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				<title>Two noob questions...</title>
				<description><![CDATA[ Hey everyone, I'm getting back into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and decided to pick up some greenies!<br /> <br /> after looking around i have two starting questions though (sorry if they are answered elsewhere).<br /> <br />       1. i want a warboss in mega-armor, but i cannot find a model to represent this or one orky enough to try and convert, any tips?<br />           For any conversions i would like a model that is bigger than a nob.<br />       <br />       2. the ork battle wagon says it can hold 20 models but i cannot find a squad big enough to fill it. Nobs only go up to 10   <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> .<br />           can i dedicate the battlewagon to two nob squads to fill the hold or is it just meant to hold 10 mega-armor nobz?]]></description>
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				<pubDate><![CDATA[Tue, 7 Jul 2009 23:08:15]]> GMT</pubDate>
				<author><![CDATA[ infamousxiii]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ 1.) Ork Warlord Ghazghkull Thraka you can look at him here:<br /> <br /> <a href="http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1020015&rootCatGameStyle=" target="_blank" rel="nofollow">http://www.games-workshop.com/<span class="glossaryitem" onmouseover='gp(50);'>gws</span>/catalog/armySubUnitCats.jsp?catId=cat1020015&rootCatGameStyle=</a><br /> <br /> and he's friggin' huge!<br /> <br /> 2.) A mob of regular boyz can be in it (up to 20 of course), but it's not considered a dedicated transport so it counts as a Heavy Support vehicle. As far as I know, you can fit 20 models anyway or how regardless of what kind of unit they are (Well, units on foot), just remember anyone wearing Mega Armor counts as two models.<br /> <br /> Also, only Nobz and Meganobz can use the Battlewagon as a dedicated transport.<br /> <br /> Does this clear it up?]]></description>
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				<pubDate><![CDATA[Tue, 7 Jul 2009 23:11:06]]> GMT</pubDate>
				<author><![CDATA[ GoFenris]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ This helps a bit, thanks. But the codex says a group of regular nobz is between 3-10 models witch only takes up half the space. Can I put two full units in the same battle wagon?<br /> <br /> I know I could use a 10 man mega-armor nobz and that would take up the full space, but that would be really point heavy since i am just starting the army.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 05:18:03]]> GMT</pubDate>
				<author><![CDATA[ infamousxiii]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ <blockquote><div><cite>infamousxiii wrote:</cite>This helps a bit, thanks. But the codex says a group of regular nobz is between 3-10 models witch only takes up half the space. Can I put two full units in the same battle wagon?.</div></blockquote><br /> <br /> No, one unit at a time.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 05:34:58]]> GMT</pubDate>
				<author><![CDATA[ chaplaingrabthar]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ <blockquote><div><cite>infamousxiii wrote:</cite>This helps a bit, thanks. But the codex says a group of regular nobz is between 3-10 models witch only takes up half the space. Can I put two full units in the same battle wagon?<br /> <br /> I know I could use a 10 man mega-armor nobz and that would take up the full space, but that would be really point heavy since i am just starting the army.</div></blockquote><br /> <br /> Yes, as far as I know, you can put two units of Nobz in a Battlewagon, but would you really want to. Also, Nobz are more efficient and customizable than Mega-Nobz. Matter of fact, I have yet to see anyone argue the effectiveness of Mega-Nobs over Nobz. Nobz are just <span class="glossaryitem" onmouseover='gp(10);'>BA</span> all the way around. Besides, Nobz in a Battlewagon with a KillKannon and the Warboss with Mega Armor is only twelve models. It'll just count as a Heavy Support vehicle instead of a dedicated transport.<br /> <br /> I'm going to ask a Mod to relocate this to <span class="glossaryitem" onmouseover='gp(146);'>WH40K</span> Tactics because it seems like that's the right spot for your questions.<br /> <br /> Also, be warned, in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Tactics you'll get a LOT of input on exactly what kind of army you <b>should</b> run. If you're just learning and playing for fun, run what you want and learn about what you like, however, the advice you get can help you learn a lot about how the Ork Codex works. For example (and here is my Ork Nob Mob advice, which is pretty consistent with what others will say)...