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Made in pl
Fresh-Faced New User





Hey, I'm new, both to the hobby and the forum!

I have two noob question for the very start and I hope this is a right place to ask them. I got a nice box of Nobz, which look fun, but here's my conundrum: do I need to decide now what kind of weapons I have to give them, even if I know nothing about building an army and what's good to use? Is it possible to later on just say "I glued them with Choppas but imagine they have Killsaws"?

I got two sets of bases: 25 mm and 32 mm. Which one should I use for my Nobz (and for the little ammo guy)? Does it matter?

I'm sure I'll have more noob questions later
   
Made in us
Gore-Soaked Lunatic Witchhunter







Nobz should be on 32mm bases, the little ammo guy should be on a 25mm base. Base size matters most if you're talking about horde units that can spread out too much because you gave them too big of a base, but generally if you're acting in good faith and not trying to game the system it shouldn't matter that much if you go up or down a base size on a few things.

People don't usually hold you to strict WYSIWYG ("what you see is what you get", the policy of requiring a list to be perfectly represented on the tabletop by the exact components) unless you're in a tournament setting. It's perfectly acceptable to use models assembled with the "wrong" loadout, especially as a new player without a huge arsenal of minis to draw on.

This message was edited 2 times. Last update was at 2020/12/03 18:00:25


Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in pl
Fresh-Faced New User





Thank you!

I'm not a big fan of that WYSIWYG thing... What if I want to play on tournament one day...
   
Made in us
Gore-Soaked Lunatic Witchhunter







Find the TO (tournament organizer, person in charge) and ask them what their standard is.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






People and TO's I've encountered follow a "Be Reasonable" approach to WYSIWYG.

Reasonable: I have 10 Space Marines. This one guy with a Plasma Gun modeled actually has a Melta Gun.

Unreasonable: I have 10 Space Marines. This guy with this shape on his shoulder pad actually has a melta instead of a bolter. This guy with a different shape on his shoulder pad has a flamer instead of a bolter. This plasma gun is actually a flamer. This other plasma gun is actually a melta gun.

Reasonable: I have 10 Nobs. They are all modeled with Choppas. This one Nob, who has a clear distinction, actually has a special weapon. Or, I have 10 Nobs modeled with Choppas. They actually all have Killsaws.

Unreasonble: An indistinct mess of proxies and weapons on matching up with models, hard to track for the player and the opponent without looking at minute details, with no consistency.

Think up some way to differentiate, in a very obvious way, in case you want to model your dudes with all the same weapon, and end up mixing and matching weapons in the unit when you actually build your list. Make it easy for yourself and your opponent.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies


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Made in ca
Quick-fingered Warlord Moderatus






 IllogicalHelicopter wrote:
Thank you!

I'm not a big fan of that WYSIWYG thing... What if I want to play on tournament one day...


for what its worth, ork infantry is pretty easy to magnetize. Get yourself some 3mm N52 magnets and a hand drill and its super quick, especially if you chose to only magnetize the nob and not between shootas/choppas.

Admech Lucius
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Made in pl
Fresh-Faced New User





Thanks for all the reassuring replies! Do people really magnetize 60+ Boyz? Or is it reserved for more "important" units?
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 IllogicalHelicopter wrote:
Thanks for all the reassuring replies! Do people really magnetize 60+ Boyz? Or is it reserved for more "important" units?

I wouldn't recommend magnetising all your horde infantry. That way lies madness.
Sticking to the important stuff is a much better idea.
   
Made in no
Huge Bone Giant





Bergen

If you ever get to a tournament there are work around. Do not think of it at the moment. The game (model assembly} is asking you to make a dessision on uninformed information.

The thing is if you do a whole lot or research you would probably want to assemble them differently later anyway.

From my experience with jobs is that they are OK no matter what you give them. Either they are cheap, or they are exspsnesive but more Lilly. Both works.

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 us
Gore-Soaked Lunatic Witchhunter







 IllogicalHelicopter wrote:
Thanks for all the reassuring replies! Do people really magnetize 60+ Boyz? Or is it reserved for more "important" units?


