CrazyCanuk Posted January 4, 2010 Share Posted January 4, 2010 Ahoy hoy! I am currently putting pen to paper and really trying to hammer out a space wolf list to aim for. And I seem to have all my bases covered except Nob Bikers. How do Space Wolves deal with them? I am really going on the deep end and assuming they are upgraded to the gills. They will reach you, and they will drop have your army. Is it something as simple as driving up about 3 Grey Hunter squads and unloading Bolters goodness? I just can't figure uot a reliable way to deal with FnP. Maybe there is a simple answer and I am just blind, but what is the general consensus on this issue! Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/ Share on other sites More sharing options...
Woulfeheart Posted January 4, 2010 Share Posted January 4, 2010 Well, the last time I played against Nob Bikers was before our new 'dex. Back then, I had no trouble with them, to the point where the ork player stopped using them entirely. Amassed bolter fire works wonders, as does plasma. Space Wolves are one of the better-equipped armies when it comes to taking down Nob Bikers. Now that I think about it, I wonder what a few Wolf Claw Wolf Guard would do to them... Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234789 Share on other sites More sharing options...
AcidBurn Posted January 4, 2010 Share Posted January 4, 2010 if there going fully upgraded i would just shoot the crap out of them and hope you thin out there numbers before they get to you, they still only have a 4+ armor save and a 5+ inv save. bolters and flamers my friend, bolters and flamers. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234798 Share on other sites More sharing options...
CrazyCanuk Posted January 4, 2010 Author Share Posted January 4, 2010 The issue I have with Flamers is that you have to be much too close to use them. If you fluff, your boned. Would it be a viable tactic to keep everything mounted, let them munch a rhino and counter with massed hunters? Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234801 Share on other sites More sharing options...
stinkenheim Posted January 5, 2010 Share Posted January 5, 2010 one word, VINDICATOR (it had to be in captials because its not a subtle vehicle). yeah its relatively short range, but it will instant kill them, ignore thier FNP, force pinning check (great for shooting the survivors)... awesomesauce. otherwise a few missile launcher shots a turn should deal with it nicely (double T so no FNP, ap 3 so no armour save) or a fudge lot of heavy bolters as a last resort... Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234869 Share on other sites More sharing options...
Yeti Posted January 5, 2010 Share Posted January 5, 2010 Simple Solution : Long Fangs with missile launchers. Accurate, instakilling, no save, no FnP. They muff their inv. save and they're toast. I've found that bolter fire isn't that useful. If you're in rapid fire range, you're too close and needing a 5+ to wound ... make you sympathise with IG. :)) Add in would allocation tricks, you'll be lucky to kill one. Massed plasma works, but is expensive and it's dangerous, once again, it works best when you're too close for comfort. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234894 Share on other sites More sharing options...
Grey Mage Posted January 5, 2010 Share Posted January 5, 2010 Ahoy hoy! I am currently putting pen to paper and really trying to hammer out a space wolf list to aim for. And I seem to have all my bases covered except Nob Bikers. How do Space Wolves deal with them? I am really going on the deep end and assuming they are upgraded to the gills. They will reach you, and they will drop have your army. Is it something as simple as driving up about 3 Grey Hunter squads and unloading Bolters goodness? I just can't figure uot a reliable way to deal with FnP. Maybe there is a simple answer and I am just blind, but what is the general consensus on this issue! Id say 3 GH squads unloading Plasmaguns and PPs would do a sight better- no feel no pain at any rate. Just remember, you have about 600-750pts to deal with them, as thats what the ork player pays for said units of bikers+warboss. A pair of Lone Wolves is also a good idea, when equiped with thunderhammers... but that requires some finesse to get them in CC with the Nobz and not a boyz unit. Another excellant option is some of your own "nobz" in the form of WG- wether on foot, LR, or biking a few powerfists to dish out the damage and insta-kill some nobz and a couple stormshields to take it and youll soon find you outclass those hells-angels wannabes. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234897 Share on other sites More sharing options...
rodf Posted January 5, 2010 Share Posted January 5, 2010 cause as much difficult terrain as possible , you can not turbo boost through difficult and if you move through it at normal speeds you cause your opponent to take dangereous terrain rolls. not only are you limiting the field and movement but you can use the unit causing the difficult terrain as a distraction but making the nob bikers either deviate towards them , or ignore them and take wounds from the rolled ones. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2234994 Share on other sites More sharing options...
