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Made in us
Perfect Shot Dark Angels Predator Pilot





Ok so I'm just trying to catch up with a ton of stuff I've missed between 6th-10th editions. I see vehicles now have toughness wounds and armor saves, and I think I understand detachments, but I was wondering, does everyone play using "detachments" these days? Or are there people who still just build up an army list using units and don't really choose/pick a detachment? Is it required to use a detachment, or just optional?

I guess I'm not really asking to debate the merits of going one way or another, but trying to understand if its required, or just seen as good practice.

   
Made in us
Longtime Dakkanaut






Southern New Hampshire

Technically required, but there's zero reason NOT to - unless you really want to tie one hand behind your back.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Fixture of Dakka




NE Ohio, USA

No, it's not really required.
But I don't know of anyone who doesn't.
   
Made in ca
Stalwart Tribune




Canada,eh

Generally it's required, however it's much better to learn the game without them. Focus on the basics of turn structure and basic terrain rules. Using detachments will often restrict what you should use in your army, making small collections gimped.




I am Blue/White
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<small>Created with Rum and Monkey's Personality Test Generator.</small>

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1000pt Skitari Legion 
   
Made in ca
Secretive Dark Angels Veteran



Canada

I can’t think of an “up-side” in terms of power to play without a Detachment. So I doubt anyone would object to your playing without one. You would be giving up on the Detachment ability, Enhancements and Stratagems.

It all can be intimidating if you’ve been away for a few editions, but the Detachment concept is fairly simple once you play with it. For an intro game I might suggest that we play without Detachments and focus on the core rules, but once you get a few games in it should be fine.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Sadistic Inquisitorial Excruciator






detachments are just the second half of your army rules that you get to swap around

she/her 
   
Made in us
Inquisitorial Scourge of Heretics






Tapping the Glass at the Herpetarium

Detachments are simple system.

Play with this stuff... get these rules.

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...


"Vulkan: There will be no Rad or Phosphex in my legion. We shall fight wars humanely. Some things should be left in the dark age."
"Ferrus: Oh cool, when are you going to stop burning people to death?"
"Vulkan: I do not understand the question."

– A conversation between the X and XVIII Primarchs


 
   
Made in us
Fixture of Dakka





Pick a detachment. But as others have said, you can kind of ignore their rules/strats for your first few games while you get the hang of things.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Perfect Shot Dark Angels Predator Pilot





 BorderCountess wrote:
Technically required, but there's zero reason NOT to - unless you really want to tie one hand behind your back.


So like, you and your friends could just play something that feels a little more like what fans of older editions would call 'real 40k" by just not doing detachments and building armies around what you'd like instead of whatever is required for detachments? Like a game of 10th edition would be fine with neither side doing detachments?

   
Made in de
Perfect Shot Dark Angels Predator Pilot




Stuttgart

I have played a lot of boarding action games without detachments. Just the limited roster and 500 points. Was great to learn a lot of the basics.
The game is balanced in a way that if both players don't use detachments, it should be mostly fine. Some units are pointed with their potential abilities from detachments in mind, but that shouldn't matter too much in an introductory game.
   
Made in ca
Stalwart Tribune




Canada,eh

Detachments are an extra layer of rules that are not required to play the game and sometimes remove choices for yourself. Enjoy a simpler version of the game until you have a large enough collection to make use of a detachment and the tons of extra stuff that comes with it. Personally I've enjoyed ignoring stratagems.




I am Blue/White
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.


1000pt Skitari Legion 
   
Made in us
Longtime Dakkanaut






Southern New Hampshire

BanjoJohn wrote:
 BorderCountess wrote:
Technically required, but there's zero reason NOT to - unless you really want to tie one hand behind your back.


So like, you and your friends could just play something that feels a little more like what fans of older editions would call 'real 40k" by just not doing detachments and building armies around what you'd like instead of whatever is required for detachments? Like a game of 10th edition would be fine with neither side doing detachments?


You certainly could - play your way, you know? Very few detachments actually restrict what you can take (the biggest example being Codex-divergent Chapters); rather, they tend to encourage certain units with their play style (a Crusher Stampede favoring monsters, or a Blood Angels detachment that favors Death Company).

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Inquisitorial Scourge of Heretics






Tapping the Glass at the Herpetarium

Imperial Knights main detachment is literally show up with any Imperial Knight models you own.

This message was edited 1 time. Last update was at 2024/12/11 23:41:08


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...


"Vulkan: There will be no Rad or Phosphex in my legion. We shall fight wars humanely. Some things should be left in the dark age."
"Ferrus: Oh cool, when are you going to stop burning people to death?"
"Vulkan: I do not understand the question."

– A conversation between the X and XVIII Primarchs


 
   
Made in us
Fixture of Dakka




NE Ohio, USA

BanjoJohn wrote:
 BorderCountess wrote:
Technically required, but there's zero reason NOT to - unless you really want to tie one hand behind your back.


So like, you and your friends could just play something that feels a little more like what fans of older editions would call 'real 40k" by just not doing detachments and building armies around what you'd like instead of whatever is required for detachments? Like a game of 10th edition would be fine with neither side doing detachments?


Yes.
And 2/3 of each detachment are 101% optional anyways - nothing forces you to ever use a strat & you're under no obligation to choose any enhancement.

When you do start using detachments? Start small. Just use the Detachments rule. Then, after a few games or so, add in the enhancements (this is really just like choosing Wargear for a character in the old days - just from a very restricted list).
And then finally the strats. From these you'll probably find that only about 4 will be of use to you.
   
Made in us
Fixture of Dakka





 Lathe Biosas wrote:
Imperial Knights main detachment is literally show up with any Imperial Knight models you own.


Pretty much all the index detachments are general purpose, take what you want styles. That's part of the reason they've often remained the competitive staple even after codices add additional options.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

The only thing the detachment system really prevents in souping in allies. So if you were coming back from an edition where that was normal (and what your army was) there might be more issues.
But for people playing mono-codex, it’s one of the least restrictive ways to put together an army ever.

   
Made in us
Da Head Honcho Boss Grot





Minnesota

Detachments are pretty much a core part of the game, however as LunarSol notes every codex has an "index detachment" that is intended as the "vanilla" detachment for the army, and those detachments have rules that are broadly applicable to anything you might take (whereas others are more specialized). If you aren't too hyped about detachments I'd recommend just playing your index detachment and don't worry about the others.

Most of the index detachments are pretty strong too so it isn't even like you're gimping yourself by only picking them.

Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
 
   
Made in us
Ancient Ultramarine Venerable Dreadnought





BanjoJohn wrote:
Ok so I'm just trying to catch up with a ton of stuff I've missed between 6th-10th editions. I see vehicles now have toughness wounds and armor saves, and I think I understand detachments, but I was wondering, does everyone play using "detachments" these days? Or are there people who still just build up an army list using units and don't really choose/pick a detachment? Is it required to use a detachment, or just optional?

I guess I'm not really asking to debate the merits of going one way or another, but trying to understand if its required, or just seen as good practice.


Detachments (currently) have next to zero restrictions. You can take anything you want within broad rules like (Mostly)-Just-The-One faction/subfaction. i.e. you can't mix and match Ultramarines and Dark Angels. There are a couple few rules for mixing in one Knight, or the "auxiliary" factions like Imperial Agents, etc and there will probably be something for the Eldar/Dark/Harlequins and so on. Detachments provide your six "strategems" and a usually mild to mid-range army wide rule.

My WHFB armies were Bretonians and Tomb Kings. 
   
 
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