Magnetization is most efficient on expensive models you don't want to have to buy a lot of, or units with a lot of different weapons that can fill multiple different roles. Infantry in general usually aren't important enough to magnetize.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Exalted Beastlord




 Thadin wrote:
People and TO's I've encountered follow a "Be Reasonable" approach to WYSIWYG.

Reasonable: I have 10 Space Marines. This one guy with a Plasma Gun modeled actually has a Melta Gun.

Unreasonable: I have 10 Space Marines. This guy with this shape on his shoulder pad actually has a melta instead of a bolter. This guy with a different shape on his shoulder pad has a flamer instead of a bolter. This plasma gun is actually a flamer. This other plasma gun is actually a melta gun.

Reasonable: I have 10 Nobs. They are all modeled with Choppas. This one Nob, who has a clear distinction, actually has a special weapon. Or, I have 10 Nobs modeled with Choppas. They actually all have Killsaws.

Unreasonble: An indistinct mess of proxies and weapons on matching up with models, hard to track for the player and the opponent without looking at minute details, with no consistency.

Think up some way to differentiate, in a very obvious way, in case you want to model your dudes with all the same weapon, and end up mixing and matching weapons in the unit when you actually build your list. Make it easy for yourself and your opponent.


Those all seem pretty unreasonable to me. A good proxy is never 'a different weapon the squad is allowed to have.' That's just inherently confusing, since at a glance, the unit is properly equipped as is.

Efficiency is the highest virtue. 
   
Made in gb
Last Remaining Whole C'Tan






I think the same examples aren’t fair in a Tournament game. With stricter time limits, it’s important I can see what’s what in your army at a glance.

But, for less formal gaming, in particular someone trying out a new list? I’d be happy enough.

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Made in gb
Khorne Chosen Marine Riding a Juggernaut




Southampton, UK

Generally, the rules for how a unit can be equipped are detailed in that army's codex. Bear in mind the 9th edition codex for Orks hasn't been released yet, so it's possible that weapon rules or even unit rules will change in the reasonably near future...
   
Made in us
Longtime Dakkanaut




NE Ohio, USA

 IllogicalHelicopter wrote:
Thanks for all the reassuring replies! Do people really magnetize 60+ Boyz? Or is it reserved for more "important" units?


Magnetizing 60+ boyz is what makes it a hobby.
Just magnetize the important ones.

On assembling models before you even know how to build an army.... That's a BAD approach. And will lead to errors, regrets, & wasted $.
Get the books you need. Figure out how you want things set up. THEN build models.

As for the WYSIWYG? You should check with those you intend to play with what standards they'll accept.

WYSIWYG for the weapons is an important concept because when your opponent looks across the board they can (theoretically) make an informed decision on how to deal with the squad. And it cuts down on alot of questions about what something is/isn't & where exactly it is/isn't. This becomes much to very much harder when you get "this thing is really a ___, that things really a ___," etc going on as it's really easy to forget something along the way.
WYS also makes you a better player as you have to figure out how to win with what you HAVE vs what you'd prefer.
   
Made in gb
Twisted Trueborn with Blaster




Alternatively, build them the way you want them. Build cool models, and you'll enjoy playing with them sooner or later. If you go down the Ork path, you'll be buying a LOT of models anyway, so you can adjust and double up on options as you go - and with ork numbers and conversions, a different weapon arm ain't that hard from the growing bits box....

Enjoy!
   
Made in pl
Fixture of Dakka




 IllogicalHelicopter wrote:
Thanks for all the reassuring replies! Do people really magnetize 60+ Boyz? Or is it reserved for more "important" units?


Friend, before you get all happy, go first and ask at your store. Because the whole resonable thing doesn't mean the same thing in different parts of the world. People probably are not going to care if you make a character out of a nob model, or if you pick a bad weapon option. But killsaw are kind of the the best weapon option for ork nobz. Also expect that if people were themselfs made to buy extra thunder hammers or plasma weapons for their armies, they may not be as accepting to you taking stock nobz models and saying an unconverted choppa is a killsaw.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in gb
Death-Dealing Devastator




If you're just starting out, maybe build the Nobz to fit as squad leaders for your Boyz units. That way you can play them as a unit themselves or move them into units.

