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I have an upcoming game against Orks and so I've been reading the Ork codex and have just seen the stats for the Meganob. 2+ Sv, T4, 3W's! Needless to say I'm a bit worried. I don't know if my opponent has any Meganobz but I want to be prepared. I have posted my planned army list in the SW army list section and am wondering whether I should take out either my 2 LW's, who total to 155 points together, or a Grey Hunter Pack and replace them with a Vindicator.

 

Is this a wise choice or am I worrying too much?

 

EDIT: I could replace the PC's with LC's in the LF packs. I could scrape together 10 more points from somewhere.

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I recently did a play test VS mega nobs with terminators

 

termis can hold thier own with mega nobs, but the thing to remember is Meganobs are very expensive to field so he wont have alot.

I went with a wear then down method, bobmarding them with templats so that when they got in close there wasnt alot of wounds left to clean up.

but yeah meganobs can be very scary if they get to you intact.

 

using the same units we did a charge test.

The meganobs killed all of my termis and i managed to return one wound.... not even a kill, just one wound....

 

so dont let them get close, or atleast soften them up real good before they do get close.

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I recently did a play test VS mega nobs with terminators

 

termis can hold thier own with mega nobs, but the thing to remember is Meganobs are very expensive to field so he wont have alot.

I went with a wear then down method, bobmarding them with templats so that when they got in close there wasnt alot of wounds left to clean up.

but yeah meganobs can be very scary if they get to you intact.

 

using the same units we did a charge test.

The meganobs killed all of my termis and i managed to return one wound.... not even a kill, just one wound....

 

so dont let them get close, or atleast soften them up real good before they do get close.

 

Partially true on being very expensive. I'd worry more if the meganobz are 3-4 in size because there may be something else that is going to kill you and that 3-4 sized unit is good for combining assaults and killing tanks.

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Vindicator.

Dread with MM, DCCW, WTN.

LongFangs or Pred with LCs.

WG Pack with poWCs.

 

Painful when they do get in so it's up to you to seize the initiative. Try not to use power fists/thunder hammers to fight them. If you do charge them make sure it is with multiple squads. The more you kill before i1 the better.

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I am never that worried about Mega Armoured Nobz, as 99% of the time (unless the doc character is taken) they have no Invurn save, and thus are Lascannon such bait.

 

I still dont understand why anyone would take Mega Armoured Nobz thought? Regular Nobz are better and jsut as Tough. Take a Pain Boy and make em all Cyborks.

 

You know have a 5+ Invurn with a 4+ FNP against regular attacks (Which is equivalent to the 2+ armour save) and a 5+ Invurn vs special attacks were the Mega armoureds would have nothing. In addition you can get a WAAAGH! Banner giving you WS5, and you dont neccesarilly want all Power Klaw attacks, and with regular nobz with say 2 PKs you now have 40 regular attacks on the charge and 8 PK attacks at WS 5, which i consider better than just 40 PK attacks at WS 4.

 

In addition regular nobz even with upgrades are cheaper overall and have plastic models. I just dont understand taking MA Nobz.

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I play Orks as a side army and never include mega-Nobz; I definitely don't think they are worth it, for a variety of reasons:

 

1. They are expensive for what you get. Sure, they get a 2+ Armour Save, but they don't get any Invulnerable unless you add the extra investment for a Doc and Cybork bodies (making them much more expensive than they started).

 

2. They all come stock with Power Klaws. These are powerful, but always go last, so anybody with Power Weapons that can attack at Initiative will chew them up.

 

3. They have the Slow and Purposeful rule (IIRC), which means they have to treat all terrain as difficult terrain and make the roll to see how far they can move each turn.

 

4. They have poor Leadership. Most Orks overcome this with the Mobz rule, but megaNobz mobz are usually much smaller (due to their high points costs), so are typically much easier to cause them to Break.

 

 

In my opinion Nob Bikers are much, much, scarier than megaNobz.

 

Valerian

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I recently did a play test VS mega nobs with terminators

 

termis can hold thier own with mega nobs, but the thing to remember is Meganobs are very expensive to field so he wont have alot.

I went with a wear then down method, bobmarding them with templats so that when they got in close there wasnt alot of wounds left to clean up.

but yeah meganobs can be very scary if they get to you intact.

 

using the same units we did a charge test.

The meganobs killed all of my termis and i managed to return one wound.... not even a kill, just one wound....

 

so dont let them get close, or atleast soften them up real good before they do get close.

 

Partially true on being very expensive. I'd worry more if the meganobz are 3-4 in size because there may be something else that is going to kill you and that 3-4 sized unit is good for combining assaults and killing tanks.

