chaos and Marines that could do with being cut down a bit. Chaos is quite messy at the moment, due to the fact that there seems to be more synergy between books than there is in the same book. At the very least, it seems like daemons shouldn't be in a separate book at all. The AoS route actually seems far more sensible (shockingly) where units are paired up by god - so you'd have Death Guard with Nurgle daemons, Thousand Sons with Tzeentch daemons etc.

And as for SM, they're just a great, bloated mess that swallows everything else and which have to be fed the once-unique traits of other factions just to sustain their bloat. I'm not saying that models need to be removed outright, but having something like 30 different profiles for Terminators - most near-identical - just seems moronic.

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 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Longtime Dakkanaut





Aash wrote:
Only one codex for Tyranids, or Tau, or eldar is to my mind the equivalent of only haveing one Imperial codex and one chaos codex
The distinct factions - guard, sisters, talons, mechanicus, and daemons do each have only one codex.

Imperial Agents have five books, and barely a 1/5th a faction in each.

Marines and chaos marines have all the rest, expanded and fragmented repeatedly each edition. It's not ideal.
   
Made in fr
Stalwart Tribune





It would be interesting to have rules for adding mercenaries to some armies. I mean the factions whose goals aren't "kill every single thing dead."

You could use existing models for ork freebootaz, eldar corsairs or human mercs, but it'd also be a nice way to introduce some funky aliens into the mix.
   
Made in us
Mysterious Techpriest




It would be interesting to have rules for adding mercenaries to some armies. I mean the factions whose goals aren't "kill every single thing dead."

You could use existing models for ork freebootaz, eldar corsairs or human mercs, but it'd also be a nice way to introduce some funky aliens into the mix.


Agreed. It's actually come up a few times lately that it might be cool to have a "Mercenaries" codex that has units that can "contract" for certain armies. Like the old "Dogs of War" book for WHFB.

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
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... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Lead-Footed Trukkboy Driver





GW has been missing the mark for years. You say no need for a Grot codex, OP? I say there is every need! Grot snipers, Grot squiq riders and herders, Grot tanks (made into a proper unit) both mini and mega-tank versions, Grot bomb launchers, Grot hq choice, the list goes on and on. Tons of modeling options that could not only add flavor to an already impressive Ork line of models, but more importantly, add diversity to play styles.

IMO all Xenos armies should be expanded further. As it stands, many Xenos armies are limited to one or two play-styles that end up being far more dependent on the core rules and thus fluctuate far more than imperial armies when editions change. The existence of non-list breaking assassins for the Imperium helps plug holes in imperial factions. This is not to say there aren't mono imperial factions that could use some love too. I am merely advocating that GW share the love!

Gork and Mork help me: 4k+ Orks 3k+ Guard 3k+ Ironhands 3k+ Chaos Marines 2k+ Daemons 4k+ Necrons 4k+ Genestealer cult and Tyranids 2500k Dark Eldar 
   
Made in gb
Frenzied Berserker Terminator




 Grumblewartz wrote:
GW has been missing the mark for years. You say no need for a Grot codex, OP? I say there is every need! Grot snipers, Grot squiq riders and herders, Grot tanks (made into a proper unit) both mini and mega-tank versions, Grot bomb launchers, Grot hq choice, the list goes on and on. Tons of modeling options that could not only add flavor to an already impressive Ork line of models, but more importantly, add diversity to play styles.

IMO all Xenos armies should be expanded further. As it stands, many Xenos armies are limited to one or two play-styles that end up being far more dependent on the core rules and thus fluctuate far more than imperial armies when editions change. The existence of non-list breaking assassins for the Imperium helps plug holes in imperial factions. This is not to say there aren't mono imperial factions that could use some love too. I am merely advocating that GW share the love!


There's room for expanded factions and subfactions all round, but rather than making 2 greenskin books both with 1-2 builds, just fix the codex internal balance so most units work and add a couple.
   
Made in us
Sneaky Sniper Drone




Kroot and other Auxillaries are one thing where they could make an actual faction (though I'd prefer to keep in codex too, rather than have an Aeldari-style mess).
But why in the world would I want to split my Tau army into Battlesuit and Alien-Imperial-Guard half-armies?
They've got a cohesive aesthetic and fluff that doesn't support that kind of split at all. There's no advantage to forcing Tau into multiple detachments tied with an Imperium-style faction keyword.
It's all just inconvenience, separate stratagems, CP cost for detachments, HQs and special abilities that only work on one detachment..
I'm all for more Xenos units but Codex Splits like you suggest are a flat out Bad Idea, sorry. Simply writing better Codices that support more diverse armies and more than the bare-minimum of model range support would suffice.