Wildfire Posted January 5, 2010 Share Posted January 5, 2010 Remember that ork bikes generate a 4+ cover save for themselves. Still, S8 weapons are the best thing for them, otherwise they get to use wound placement shenanigans. Also Jaws of the World Wolf. It makes orks cry. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235039 Share on other sites More sharing options...
antique_nova Posted January 5, 2010 Share Posted January 5, 2010 I recently faced such lists and an eldar player who thought that they were the be all and end all. it's funny when you think about them boasting of it and the getting trashed. but onto the topic on topic: S8 weapons - preferably AP1-2 and weapons that ignore the FNP, but missile launchers are fine just don't rely on them. JOTWW anyone? Murderous hurricane can be a pain for them. Also, they will get pummeld against a frost blade army :). Make sure you always have something between you and them however, to stop the from charging your units that can deal with nobz bikers ( small squads, i say small so that you get to blast them to death next turn ) or transports like rhinos. Hope that helps! thanks antique_nova Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235260 Share on other sites More sharing options...
nurglespuss Posted January 5, 2010 Share Posted January 5, 2010 yep longfangs with frag missiles (I know th strength is low, but man those massed templates are winning me games against tough units lately!) and twin autocannon dreads, also twinn assault cannon razor back. Last game I faced 'em, (unit of 8) I wiped em out in 2 turns (good dice rolling on mhy part, unlucky coversaves etc. on my oppnents). Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235294 Share on other sites More sharing options...
stinkenheim Posted January 5, 2010 Share Posted January 5, 2010 if you must engage them in combat use thunderhamers/pwerfists. frostblades whilst nasty still need to wound twice to remove an ork, whereas the thunderhammer/powerfist only needs to cause one wound. Instant death is your friend. @ antique-nova if the weapons are str 8 they dont need the high ap. FNP doesn't work against power weapons, ap 1 or 2 or wounds that would cause ID so normal missile launchers will ignore FNP because they would cause ID. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235296 Share on other sites More sharing options...
Oldenhaller Posted January 5, 2010 Share Posted January 5, 2010 I'm with Nova on this and say fight cheese with cheese a couple of JotWW totting Rune priests make them fall down holes on a 4+...no wories about cover saves, no worries about multiple wounds or FNP. This unit now has it's nemisis... ~O Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235315 Share on other sites More sharing options...
Blekinge Posted January 5, 2010 Share Posted January 5, 2010 S 8 Weapons are not that useful, especially krak missiles. They will probably have a warboss in the unit, which has native T 5. If he takes the missile hit, he is not instantkilled, and gets FNP. Massed missiles might work, as he cannot allocate more than one to the warboss, through. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235347 Share on other sites More sharing options...
stinkenheim Posted January 5, 2010 Share Posted January 5, 2010 how often are you going to be firing just one missile?? i still favour the vindicator, should cover the majority of the unit in one shot, no save, no FNP, almost guaranteed a wound... and will even cause ID on the warboss Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235368 Share on other sites More sharing options...
nurglespuss Posted January 5, 2010 Share Posted January 5, 2010 problem with the vindicator is, its just too obvious a tank, theres no subltey (not saying there should be any). If I were the ork player I would turbo boost well away from it, and stay fanned out to reduce such template tempting. Personally, if I were offered long fangs or vindicator, I'd take the longfangs. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235386 Share on other sites More sharing options...