That way you can always add a dedicated Nobz unit once you know better what you actually want to use them as.
   
Made in us
Shadowy Grot Kommittee Memba






At the end of the day, the one thing you can be sure of is no matter how you build your squad, it will not be the way you'd have wanted to build the squad in 1 edition. My personal approach throughout the years has been rather than trying to build everything to the current optimal loadout, I just build squads with coherent 'themes' that don't conflict.

So if I build a squad with anti-tank guns, they'll all have anti-tank guns. I'm not going to go to ebay to get 5 of the exact same gun that's optimized for this particular meta-game moment, but everyone in the squad is going to have an antitank gun with about the same range.

A mixture of big choppas, killsaws, power klaws, and no gun upgrades? You won't go wrong, honestly. And in a few months, when the rules change around and suddenly oh dang now Power Klaws are the best and Killsaws suck, you're not stuck with 5x dudes with Killsaws. A kombi-rokkit, a power klaw, 2 guys base choppas, and a kombi-scorcha? You're unlikely to be happy with that loadout in the long run.

Disclaimer: This is what I do, this is my opinion of the best long-term strategy, I am not a hardcore tournament gamer I mostly play with other people who've collected and played for 5-20 years and so also own plenty of stuff that's not up-to-the-moment hypercompetitive current metagame material.

This message was edited 1 time. Last update was at 2020/12/31 19:54:06


"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
Committed Chaos Cult Marine





I agree with the_scotsman. What's-good and what's-not changes not only from edition to edition but also can every six months. You are also, "a long way from the top if you want to rock ' roll." so to speak. Especially with Orks. There's good chance that things get all mucked up before you even have your army ready to be fielded. Let alone you having enough games to understand the tricks to playing 40k.

As mentioned by the_scotsman, a rule of thumb that has been pretty consistent in 40k is units with a specialized purpose are generally better than those with a more generalized approach. Meaning that a squad setup for either ranged or melee combat tends to get more work done than a squad that has a little of both. You just aren't wasting potential as much with specialists where generalists are either giving up more accurate and more shots to get into melee or melee is taking longer to get into close combat to allow the ranged components the opportunity to shoot while having less melee weapons once there.

As said, it won't be the optimal loadout, but it also won't suffer as much when the rules inevitably change. On that note, if you want to stay on the bleeding edge of optimal builds, expect to constantly keep adding to your collect to chase the meta. There really isn't a cheap way. I build my armies the same way as the_scotsman taking the weapons I like for particular roles I think I need. Or more often building armies around models I like and filling in the gaps of roles those models don't cover. For the most part, I do okay. Never underestimate an opponent that knows what they want their army to do even if the units used aren't the most optimal.
   
Made in us
Cocky Macross Mayor




I am someone who has been in the same boots my friend. I mean, we all have I suppose. When I started I just bought one unit of Space Marines and built them with the base stuff and one guy had a flamer. My friends who started at the same time were playing, Tau, Guard, Nids and Necrons. So flamer seemed good enough, but later i was wishing I had used the plasma gun.

Over time it all evened out and I just built new models to cover all my bases. I can't field a whole army with the same options in every unit, but as Space wolves its cool that each unit has their own theme anyway.

I 100% agree that you should get the codex and look at what the weapons do to help determine the best or most fun way to equip your guys.
   
Made in pl
Fresh-Faced New User





Another noob question!

I got a nice Meganobz box from Red Gobbo and I'd like to build a Big Mek in Mega Armor with Kustom Force Field. Do I understand correctly that in order to do that I need to build a regular Big Mek in Mega Armor and then I can "claim" he has the Kustom Force Field?

Or is the Kustom Force Field actually one of the two "backpack" options? There's one with the three orb things and one with the electric equipment thing - is one of those a proper Force Field device I should pick?
   
Made in us
Longtime Dakkanaut




NE Ohio, USA

 IllogicalHelicopter wrote:
Another noob question!