<br /> <br /> Your unit of Nobs should have one Painboy (for the Feel No Pain rule)<br /> All should have Hard Armor (for the 4+ save) Opinions vary on this.<br /> Your Nob unit  should have two or three Bosspoles<br /> One Nob should have a Waaagh! banner (+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>)<br /> The Mob should have 3 or 4 Power Klaws<br /> Stikkbombs are a good investment for the price<br /> All of them should be outfitted slightly different to create 10 wound groups<br /> <br /> In this way they will be almost as deadly as a Meganob unit and take a lot more punishment believe it or not. And, they can move at 6" every turn if on foot.  Also, I put mine in a Trukk to get them across the battlefield faster (Trukks are fast, Battlewagons are not).<br /> <br /> Anyway, good luck! And remember, some will tell you what you NEED to run. I say, take the advice but run pretty much what you want. Between reading and playing, you'll learn what works and what doesn't.<br />  <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 05:45:49]]> GMT</pubDate>
				<author><![CDATA[ GoFenris]]></author>
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				<title>Two noob questions...</title>
				<description><![CDATA[ Mod:<br /> <br /> I think this thread should go into Lists, so I'm moving it there.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 07:20:04]]> GMT</pubDate>
				<author><![CDATA[ Kilkrazy]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ Page 66 in the Rule book. 'A Transport may carry a single infantry unit and/or any number of independent characters.'<br /> As far as your first question I second converting Ghazghkull the model is fantastic (or even just use him as Ghaz, he is a beast  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">).<br /> <br /> Tactically 10 Nobz are fine in a Wagon, don't think of it as a waste. Even if you could have 20 Nobz in the wagon thats a whole lot of eggs in one basket and it would be huge overkill. You can always put shoota or slugga boyz in there instead.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 08:54:56]]> GMT</pubDate>
				<author><![CDATA[ Foldalot]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ <blockquote><div><cite>GoFenris wrote:</cite><br /> Also, be warned, in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Tactics you'll get a LOT of input on exactly what kind of army you <b>should</b> run. If you're just learning and playing for fun, run what you want and learn about what you like, however, the advice you get can help you learn a lot about how the Ork Codex works. For example (and here is my Ork Nob Mob advice, which is pretty consistent with what others will say)...<br /> <br /> Your unit of Nobs should have one Painboy (for the Feel No Pain rule)<br /> All should have Hard Armor (for the 4+ save) Opinions vary on this.<br /> Your Nob unit  should have two or three Bosspoles<br /> One Nob should have a Waaagh! banner (+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>)<br /> The Mob should have 3 or 4 Power Klaws<br /> Stikkbombs are a good investment for the price<br /> All of them should be outfitted slightly different to create 10 wound groups<br /> </div></blockquote><br /> <br /> Hei bro, this is copyrighted <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 13:40:34]]> GMT</pubDate>
				<author><![CDATA[ Orkish]]></author>
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				<title>Re:Two noob questions...</title>
				<description><![CDATA[ <blockquote><div><cite>Orkish wrote:</cite><blockquote><div><cite>GoFenris wrote:</cite><br /> Also, be warned, in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Tactics you'll get a LOT of input on exactly what kind of army you <b>should</b> run. If you're just learning and playing for fun, run what you want and learn about what you like, however, the advice you get can help you learn a lot about how the Ork Codex works. For example (and here is my Ork Nob Mob advice, which is pretty consistent with what others will say)...<br /> <br /> Your unit of Nobs should have one Painboy (for the Feel No Pain rule)<br /> All should have Hard Armor (for the 4+ save) Opinions vary on this.<br /> Your Nob unit  should have two or three Bosspoles<br /> One Nob should have a Waaagh! banner (+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>)<br /> The Mob should have 3 or 4 Power Klaws<br /> Stikkbombs are a good investment for the price<br /> All of them should be outfitted slightly different to create 10 wound groups<br /> </div></blockquote><br /> <br /> Hei bro, this is copyrighted <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> ...and yes, Orkish is the person that sent me the '7 Rules' for a Nob Mob. My apologies for not giving credit.