This message was edited 1 time. Last update was at 2020/09/04 19:20:54


 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

There are only two ways I can see Orks being suitably expanded on (because I'm agreed that an all-Grot army would be a terrible idea):

- a faction of hyper-evolved, bigger, badder Orks - something like how Fantasy had Black Orcs; or
- a completely unrelated alien race that have discovered the Orks to be quite useful to them somehow - maybe as protection? - that the Orks keep around because they're amusing to them in some way. That'd have to mean they're not good in a scrap though, so it'd be tricky not making them just Tau 2.0 on the tabletop.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in gb
Executing Exarch






I could mayne like to see a "xenos" superfaction based on the Cabal. Called Cabal.

So essentialy, grand faction imperium chaos and Cabal(xenos) nids, orks and necrons dont really fit the allies framework as they just wana kill and take over

This message was edited 1 time. Last update was at 2020/09/04 20:24:56


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Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
 
   
Made in us
Angelic Adepta Sororitas





I would love to see grots with their own codex, after all fantasy has grot armies and ork armies and a combination of both.

A codex mercenaries would be great. Roll all the random units in the side games + new units we see in all the lore and alien weapons mentioning races we've never seen. Faction wise the 2 armies off the top of my head that extensively use mercenaries (dark eldar, and tau) should get some sort of faction bonus to using said mercenaries as an alternative to their normal kabal/sept bonuses.

DE defiantely needs to be reintegrated or if they want to keep it as 3 mini dexes in 1 needs to be dramatically expanded, give traits to Incubi and scourges...

Tyranids are a good candidate for even more imperial knight size bloat making infantry increasingly more irrelvent and moving the game closer to epic in 28/32mm scale..

Eldar definately need a entire model line redone and serious rules reworking on aspects... also bring in the rest of the phoenix lords.

Game wide: Proper tanks with light, medium, and heavy versions across factions.

"If you are forced to use your trump card, then the battle is already lost" 
   
Made in gb
Rampaging Reaver Titan Princeps





Earlobe deep in doo doo

Ork subfactions proper Speed Freakz and Dredd Mobz would be good......

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2017 Model Count-71
 
   
Made in au
Dakka Veteran





There is more variation within the Orks than you will ever find in space marines, as they are built around the preferences and obsessions of their warlord, rather than small deviations from a specific set of rules.

You can quite easily split the Orks into faction books the same way the Imperium is split with some parallels:

Waaagh da Boyz - imperial guard equivalent, with hordes of troops and ramshackle vehicles

Da mekorkikus - admech, big mechs, cyborks, dredds, lootas etc

Da big Boyz - marines, scar Boyz, nobz, mega nobz, smaller army with high power units

Speed freaks - warbikes, buggies etc

Storm Boyz - drill Boyz, highly disciplined,

Grot revolutionary committee - grot force, slave bomb shackle Ork fodder, snipers, assassin's, sneakers, etc

Da pain force - painboss, kustom body jobs, squig transplants, Ork monster Boyz juiced on Tyranid adrenal bioforms, like an ork version of the haemonculi covens, cyboars, squig riders, squiggoths etc

Feral force - steamanauts, boar riders, mad Boyz, squig herds


And each one of these army concepts would then be shaded differently by the Klan rules, unique to each one. A deathskull painboss army would be different to a Goff painboss and so on.


If you can justify the separation of the imperium's armed forces (who are all part of the same fighting force in the end) then you can justify every other alien force having its different military aspects separated into Distinct armies.



All it takes is the same amount of effort it took for GW to write 6 marine supplement books, inventing whole new units (despite the fact that the examples I give above are mostly units that have existed previously) and writing 10+ separate army books for the same factions military forces.


   
Made in us
Dakka Veteran




Stormboys for Orks got weirdly twisted.

Back in the day, they were mostly Youfs, young Orks rebelling against their parents by polishing their boots, wearing uniforms that were well-mainted, marching in order … some even combed their hair squigs! CRAZY REBELS! They were also a bit foolhardy with the indestructability of youth, so they strapped on jump packs and were happy to be the first ones in.

Buuuut, that whole Nazi aesthetic that they had was no beuno, so it got removed FAST.

they then turned into CRAZY Orks, with wild faces and whacky jetpacks and so on.

But the old "youfs" style has needed a comeback in a bad way. obviously they'd need VERY different uniforms, but there's roomin the Orks for a bunch of radically normal, upstanding, utterly non-chaotic types.

There's also room for an Ork-Imperial mixed faction of Blood Axes using Imperial gear. It's been around for forever but never really gets used and that's a shame.

Lastly, while there needs to be an expansion of Kroot in the Tau, with at the least a single HQ option, there even more needs to be a giant Mercenaries book, with freebooters from all over.