I got a nice Meganobz box from Red Gobbo and I'd like to build a Big Mek in Mega Armor with Kustom Force Field. Do I understand correctly that in order to do that I need to build a regular Big Mek in Mega Armor and then I can "claim" he has the Kustom Force Field?

Or is the Kustom Force Field actually one of the two "backpack" options? There's one with the three orb things and one with the electric equipment thing - is one of those a proper Force Field device I should pick?


Technically the "correct" bit is the one with the electrical equipment.
   
Made in pl
Fresh-Faced New User





ccs wrote:
Technically the "correct" bit is the one with the electrical equipment.


Thank you kind and handsome sir.
   
Made in pl
Fresh-Faced New User





I could use some clarification on Get Stuck In, Ladz!, which - judging by Google search - is a common occurrence.

So it's my fight phase, my Nobz are fighting some Poxwalkers, there was no charge.

1. Poxwalkers go first, beat up my Nobz.
2. Nobz beat up Pox.
3. I pick Get Stuck In, Ladz!
4. ???

Who goes now? Poxwalkers as in normal rules and then Nobz, or immediately Nobz again?
   
Made in gb
Executing Exarch






Can you quote the exact wording of the stratagem?

Im assuming it is a: "fight again at the end of the fight phase" stratagem?

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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 ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Exalted Beastlord




Its a fight again (but not just at end of phase- it can be or it can just be any unit that already fought once).

Nothing in it would give the Poxwalkers the ability to fight.
Just the nobs.

Though blowing 3 CP to fight poxwalkers is a little odd, unless they're sitting on an absolutely vital objective at the end of the game.

This message was edited 1 time. Last update was at 2021/04/19 00:34:51


Efficiency is the highest virtue. 
   
Made in pl
Fresh-Faced New User





 Argive wrote:
Can you quote the exact wording of the stratagem?

Im assuming it is a: "fight again at the end of the fight phase" stratagem?


Use this Stratagem in the Fight phase when it is your turn to select a unit to fight, or at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time

Voss wrote:Though blowing 3 CP to fight poxwalkers is a little odd, unless they're sitting on an absolutely vital objective at the end of the game.


It was exactly that
   
Made in us
Confessor Of Sins




Tacoma, WA, USA

The sequence is the players alternate selecting units to fight until all units that can fight has. If a player has no units left eligible to fight, the other player may select units they have that are eligible to fight one after the other as long as their opponent continues to have no units eligible to fight.

So assuming only the Nobs and Pox Walkers are eligible to fight. The sequence is:
  • DG Player: Selects Pox Walkers
  • Ork Player: Selects Nobs
  • DG Player: No eligible units, pass
  • Ork Player: Uses Get Stuck In, Ladz! and selects the Nobs
  • DG Player: No eligible units (unless the Nobs consolidated into a unit during their last fight), pass
  • Ork Player: No eligible units, pass
  • Fight Phase ends as there are no eligible units to fight for either player
  •    
    Made in gb
    Executing Exarch






     IllogicalHelicopter wrote:
     Argive wrote:
    Can you quote the exact wording of the stratagem?

    Im assuming it is a: "fight again at the end of the fight phase" stratagem?


    Use this Stratagem in the Fight phase when it is your turn to select a unit to fight, or at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time

    Voss wrote:Though blowing 3 CP to fight poxwalkers is a little odd, unless they're sitting on an absolutely vital objective at the end of the game.


    It was exactly that


    Maybe not. Say the nobs rolled abysmally and killed like 2 pox walkers.. If those pox walkers are holding a key objective.... is 3 CP going to be worth 10 VP/ denying 10VP?
    I think in some cases that could seal the game.

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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 ? "


     Eonfuzz wrote:


    I would much rather everyone have a half ass than no ass.


    "A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
       
    Made in pl
    Fresh-Faced New User





    Hello, it's me again, quick question this time:

    Is the Kustom Force Field on top of Big Mek in Mega Armour providing 5+ invulnerable save also for the Big Mek himself? He seems a bit squishy.
       
     
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