<br /> <br /> <blockquote><div><cite>Foldalot wrote:</cite>Page 66 in the Rule book. 'A Transport may carry a single infantry unit and/or any number of independent characters.'<br /> As far as your first question I second converting Ghazghkull the model is fantastic (or even just use him as Ghaz, he is a beast  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">).<br /> <br /> Tactically 10 Nobz are fine in a Wagon, don't think of it as a waste. Even if you could have 20 Nobz in the wagon thats a whole lot of eggs in one basket and it would be huge overkill. You can always put shoota or slugga boyz in there instead.</div></blockquote><br /> <br /> My mistake on the Battlewagon.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 14:17:12]]> GMT</pubDate>
				<author><![CDATA[ GoFenris]]></author>
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				<title>Two noob questions...</title>
				<description><![CDATA[ ROFL Orkish! <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> To answer the questions in a slightly plainer way;<br /> <br /> 1) use Ghaz - he rocks! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> 2) Read below for transports - Ork units sizes are up to 30 boyz &lt;evil grin!&gt;<br /> <br /> Dedicated - transport is only dedicated during set up.  On turn 1 any unit may embark (but only the unit it was bought with can start the game embarked).  From turn 1 onwards therefore it becomes just a vehicle with a transport capacity.<br /> <br /> Non-Dedicated - any unit may start embarked on the transport during the set up.  Any unit can embark/disembark during the game.<br /> <br /> I believe however only one unit a turn can embark or disembark; so you can't jump mob 'a' out and get mob 'b' in, during the same turn.<br /> <br /> And defiantly only one unit can get inside a transport at any one time (with any number of independant characters - as stated above).<br /> <br /> Something to think about...<br /> <br /> 1 battlewagon with nob, power klaw & 18 boys is roughly the same points as 2 trukks with the combo (ie. 2 nobs with klaws & 11 boys).<br /> <br /> My suggestion, pop a Mek in the battlewagon with a kustom force field, 18 boyz and a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nob.  have lots of truks start within 6" of the battlewagon and watch the las cannon shots ping off the 4+ invulnearble! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 14:17:53]]> GMT</pubDate>
				<author><![CDATA[ BennyB]]></author>
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				<title>Two noob questions...</title>
				<description><![CDATA[ <blockquote><div><cite>BennyB wrote:</cite><br /> I believe however only one unit a turn can embark or disembark; so you can't jump mob 'a' out and get mob 'b' in, during the same turn.<br /> </div></blockquote><br /> Unit 'A' disembarking from Transport 'C', followed by Unit 'B' embarking on Transport 'C' is completely legal. What you can't do is disembark Unit 'A' from Transport 'C' and embark Unit 'A' onto 'Transport 'D' in the same turn. It's usually what I do after a prolonged close combat to preserve a kill point. Plus it's really disheartening to my opponents when that squad of Nobz that just ate 2-3 squads jumps in a Trukk to go claim an objective later while a fresh identical squad jumps out of the same vehicle to go bash some more heads.<br /> <br /> Although if you could...  <img src="/s/i/a/98211dee9c461fcb24c29d4004f43f7f.gif" border="0"> a warboss could apply his powerklaw a long way away... Somewhere on the order of 58" effective range from a quick tally (19" Cruise in Trukk w/Red paint on road, + 2" disembark + ~2" base + 6" move + 2" embark + 25" Flat out in Trukk w/Red paint on Road + 2" Boarding plank). *goes to submit a request for this in 6th edition along with "add melta to any weapon with a Red Paint Job <span class="glossaryitem" onmouseover='gp(136);'>USR</span>" to give Orks usable anti-tank*]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 14:56:25]]> GMT</pubDate>
				<author><![CDATA[ Malecus]]></author>
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				<title>Two noob questions...</title>
				<description><![CDATA[ ROFL Malecus <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 9 Jul 2009 13:39:09]]> GMT</pubDate>
				<author><![CDATA[ BennyB]]></author>
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