 

Yeah im trying to come up with a strat to fight my mate, his trick pony is 4 battle wagons, with a mechboy with custome force field, and in one battle wagon he has Gazkull or whatever his name is with 6 mega nobs in mega amror....

 

I have to, repeat have to pop that battle wagon b4 he gets into charge range, which with WA activated apparently he can do within 27" which is scary...

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I play Orks as a side army and never include mega-Nobz; I definitely don't think they are worth it, for a variety of reasons:

 

*snip* good points *snip*

 

Valerian

What about mounted meganobz?

 

Getting them mounted helps quite a bit with the mobility problem, but doesn't offset the other drawbacks. Grey Hunters with Counter-Attack, a MotW model, and a Power Weapon (or two if WGL is attached) would be overmatched, but would cause them some problems. A Wolf Guard unit with Wolf Claws, Frost Blades, and Power Weapons would tear them apart. They really are a big investment for what you get, and almost all Ork players go for Biker Nobz mobz instead (great Mobility, Cover Saves from Bike Exhaust, Twin-linked weapons on the Bikes, Higher Toughness from the Bike, options for close combat weapons that attack at Initiative, etc., etc.

 

V

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Yeah im trying to come up with a strat to fight my mate, his trick pony is 4 battle wagons, with a mechboy with custome force field, and in one battle wagon he has Gazkull or whatever his name is with 6 mega nobs in mega amror....

 

I have to, repeat have to pop that battle wagon b4 he gets into charge range, which with WA activated apparently he can do within 27" which is scary...

 

Ghazghul makes things a little more complicated, as he is one tough character, with a few cool enhancements related to his Waagh! What points level are you playing at? Four Battlewagons, a large MegaNobz mob and Ghazghul would be fairly expensive. Does he have any points left over for more Orks on the battlefield?

 

V

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His whole army is basically the 4 battle wagons, gaz and about 6 mega nobs....

plus his tech boy....

Then he has the other Wagons filled with nobs and a few boys.

using a 1750 point list

 

so its fairly small for an orc army, but pretty nasty if he gets those wagons in...

 

basically hes trying to get across the field and ram / tank shock into my army then use his tough ass nobs and gaz to squish the crap out of me....

 

but we will see..... im quietly confiednt....

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Something that might help- Battlewagons tank shocking suck.... and deffrollas are worse but the answer is sadly unfluffy- scarificial wolf gaurd. At 23pts, a WG with Meltabombs is just useful enough to be a good upgrade for the squad, and just cheap enough to sacrifice for a 8+2d6 hit on that thing.

 

And of course- landspeeders with multimeltas on side armor, or even frontal, should down two battle wagons turn 1.

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sorry forgot to mention all the wagons have defrollers...

 

I will have the following for anti tank...

x4 las

x2 rocket, good luck ...

a razor back with twin linked las

GH with meltas

a crusader with MM and twin link assault cannon.

plus a whirlwind..... use this once i pop the wagons to clean up....

 

and i put together a termi unit with Arjac in the crusader to take out gaz and his mega nobs...

 

Im still debating wether to throw a beefed up wolf lord in with a wolf standard and a unit of GH, or a wolf priet and wolf standard.

 

both could be handy for when the orcs get in close....

 

but it will sure be fun when it happens, lol will be one of the few time a Wolf army will out number an Orc one lol.....

 

and i thought that deffrollers were pretty nasty?

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I don't know what the question was but I am sure the answer is a Vindicator. ;)

 

You sound like you know what you are doing but I thought I would share my experience against two BW. AV 14 is not very nice! (Maybe that is why people get shirty when Marines bring 2+ Land Raiders :cuss ) In a 1500 pts game I had 4 LC and 4 Meltas and still didn't junk them....

 

I am thinking in line with Grey Mage: LS/AB with MM.

 

Another goody is a Dread with MM, DCCW, WTN = move/melta/assault :) i4 s10 power weapon is made for Meganobz IMO

 

Please share how it goes!

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Another goody is a Dread with MM, DCCW, WTN = move/melta/assault ;) i4 s10 power weapon is made for Meganobz IMO

 

Please share how it goes!

 

Yes, the above Dread is excellent against megaNobz, and could insta-Death a couple. Try to get the assault to give yourself the extra Attack, and to keep them from getting the extra attack and Strength 9 Power Klaws (from Furious Charge). However, with only 3 attacks on the charge, hitting on 3's, the Dreadnought is only likely to kill a max of 2 Nobz on the charge, and they will knock him around when they get to return attacks at Initiative 1. So, you are going to want to support the Dreadnought's charge with some additional help (Thunderwolf Cavalry would probably work well, or Blood Claws, or Swift Claws. I just wouldn't send the Dread in by himself and expect him to make it.