Wildfire Posted January 5, 2010 Share Posted January 5, 2010 S 8 Weapons are not that useful, especially krak missiles. They will probably have a warboss in the unit, which has native T 5. If he takes the missile hit, he is not instantkilled, and gets FNP. Massed missiles might work, as he cannot allocate more than one to the warboss, through. I could be misremembering (I don't have my Ork 'dex available at the moment), but I thought the Warboss had T4. You may be thinking of his S? problem with the vindicator is, its just too obvious a tank, theres no subltey (not saying there should be any). If I were the ork player I would turbo boost well away from it That's fine, too. Ork bikers don't do squat at long range, and they only charge 18". Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235402 Share on other sites More sharing options...
stinkenheim Posted January 5, 2010 Share Posted January 5, 2010 but the vindicator is also useful against mega-armoured nobs, battlewagons, dreads, kans etc... basically it is useful against targets that missile launcher armed LFs struggle with due to high armour or good save. its also a nice detterant as it forces the opponent to either brave its fire or avoid it, couple it with some melta armed land speeders or such like and it becomes extremely effective at funneling enemy units into positionsthat you want them in. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235404 Share on other sites More sharing options...
Mammon Posted January 5, 2010 Share Posted January 5, 2010 I play an orky player regularly and I thought that Ork Bikers had a 3+ cover save because of the dust they kick up or something like that. Anywho, I have not faced a big unit of Nob Bikers before, largely because of how many boyz he can field for the price does more to ensure he will hit close combat than a single unit of bikers. For his normal bikers I have used Murderous Hurricane (for the dangerous terrain tests) Living Lightning (for the 2+ and 3+ to wound) JotWW (Remove Model from Play!) Vindicators (Pie plate of Instant Death!) Krak Missiles (No armor save or FnP!) Heavy Flamers (Ignores their cover save!) Plasmaguns (No armor save and wounding on 2+ or 3+) Meltaguns (short ranged but Instant Death and if by some miracle you aren't charged you can take the fight to em!) Long Fangs with PlasmaCannons, Missile Launchers, and Heavy Bolters (The worst roll to wound you will have is a 4+ but those guns fire 3 times, spam it up!) And that doesn't even cover the Close Combat options. Granted these are not the FnP Nobs but most of these options will still put a hurt on them. Point is, we have a hella lot of options on dealing with them. You really don't have to tailor the list to specifically deal with that unit, most of the stuff you would normally use against orks will work against the bikers. Still, luck plays a giant part in whether or not those Bikers meet their timely end or hit your Grey Hunters and munch 'em. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235435 Share on other sites More sharing options...
antique_nova Posted January 5, 2010 Share Posted January 5, 2010 flamers don't ignore FNP, because any noz biker squad knows that a pain boy is essential. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235471 Share on other sites More sharing options...
Wildfire Posted January 5, 2010 Share Posted January 5, 2010 flamers don't ignore FNP, because any noz biker squad knows that a pain boy is essential. This doesn't make any sense. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235475 Share on other sites More sharing options...
stinkenheim Posted January 5, 2010 Share Posted January 5, 2010 he means that whilst flamers ignore the cover save generated by ork bikes, they wont ignore either the armour (should be 4+ or the FNP) and as suc have limited use. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235486 Share on other sites More sharing options...
antique_nova Posted January 5, 2010 Share Posted January 5, 2010 sorry about that. wildfire and stinkenheim is right and i also meant that it will be very rare to see nobz biker squad without a painboy. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235499 Share on other sites More sharing options...
Sven Bloodskull Posted January 5, 2010 Share Posted January 5, 2010 problem with the vindicator is, its just too obvious a tank, theres no subltey (not saying there should be any). If I were the ork player I would turbo boost well away from it, and stay fanned out to reduce such template tempting. And that's why i take 2 of them. Sven Bloodskull Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235593 Share on other sites More sharing options...
antique_nova Posted January 5, 2010 Share Posted January 5, 2010 vindicators work better in pairs as well. Link to comment https://bolterandchainsword.com/topic/188865-nob-bikers/#findComment-2235603 Share on other sites More sharing options...
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