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How to get rid of Nob Bikers?


SJumppanen

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I like a land speeder typhoon squadron to soften them up. and from their it would just depend on what units were available but I would shoot them a lot and hope to force a morale check, add to that a rune priests murderous hurricane if you could. hope to force a fall back, and at the least some dangerous terrain tests as well.

 

A more passive aggressive approach might be to set up in some ruins.. another thread was asking about thunder wolves and ruins and it hit me..why not just avoid that nobs biker mob and make them ineffective if you can?

ludicrous amounts of heavy weaponry, heavy flamers, and setting up over 36 inches away. or just feed them a small sacrificial unit like fenrisian wolves to get them set up all nice and neat in front of your entire armies shooting spree.

I play both Orks and Space Wolves and from what I have gathered, Space Wolves are like the best army to use against them.

Why? Well, fist of all your entire army will kill more Orks in close combat than any other Space Marines. The fact that even your Grey Hunters have close combat weapons and can get 3 attacks if they get charged is pretty awesome.

 

How to get rid of Nob Bikers?

1. Instant Kill them - your army has some of the cheapest missile launchers available in the game. Use those Long Fangs to pop his guys like nasty pustules. His guys are EXPENSIVE. Remember this. While you might only kill 1 or 2, maybe 3 with a 140 pt. squad of ML Long Fangs that's at least 100-150 pts. of damage done to his squad. If you have two squads of Long Fangs - even better!

2. Murderous Hurricane - Useless! If you are that close then it's probably late - its range is only 18''. Even then, if the Nobz roll 1s to get you they will get a 5+ invulnerable save and then a 4+ FNP save against the single wound that the failed dangerous terrain test will do to them. And even with 3d6 S3 AP- automatic hits you will will need 6+ to wound and they will get a 4+ and 4+ again.

3. Jaws of the World Wolf - probably the best thing to use against Nobs. With their big bases you will be able to clip a few of them from up to 24" (which could mean save distance!), target specific individuals like the Painboy to get rid of that FNP they get, their Waagh banner or bosspole guy, even their Warboss. Nobz are only initiative 3 so on a 4+ you will be able to assassinate them. No armor, no invulnerable save, no Feel No Pain, no Get Out of Jail Card. GONE!

4. Vindicator - Cheap. Orks will have trouble taking it out even with Lootas and if your opponent is using a good Nob Biker squad then he won't have the points to fool around with Snikkrot or Zagstruk. Pray to Russ that your pie plate does not scatter a lot and that his cover saves fail him.

 

The Ork opponent will always, always, always point his Nobz at something valuable and go for it from turn one. It is important to realize that he cannot afford not to assault with them every turn. Use your Wolf's cunning and deny him that first charge by creating a trap for him. Remember that Grey Hunters and Space Wolves in general work best when they can support each other. Our Troops choices are Jacks of All Trades, Masters of None. You want to group your Rhinos together, shoot them up with as much Missile Launchers, Melta Guns, Plasma Guns and Bolter Shots as you can and then assault with an assaulty unit if you thing that you have softened him up enough.

 

There are a few good units for this.

~ Fenrisian Wolves - they are fast, cheap, have high initiative and are basically faster Ork Boyz. Lots of attacks at S4 is pretty good and in the event of failure you lost Fenrisian Wolves.

~ Thunderwolf Cavalry - They are great. However, if your opponent has a Warboss in that squad you better pray that you manage to kill him before he gets a chance to punch you in the face with his Power Klaw. Yuor guys will wound Nob Bikers on 4+ and get to attack before them! With RENDING. A Wolf Lord on a Thunderwolf with a Frost Axe and Saga of the Beastslayer is what you want. Maybe even the Wolftooth Necklace. That will be 6 or 7 S6 hits that will hit on 3s WITH re-rolls because you are attacking creatures with T5 or better. A Warboss only has 3 Wounds, T6 and a 5+ invulnerable save. You should be able to take him out. Even if he has 1 less wound left you can always try and smack him with one of your other Thunderwolves, although that will be hard, because of their big bases. Here you're hoping to kill as many of his generic guys with 2 close combat weapons and big choppas in order to soften his core. You want your Thunder Hammer Wolf to survive this madness and throw his delicious 5 S10 hits on the squad and watch his invulnerable saves fail. This should do the trick. It's nice that his generic Power Klaws cannot kill you instantly because they can be S9 at best.