 

V

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Land speeders with twin MM these kill nobs(instant death) and Battlewagons

or drop pods with 4 wolf guard and combi melta

 

You don't really need/want Drop Pods. The Orks will come to you.

thats why did small squads to take help take out the battle wagons while the rest sit across the board shooting my brother regularly plays 3 battlewagon orks i do find it effective and turn the orks back on themselves if they find themselves shot in the rear. ok the ork win once they charge kill 4 guys but then they are out in the open with no battlewagon on the other side of the board.

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Land speeders with twin MM these kill nobs(instant death) and Battlewagons

or drop pods with 4 wolf guard and combi melta

 

You don't really need/want Drop Pods. The Orks will come to you.

thats why did small squads to take help take out the battle wagons while the rest sit across the board shooting my brother regularly plays 3 battlewagon orks i do find it effective and turn the orks back on themselves if they find themselves shot in the rear. ok the ork win once they charge kill 4 guys but then they are out in the open with no battlewagon on the other side of the board.

 

If you want a suicide tank killer unit, then you probably could just take 1 or 2 Wolf Guard with Combi-Melta and Melta Bombs to put in that Drop Pod and strike in right behind the Battle Wagon. They'd die for sure the next turn, but it would be nice to pop the transport and make the Nobz walk across the board. Would defnitely outweigh the sacrifice.

 

V

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Thanks for all the help and quick responses guys.

 

I know my opponent has a Battlewagon and Biker Nobz. I plan to use a a Grey Hunter squad in a pod with 2 MG's to help deal with the Battlewagon, once whatever is inside that transport has to footslog, my LF's can wear them down.

 

I think I'll add some Lascannons to my LF's to help with Meganobz and Biker Nobz, they'll also aid against Wartrukks.

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lol vindicator for the win, sit it behind your line of fire, wait for the wagons to get close and boom, then once the nobs are out of the wagon start dropping templates on them....

 

I was thinking about this very option.

 

I have been debating the actuall value of a whirlwind vs the vindi.

Against nobs and battle wagons the vindi may be the way to go...

 

 

Also I had also thought that im going to try out myself.

The orcs are going to want to get across the borad at you as soon as they can.

With that in mind you could start a unit of long fangs in a razorback with twin link laz,

Start with the razor back on the far side of the board to your main force and as far forward as you can.

Use the razorback to out flank, and expose the weaker rear/side armor of the battle wagons.

 

that leaves the orcs two real options

 

1. ignore your long fangs and risk exposing the weak rear armor to your heavy weapons and razorback,

my long fang unit has x2 las, x2 hvy bolter and x1 rocket in it. combined with a razor back with twin link, this will tear up the battle wagons from the rear. (hopefully)

 

or

 

2. turn one of those battle wagons around to take them out.

this takes one battle wagon away from the main assault, but the LF and razor back still have a decent chance of destroying it, and just to add salt to the wound, you can mow down anything that was in the tank with the bolters and rkt... leaving you behind thier line hopefully still with a couple of las and the razorback.

 

either way, youll make some green skins angry... if the dice go your way.... it could be a risk that pays off.....

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lol vindicator for the win, sit it behind your line of fire, wait for the wagons to get close and boom, then once the nobs are out of the wagon start dropping templates on them....

 

I was thinking about this very option.

 

I have been debating the actuall value of a whirlwind vs the vindi.

Against nobs and battle wagons the vindi may be the way to go...

 

 

Also I had also thought that im going to try out myself.

The orcs are going to want to get across the borad at you as soon as they can.

With that in mind you could start a unit of long fangs in a razorback with twin link laz,

Start with the razor back on the far side of the board to your main force and as far forward as you can.

Use the razorback to out flank, and expose the weaker rear/side armor of the battle wagons.

 

that leaves the orcs two real options

 

1. ignore your long fangs and risk exposing the weak rear armor to your heavy weapons and razorback,

my long fang unit has x2 las, x2 hvy bolter and x1 rocket in it. combined with a razor back with twin link, this will tear up the battle wagons from the rear. (hopefully)

 

or

 

2. turn one of those battle wagons around to take them out.

this takes one battle wagon away from the main assault, but the LF and razor back still have a decent chance of destroying it, and just to add salt to the wound, you can mow down anything that was in the tank with the bolters and rkt... leaving you behind thier line hopefully still with a couple of las and the razorback.

 

either way, youll make some green skins angry... if the dice go your way.... it could be a risk that pays off.....

Interesting tactic. I may try that.

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