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Nob bikers


CrazyCanuk

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I do not know how eficient it would be, but a wolf lord on a wolf with a frostblade would be pretty cool. Put him in a group of fenrisian wolves with saga of the wolfkin so that they are I5.

 

The orks are only I4 on the charge right? Now you get a cheap army that can munch him up.

 

Also the wolf lord would be I5, with STR 6 frost blade so he would realy slaughter them. :confused:

 

Just do not get swarmed by them bikes. :P

Actually, orks are only I 3 on the charge... you still get to go before them.

 

Hrmm... *runs and checks* Yeah, Nobz are I 3, so go up to 4 if they charge. Of course, most of the nobz I see are armed with powerclaws, so it doesnt really come into account.

Jaws is probably the single best weapon in the Wolf arsenal to bag yourself bikers - Nobs dying on a 4+'s with no save at all is really sweet. It's more of a bonus if you can bag yourself a Warboss.

 

One trick I like is to sacrifice a vehicle (or two) because they tend to be in a straight line in order to maximise the number of models in base contact. That usually means that there's plenty of tests being taken and because he can't allocate the damage but must roll for each individually he can't avoid having his Fists or Painboy getting swallowed.

 

If you don't have Jaws then massed instant-killing weaponry is the way to go. I don't bother with anything else after I fired 3 units of Obliterators plasma guns at a unit and watch as they passed the wounds around like STD's only to leave enough guys to eat all 3 squads over the next 2 turns.

 

Every time you insta-kill someone in that unit you are reducing the warm bodies that can soak up the Power weapon attacks in combat instead of the Fists, rather than seeing a grunt with one wound soak it up to leave his unit with 5 S9 attacks to batter you with. That's not to mention the Warboss.

 

Anything S8+ is good against them. Only use bolters after this stuff has been exhausted because you don't want to see people removing one-wound remaining guys from lascannon hits. It gets frustrating. Especially if they have a 3+ cover save from turbo-boosting.

 

Apart from that, don't be afraid to sacrifice a small unit to lure them into a good firing position: place them about 12" away from your other units and let the Nobz maul them. You need this gap as the Bikers have the speed to engage more than one unit at a time and you DO NOT want that to happen. With the gap created you simply pummel them with everything after your unit has been devoured.

I'll chime in with my vote for 2 vindicators. They do really well removing whole nobz from the field. They also have the added benefit of blowing the bejesus out of just about anything else that'll roll, walk or slither onto the field. I am saying this from experience too BTW. I've wiped out biker nobz by hitting them with the VINDICATORs first, then other small arms fire. then either assault them or let them assault you either way they'll be severely weakened. Then after that you have 4-5 turns to deal with the other half of the ork army. That's where they can work in your favor if you work 'em right.

 

SWLars

Just as a side note, in a recent game, I used jaws of the world wolf on a nobs squad, inline with the warboss, and painboy. My opponent removed the nobz in his squad rather than the characters, and when I raised the point, he stated that there is no rule now allowing 'template sniping'. I let it go, despit knowing he was wrong (i.e. models in the 'lines line' must be removed, after each individual roll (as far as I understand it). Has anyone else encountered this (its my own fault, in 'real life' I haven't got an argumentatative/competetive bone in my rather large body!).

Has anyone considered a thunderwolf with a thunderhammer? With a twelve inch assault range, you can probably snatch the charge from them, and the S10 thunderhammer is going to inflict a lot of instant death. Also, they can take the S8\9 hits from powerclaws and not explode instantly.

 

I imagine they're a bit cheaper over nob bikers, too.

well i play against orcs at least weekly because my best friend plays them. he never used bikers till recently but ive had plenty of experience fighting them since. i was scared of them at first and lost the first game. but i've destroyed them quickly ever since. vindicators are great in a pair although i don't use them. thunderwolves even tooled up cheaply, will put a major hurt on them if not kill them outright. mine cost 275 pts in a 1000 pt game or 305 pts in a 2000pt game. long fangs with missile launchers are beautiful. but my favorite decimation of the nob biker squad was from 15 blood claws charging out of a crusader with their old mentor ulrik. any wolf priest will do but he kinda specializes in toughness 5 beasties. and rune priests with murderous hurricane. i've watched several of them fail their dangerous terrain tests. oh yeah and of course JAWS. yeah id have to say theres never been a more effective way to take out orc nob bikers than space wolf codex 2.0, or is it 3.0, 2.5? i dunno.
It's all about the Land Speeder Typhoons. They can sit back and toss out 2 krak missiles while moving 12" a turn, which should make it easy to stay out of range of units like Lootas that would just love a soft target like a Land Speeder to get close. By the time the Bikers are done their first move, they'll also be in multi-melta range. Move 6" and fire both the melta and 2 krak missiles and watch Nobz roll over and die. Typhoons aren't the solution to Nob Bikers all on their own, though. You'll of course need to help them out, but in turn the Typhoons can be very useful against other targets like those damn Battlewagons with their huge front AV but relatively soft side armor.
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.

doesnt crack ignore the armor of the nobs so they get no FNP even if it does not double the toughness ?

doesnt crack ignore the armor of the nobs so they get no FNP even if it does not double the toughness ?

 

Only AP2, AP1 or attacks that ignore armor saves in close combat ignore FNP if Instant Death doesn't come into play. Otherwise any AP3 weapon would cut through the Nob's FNP, which might be kinda silly when it comes to certain units, like Thousand Sons. :)

Dreadnoughts. 2 of them. Or 2 vindicators. Anything else is like a light spring rain to them if they are maxed out with Painboy, Eavy Armour, wound allocation and a Warboss.

 

I imagine vindicators would scare nobs, but im not too sure about dreads. A dread is unlikely to get the charge so is stuck at 2 attacks per turn, so realistically is going to make one dead nob (probably one that already had one wound left anyway). But wouldnt it then get powerclawed into oblivion? I mean, ive not played against nob biker lists, but that seems to be the logical outcome.

They they have powerclaws then yes, dreads will most likely be torn to pieces by a unit of nobs. It would depend on how you deployed them.

 

 

 

I wonder if we could make a similar version with WG on bikes. Image 8 WG on bikes, (2 split off in termi armor with CML to w/e needs them) all with power weapons, frost, claw, first or hammer, a few with shields, so on, we could make 8 of our own bikers all different, with plenty of 3+ invuls.

I agree with the land speeder idea put forth. I have 2 Typhoons in almost every list I make anymore. I love to always be faster and more maneuverable than my opponents and I've found that they do this is spades. Frags to take out units trying to flank me like the Nob Bikers or Kraks to take out dreads/MCs/vehicles. Just make sure that you don't get them too far away from the main body of your army. I've taken them hunting and got excited chasing bikers or sentinels down to finish them all off and put they way outta support range.

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