P.S: While Thunderwolves might look like they can take on a Nob Biker Mob by themselves do NOT be fooled. They cannot. Why? Because they are less points. Even a fully kitted out squad of 5 Thunderwolf Riders to play the wound allocation game AND a fully equipped Wolf Lord will be about the same points of a bare bones Nob Biker Squad WITHOUT a Warboss. You will still need the help of your less awesome Space Wolf Brothers to krump them.

~ Skyclaws/Blood Claws with a Wolf Priest - If you don't have Thunderwolf Cavalry use them instead. At the beginning of the game choose Jetbikes or whatever Nobz are. You will want to give them the standard equipment as usual. Power Fist and a guy with Mark of the Wulfen. Why Mark of the Wulfen? Because with the Wolf Priest, the guy with MoW will get 3+d6 Rending Attacks with Re-rolls, meaning any misses have a potential to becomes Rending 6s. You want to charge them after they have been shot up. Skyclaws here are better, because they are just as fast as Nob Bikes. Here you are hoping to throw enough normal and power attacks as possible. The fact that you'll reroll to hit should make up for your lower S4.

Having read the above. Ok on the hurricane. fair enough I can see a huge advantage now to the Jaws. which could be magnified by wound allocation! Ie each nob is different most likely so each one has their own test to take. But the key seems to me to be small shooting units with insta death weapons. ie your long fangs as above. so wound allocation works for you more than against you. remember to work out each units hits and wounds before you move to the next all saves must be made before your next unit shoots to prevent any squirly wound stacking that a .. ?player with less than fair intent ? might try to take advantage of. Cant say about the other stuff though I don't have the last list of units except for the fin-wolves which have yet to be used.
i think you misunderstand on the jaws. wound allocation has nothing to do with it as it causes no wounds. its simply does the line touch this model? yes roll for I or fall to your death. if hes lining up for you and jaws goes off well no saves no nothing (unless a weird boy is near by although i dont know if he has any psyker defenses.)
i think you misunderstand on the jaws. wound allocation has nothing to do with it as it causes no wounds. its simply does the line touch this model? yes roll for I or fall to your death. if hes lining up for you and jaws goes off well no saves no nothing (unless a weird boy is near by although i dont know if he has any psyker defenses.)

 

Orc's do not have defense vs other psyker abilities.

Although your chances of getting Jaws off on a nob biker squad to kill one or more nobs is pretty good! If you by some chance hit all of them you can watch the orc player kiss 3-4 models on average good bye.

 

You did forget to mention one really annoying suicide attempt maneuver that a space wolf player can do although it will cost you a the rune's priest and a grey hunter squad at worst. Having only a single drop pod in your army, if you get second turn you drop the pod near the orc nobs so that you can line them up like a turkey shoot. After all your other movements are done you use JotWF possibly hitting all nobs and then follow up with your grey hunters shooting. If this is done correctly you can eliminate 3-6 models in the unit easily. I should know I have done this twice already of course I got lucky as hell but the gamble is worth it. If your very lucky you may even be able to last the turn in which you been assaulted by the nobs that survived and have your other assault units move in and clean up easily. Again its a huge gamble one that pays off very well if your luck is with you.

Jaws is the Ork's Achilles heel as they've got no psychic protection and they have low Initative values. The only thing is you won't get to use it more than once against a half-decent player as he'll move his models in such a way as to prevent you hitting more than one or two guys with it. Still, if you can bag the Painboy and a Power Klaw you'll be really denting their combat potential.

 

As others have already advised you simply puck the unit with Instant-killing weapons (Long Fangs are brilliant for this) and then charge them with units that can take them out in one go. Just remember to shoot all your ID'ing weapons first as you don't want to allow them to allocate the S8 stuff onto the crappy models and put Bolter hits on the killy stuff.

 

Dreads, Lone Wolves, Thunder Hammer Wolf Guard and Thunderwolf Lords come to mind for combat: S8+ for the Nobs and S10 for Warbosses.

