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![[Post New]](/s/i/i.gif) 2010/12/07 17:00:41
Subject: Nob Bikerz
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Lord of the Fleet
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I can hear you groaning "not another Nob Bikerz thread..." but I'm not asking for any tactics on how to use them. All I want to know, in the simplest terms possible, is how the wound allocation rules make them so attractive, as simply as possible.
Mods: If this should be in YMDC then feel free to move it
Thanks,
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![[Post New]](/s/i/i.gif) 2010/12/07 17:04:59
Subject: Re:Nob Bikerz
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Boom! Leman Russ Commander
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They can all have different equipment for a low investment. Wound allocation allows you to assign wounds to different "groups" of models in your unit. In a proper nob biker squad, every model is it's own group and can be assigned a wound. With a warboss in the unit, that means you could take 12 wounds before you loose a model. (1 on each nob biker + 2 on the warboss). Add FNP + T5 + 2 wounds + always 4+ coversave + probably 3+ coversave the one turn the enemy has to shoot them before they hit close combat + good killing power + extreme mobility + large bases for multicharging and blast avoidance and you've got a unit that dominated the tourney scene until the PBS and newer codexes came along
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![[Post New]](/s/i/i.gif) 2010/12/07 17:05:00
Subject: Nob Bikerz
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Plastictrees
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If each biker has different gear, the rules allow you to spread the wounds around, giving each model 1 wound before giving any model a second wound.
So if you have 5 nob bikers, for example, and take 5 unsaved non-insta-kill wounds, you can put one wound on each biker and not pull any models as casualties.
This is an exception to the normal rules for multi-wound models (when the models are identical) that require you to remove unwounded models whenever possible.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2010/12/07 17:05:51
Subject: Nob Bikerz
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Ragin' Ork Dreadnought
Monarchy of TBD
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That's simple enough. Nob bikers can be individualized so that you have 10 different wound allocation groups. Each of these groups can absorb 2 wounds before they lose any combat effectiveness. Wounds can be distributed anyway you like to these groups up to 10, then can be reallocated as you like up to 20, at which point each bike takes 2 tests. Under ideal conditions, a nob biker unit can take 9 wounds before it loses a single attack- and that's if it isn't being led by a biker warboss!
Added to their inherent toughness, cover save, and feel no pain, these guys are extremely difficult to get off of the table.
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2010/12/07 17:06:23
Subject: Nob Bikerz
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Sinister Chaos Marine
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They are tough, can dish out a lot of pain and if they are all uniquely equipped, meaning each Nob is his own wound bucket, they can take a number of wounds equal to the size of the squad without losing any combat effectiveness.
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![[Post New]](/s/i/i.gif) 2010/12/07 17:10:33
Subject: Nob Bikerz
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Lord of the Fleet
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Ok thanks very much for the info guys
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