Renegade Marines! They'r enot CHAOS Marines, they just said "Frag this" and left the service, now serving as mercenaries, hired guards for free traders, and so on. Blood Axes for hire! Dark Eldar pirate bands, YARR! Kroot mercenaries! This is the kind of book where you can invent several tiny subfactions, little more than a single unit box, and let fly. Wan some Squats? Mercenaries! Want a Zoat? Mercenaries! Want Space Elves riding dinosaurs? MERCENARIES!

It's money just sitting there, waiting for GW to pick it up. It's insane.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

There's something else you're missing about Stormboys... it was the combination of them being yoofs PLUS the uniform. Remember that the Hitler Youth was a real thing.
I have to admit I like them more now as they are, where they're basically just boyz with a rocket strapped on because "den we's can krump the humies fasta!".
It'd be nice to bring back yoofs doing SOMETHING nuts, but something different than Stormboys, I reckon.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Longtime Dakkanaut




 Super Ready wrote:
There are only two ways I can see Orks being suitably expanded on (because I'm agreed that an all-Grot army would be a terrible idea):

- a faction of hyper-evolved, bigger, badder Orks - something like how Fantasy had Black Orcs; or
- a completely unrelated alien race that have discovered the Orks to be quite useful to them somehow - maybe as protection? - that the Orks keep around because they're amusing to them in some way. That'd have to mean they're not good in a scrap though, so it'd be tricky not making them just Tau 2.0 on the tabletop.


You wouldn't understand if you aren't an Ork Player but the only Ork ally army I can think of is a Grot Revolutionary army. There's fluff supporting the army, there is even a "Red Gobbo" model in production. This would also fill in a lot of holes that hte Ork army currently has. No Snipers, lack of actual tanks, Squig models galore.

Give us some Primorks if you want but don't count out the grotz.

If at first you don't succeed then Sky Diving isn't for you. 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Oh, my reasons for thinking they'd be a horrible idea isn't anything to do with lore. Quite the opposite - it's the very idea of an entire army being centred on the horde idea.
Can you imagine how horrible it would be to have to play against an army that's expected to take upwards of 100 Troops models and not even hit 500 points yet? You'd be hammering out a weekend-long schedule with allocated breaks just to arrange a single game.

And on the Grot player's side - the Troops might be a bit cheaper to buy than your average unit, but not so much that they equal out in terms of points per £/$. That'd make them a very expensive army to play, and in turn that would make them a less popular choice, all but automatically relegating them to one-Codex-every-two-editions-if-you're-lucky territory.

...the counter to these points - don't make them a horde-centric army - just raises the question of why you'd even make the army a Grots army if that's how you're going to do it. You can't make an individual Grot on par with an Ork without breaking fluff somehow, after all.

This message was edited 1 time. Last update was at 2020/09/05 16:00:41


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Longtime Dakkanaut




 Super Ready wrote:
Oh, my reasons for thinking they'd be a horrible idea isn't anything to do with lore. Quite the opposite - it's the very idea of an entire army being centred on the horde idea.
Can you imagine how horrible it would be to have to play against an army that's expected to take upwards of 100 Troops models and not even hit 500 points yet? You'd be hammering out a weekend-long schedule with allocated breaks just to arrange a single game.

And on the Grot player's side - the Troops might be a bit cheaper to buy than your average unit, but not so much that they equal out in terms of points per £/$. That'd make them a very expensive army to play, and in turn that would make them a less popular choice, all but automatically relegating them to one-Codex-every-two-editions-if-you're-lucky territory.

...the counter to these points - don't make them a horde-centric army - just raises the question of why you'd even make the army a Grots army if that's how you're going to do it. You can't make an individual Grot on par with an Ork without breaking fluff somehow, after all.


...you mean like Orkz have been forced to play for like 6 years? 180 Boyz at $30 for 10. hell, our only good formation from 7th was called "Green Tide" which allowed Orkz to take 300 boyz.

If at first you don't succeed then Sky Diving isn't for you. 
   
Made in gb
Frenzied Berserker Terminator




SemperMortis wrote:
 Super Ready wrote:
Oh, my reasons for thinking they'd be a horrible idea isn't anything to do with lore. Quite the opposite - it's the very idea of an entire army being centred on the horde idea.
Can you imagine how horrible it would be to have to play against an army that's expected to take upwards of 100 Troops models and not even hit 500 points yet? You'd be hammering out a weekend-long schedule with allocated breaks just to arrange a single game.

And on the Grot player's side - the Troops might be a bit cheaper to buy than your average unit, but not so much that they equal out in terms of points per £/$. That'd make them a very expensive army to play, and in turn that would make them a less popular choice, all but automatically relegating them to one-Codex-every-two-editions-if-you're-lucky territory.