I introduce them to the Blood Claws and Arjac personally. Ork players are used to people trying to shoot the nobs off the table, and keep them at arms reach. Arjac with 15 extra wounds is pretty hard to stop in close combat and he can't be singled out.
maybe im misunderstanding something but i dont think nob bikers get FNP against dangerous terrain tests. Seeing as they dont get FNP against anything that ignores armor saves and dangerous terrain tests ignore armor. If I'm wrong then good to my buddy because I usually wound about 3 Nobs on his own turn because of that.
maybe im misunderstanding something but i dont think nob bikers get FNP against dangerous terrain tests. Seeing as they dont get FNP against anything that ignores armor saves and dangerous terrain tests ignore armor. If I'm wrong then good to my buddy because I usually wound about 3 Nobs on his own turn because of that.

 

I agree, he shouldn't get FNP if he can't get armour saves.

My method of removal: One round of shooting from my Vindicator, one round of shooting from my long fangs (krak missiles, instant death), and then a stolen charge from my thunderwolves to finish them off. Saga of the Bear doesn't hurt, either.

 

Vindicator isn't going to be aviable. I tried it in last tournament and it was pretty useless all the time.

If you are using TWC to take out a nob bike squad, I'd almost recommend using saga of the bear instead. I play against orks alot, and when my lord clocks in between 260-300 points and one failed save to a str 10 power klaw is painful.

Remember, the +1S from Furious Charge is added after you double the Nob's S from 4 to 8, so they will get S9 at best. Not really worth it to get Saga of the Bear when only the Warbosses (including Ghazghkull Thraka) can reach S10. Anyways, if the Warboss somehow survives the assault of your Wolf Lord and his Thunderwolves he is morel likely to just direct his attacks towards the squad where he will kill more models and make you lose the combat. Saga of the Bear or not, if you let your Wolves get charged by Nobz they will die - if not from the Power Klaw attacks then to the sheer amount of choppa attacks.

The point is to soften them up with some shooting before hitting them in assault. If a vindicator is no good, just use the points for another squad of long fangs with missile launchers.

 

A few heavy flamers is good too, but I prefer the krak missiles - it will instant death them and deny them any FNP or armor saves they might have. They'll still get cover saves of course.

 

A heavy flamer will deny them cover or armor saves, but they still might get FNP if they're packing a painboy. Plus it will only cause one wound.

i have no fear against nob bikers. i fire 4 lascannons a turn at them. missile launchers work well too for instant death. rapid fire with a squad or 2. cast murderous hurricane on them. to those that think that murderous hurricane is useless, my friend that plays orks would severly argue with you. i've killed up to three nobs in a turn from murderous hurricane. it also adds a psychological factor that someone may be afraid to move their bikers now. if you don't take murderous hurricane then setup in terrain so that he has to take dangerous terrain tests to get to you. and finally power weapons are your friend as are power fists and thunder hammers. i think statistically after that shooting there should be about 3 dead nobs and 4 out of the remaining 7 have a wound. after assault you squad is more than likely close to gone or destroyed. but he would have about 6 nobs left each with one wound on them. which will be cake to kill.

Simple Basic Grey Hunters

 

Put a Wolf Guard with them with a Close Combat load out [Paired Wolf Claws, Thunder Hammer, Power Fist, Frost Blade ect].

Maybe a Wolf Priest

Other Good Weapon for the Characters: Combi-Plasma, Storm Bolters

Get 4 things

-Plasma Guns/Pistol Pistol

-Power Weapon/Power Fist

-MotW

-Wolf Standard

 

On your turn wait until your Assault Phase the turn Before he is going to Assault and Activate your Wolf Standard.

 

He now has 2 Choices

1] Charge into you, if you succeed in your Counter Attack Roll is will still be as if you Assaulted him, You will go 1st and Re-Roll any “Ones”, this includes To Hit Rolls, Damage Rolls, the number of Attacks on your MotW, Armor Saves and Sweeping Advance Rolls.

 

2] Wait one turn for the Standard to wear off and that gives you one more turn of Plasma fire :cuss

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