...the counter to these points - don't make them a horde-centric army - just raises the question of why you'd even make the army a Grots army if that's how you're going to do it. You can't make an individual Grot on par with an Ork without breaking fluff somehow, after all.


...you mean like Orkz have been forced to play for like 6 years? 180 Boyz at $30 for 10. hell, our only good formation from 7th was called "Green Tide" which allowed Orkz to take 300 boyz.


You don't have to take 180 boyz, there are other units rather are points heavy orks can have, but the grot army even just the core hq and troops would be so cheap it'd be painful. You'd probably be filling brigades as standard because you ran out of slots before points.
   
Made in us
Longtime Dakkanaut




Who knows, at the moment those Grotz are 5ppm or 1pt cheaper than boyz in 7th. Plus any self respecting Grot army would field a plethora of Mek Gunz, Big gunz, Killa Kanz and Grot Tanks not to mention whatever new units they get like Grot snipers or Squig Cavalry.

If at first you don't succeed then Sky Diving isn't for you. 
   
Made in be
Regular Dakkanaut





For Orks, I can think of two side-armies.

- Grot revolutianary commitee

- Freebootaz

I want a freebooter codex so bad.

EDIT:

Add Feral Ork Tribes into the Mix.

This message was edited 1 time. Last update was at 2020/09/05 17:53:56


 
   
Made in us
Fresh-Faced New User




In the Warp, next to the cookies

Would I like more options for factions other than Space Marines? Not really. I like how you are thinking though. I would honestly prefer One mega codex for each faction so rules can be consokidated, better analyzed and brought in line with each other.

Astartes- I wish it was one book with every space marine xhapter in it. My optimal outcome is, yes you can mix and match but rewards mono faction.
Aeldari- Craftworld, Harlequin, Drukhari, Ynnari. Allows to mix and match but rewards mono faction.
Tau- Make lots of septs with varrying play styles. Hell...add the kroot army in there.
Chaos- Same as Astartes but with demons added.
Orks- Like Tau. Add savage tribes, Vary with tech options to represent playstyle/looting memtality of the race.

And last but not least...

Imperium!- Same as Astartes but not space marine factions!

Historical War Gaming- Another reason for people to be as racist as possible... 
   
Made in ca
Legendary Master of the Chapter





 Huoshini wrote:
Would I like more options for factions other than Space Marines? Not really. I like how you are thinking though. I would honestly prefer One mega codex for each faction so rules can be consokidated, better analyzed and brought in line with each other.

Astartes- I wish it was one book with every space marine xhapter in it. My optimal outcome is, yes you can mix and match but rewards mono faction.
Aeldari- Craftworld, Harlequin, Drukhari, Ynnari. Allows to mix and match but rewards mono faction.
Tau- Make lots of septs with varrying play styles. Hell...add the kroot army in there.
Chaos- Same as Astartes but with demons added.
Orks- Like Tau. Add savage tribes, Vary with tech options to represent playstyle/looting memtality of the race.

And last but not least...

Imperium!- Same as Astartes but not space marine factions!


a mega codex sounds great until you have to carry it.

Opinions are not facts please don't confuse the two 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

It also means less book sales for GW in the long run, so isn't terribly likely to happen.
Except for one, apparently...

Astartes- I wish it was one book with every space marine xhapter in it. My optimal outcome is, yes you can mix and match but rewards mono faction.

It looks like you're about to get your wish. The Chapter Tactics page of the new Marine Codex was leaked and it shows all original Loyalist Legions - yes, even Space Wolves!!
We know that supplements will continue, so Wolves and both kinds of Angels are likely to get a supplement too, but technically you could still play those Chapters using just the core Codex (and indeed, we may well need to until the supplements are released).

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in ca
Tail-spinning Tomb Blade Pilot






 Huoshini wrote:
Would I like more options for factions other than Space Marines? Not really. I like how you are thinking though. I would honestly prefer One mega codex for each faction so rules can be consokidated, better analyzed and brought in line with each other.

Astartes- I wish it was one book with every space marine xhapter in it. My optimal outcome is, yes you can mix and match but rewards mono faction.
Aeldari- Craftworld, Harlequin, Drukhari, Ynnari. Allows to mix and match but rewards mono faction.
Tau- Make lots of septs with varrying play styles. Hell...add the kroot army in there.
Chaos- Same as Astartes but with demons added.
Orks- Like Tau. Add savage tribes, Vary with tech options to represent playstyle/looting memtality of the race.

And last but not least...

Imperium!- Same as Astartes but not space marine factions!


Tyranids?
Necrons?

Girl Gamers are the best! 
   
Made in de
Longtime Dakkanaut





Orks:
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Subfactions:
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