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Made in gr
Roarin' Runtherd





Greece

Which are the best and more effective equipment for a Nob mob?

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Ladies Love the Vibro-Cannon Operator






Hamburg

Well, all Nobz in the mob should have different equipment.
This tremendously increases the survivability of the mob thanks to the resolution of saving wounds in a squad.

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Made in us
Regular Dakkanaut



CT

As already stated

In addition everything nobz can get are great. Waagh banners, bosspoles, PKs, big choppas, pains boyz are all good choices. Mix them into the unit such that you have a good number of wound buckets. You don't need a whole unit of PKs. 2-4 in the nobz unit is fine. If you allocate your wounds smartly the PKs should stay alive to kill their points back. I usually have a couple vanilla nobz for assigning power weapon and insta death wounds to as one of my wound groups. It keeps the squad cheaper.
   
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Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Painboy is essential.
cybork + eavy armour is allways nice.
a few klaws + big choppas makes combat alot better and adds anti-tank to them.
Waaagh! banner makes them alot better in CC.
bosspole is allways a great addition.
maybe the odd kombi-skorcha to mess about with wound allocation and give a nice template before assault.

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Dark Angels Librarian with Book of Secrets






Connecticut

1. Painboy
2. Bosspole
3. Waaugh! Banner
4. Powerklaw
5. Powerklaw, Ammo Runt
6. Powerklaw, Skorcha
7. Big Choppa
8. Big Choppa, Ammo Runt
9. Big Choppa, Skorcha
10. Normal nob
   
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Focused Fire Warrior




Atlanta

Bah, humbug. Ammo runts are a waste. Instead, take the eavy armor off the same models you would have given runts. That way you have somewhere to soak power weapon attacks (since you'll be taking either no save or just cybork anyway), and you save yourself 16 points (6 by giving up the runts, 10 by dropping the armor).

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The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
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London (work) / Pompey (live, from time to time)

The runts are there to avoid wound allocation, making sure wounds get spread alot more, meaning the units gains a much better chance of surviving.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

I find 'eavy armour debatable for footslog nobz, as a 1/6 improvement on armour saves against non-power attacks isn't usually worth the 100 points you'd spend on it for 10 nobz. Cybork/Painboy usually keeps them alive fine, I find (especially since cover is a 4+ anyway).

A mix of PKs, big choppas, and regular weapons is useful because it lets you have lots of I4 attacks, many S7 I4 attacks (to help finish off monsterous creatures like carnifexes before they go), and many PK attacks to handle armour and tough enemies. Nobz can (and should be!) equipped to fight anything, the combi-skorchas are hugely effective as well as a pre-charge shot against other orks, or genestealers, or what have you.

This message was edited 1 time. Last update was at 2009/09/01 01:39:42


 
   
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Mira Mesa

Malecus wrote:Bah, humbug. Ammo runts are a waste. Instead, take the eavy armor off the same models you would have given runts. That way you have somewhere to soak power weapon attacks (since you'll be taking either no save or just cybork anyway), and you save yourself 16 points (6 by giving up the runts, 10 by dropping the armor).
You must take armor on everything or nothing.

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Focused Fire Warrior




Atlanta

DarkHound wrote:You must take armor on everything or nothing.

Negative. The Cybork is all or nothing (all models in the painboy's unit may have...), whereas the armor is on an individual basis (any Nob may take any of the following...)

JD21290 wrote:The runts are there to avoid wound allocation, making sure wounds get spread alot more, meaning the units gains a much better chance of surviving.

The armor differential would do the same with less points unless you're giving in to the idea of no 'eavy armor at all. Trust me, I understand what you're doing. But you're never going to really need the runts. So if you are taking 'eavy armor, this trick saves you points.

The Defenestrator wrote:I find 'eavy armour debatable for footslog nobz, as a 1/6 improvement on armour saves against non-power attacks isn't usually worth the 100 points you'd spend on it for 10 nobz.
The Cybork AND 'eavy armor together make for 100 points, which I'll assume you meant, otherwise you're paying way too much for the armor. That being said... you're footslogging your Nobz.... why? Now they're begging for battlecannons and the like the whole way up the field, and have to push through the crowd of Boyz around them to move towards their intended target, arriving on turn 4 or 5, depending on runs, terrain, and deployment depth. Put them in a Trukk, move it flat out towards the enemy turn one, and then hit them wherever you like on turn 2. Or if you're going to hold them back, at least get them the mobility of a vehicle to be able to use as a proper counterstrike force. Otherwise, a good opponent can ignore them or throw a cheap roadblock or two at them if necessary, keeping them out of the fight otherwise for the entire game.

Meanwhile, if you've gone to the trouble to get full allocation, the 1/6 save improvement is probably going to be seen as worthwhile. Especially when it's only a differential of 40 (to get it for 8/10 squad members) minus 6 (saved with the above trick of not taking the runts) = 34 points rather than the 50 that it would be paid for just giving it blindly the 4+ armor to the whole squad.

Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. -- Sun-tzu
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
Armies and records (w/l/d) (1v1 only)
Orks: ~8500pts -- 2009: 52/2/7 & 17/2/6 in RTTs -- Casual size 85% Painted
Empire: 7000pts -- 2009:19/6/11 & 3/1/5 in RTTs -- Casual size 50% Painted
Marines: 2000pts -- 2009: 4/2/0 -- 20% Painted
Kroot Mercenaries - ~1500pts -- 2009: 0/1/1
Vampire Counts: 1850pts -- 2009: 9/3/4 -- Paint? We're dead...
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Roarin' Runtherd





Greece

In my Nob mob I use
painboy- cybork body
heavy armor
4 PK
2 big choppa
bosspole

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Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

On an upgrade by upgrade basis, ignoring wound allocation...

Big Choppa: Against anything with T4 or lower, the vanilla loadout will net more wounds on the charge, but it is nice to have against armour and any units T5 or over. It also nets more wounds against T4 when not charging.

Powerklaw: Awesome, but expensive. Also, striking at I1 can be disadvantageous at times, but then again, Orkz aren't known for their initiative. Great against armour, or anything with an armour save. One for every 3 nobz should be enough.

TL-shoota: generally not worth it. If you want shoota damage, take shoota boyz.

Combi-Rokkit: BS2 with a single shot? Not worth it at all.

Combi-Skorcha: Great against mobs if you need to thin some numbers before you go for the charge.

'eavy Armour: Not worth it. Cybork bodies nets you a +5 invulnerable, and even against weaponry that doesn't ignore armour, 'eavy armour+FNP is only 8% more effective then Cybork+FNP.

Bosspole: Absolutely essential if you're going in without a Warboss(who should have his own), and even then, you might want one in case the boss needs to seperate from the boyz.

Waaagh! Banner: Awesome. Just awesome. No reason not to take this. Always throw it on.

Ammo Runt: Use it if you need something for wound allocation, otherwise, it's just not worth it.

Painboy: Essential to any Nob squad.

Cybork bodies: Invulnerable saves are always good, definetly take it.
   
Made in gr
Roarin' Runtherd





Greece

Fafnir wrote:On an upgrade by upgrade basis, ignoring wound allocation...

Big Choppa: Against anything with T4 or lower, the vanilla loadout will net more wounds on the charge, but it is nice to have against armour and any units T5 or over. It also nets more wounds against T4 when not charging.

Powerklaw: Awesome, but expensive. Also, striking at I1 can be disadvantageous at times, but then again, Orkz aren't known for their initiative. Great against armour, or anything with an armour save. One for every 3 nobz should be enough.

TL-shoota: generally not worth it. If you want shoota damage, take shoota boyz.

Combi-Rokkit: BS2 with a single shot? Not worth it at all.

Combi-Skorcha: Great against mobs if you need to thin some numbers before you go for the charge.

'eavy Armour: Not worth it. Cybork bodies nets you a +5 invulnerable, and even against weaponry that doesn't ignore armour, 'eavy armour+FNP is only 8% more effective then Cybork+FNP.

Bosspole: Absolutely essential if you're going in without a Warboss(who should have his own), and even then, you might want one in case the boss needs to seperate from the boyz.

Waaagh! Banner: Awesome. Just awesome. No reason not to take this. Always throw it on.

Ammo Runt: Use it if you need something for wound allocation, otherwise, it's just not worth it.

Painboy: Essential to any Nob squad.

Cybork bodies: Invulnerable saves are always good, definetly take it.



I agree with you but why not the heavy armour? +4save
you have more possibilitys to save

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Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Slugga
Choppa

Shoota
Choppa

Shoota/Skorcha
Choppa

Shoota/Skorcha
Big Choppa

Slugga
Power Klaw

Shoota
Power Klaw

Shoota/Skorcha
Power Klaw

Shoota/Skorcha
Power Klaw
Bosspole

Shoota/Skorcha
Power Klaw
Waaagh Banner

Painboy

Urty Syringe
Dok's Tools
Grot Orderly

Battlewagon

Big Shoota
Deff Rolla
Armor Plates
Red Paint Job
Grot Riggers

Here is my list taken directly from my 2500 point Excel spreadsheet cleaned up a little. All have cybork body but none have extra armor. It is also listed in rank of worst to best. It makes it really easy to assign the wounds to the top of the list and work my way down. The Shoota/skorchas may be too much for other ork players but the inspiration for this army comes from the old Armegeddon codex - Burning Death Speed Freaks. Some may also question all the Power Klaws but this unit doubles as a tank hunter. The way I found to use this unit best is to multi-charge as much as possible.

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Auspicious Skink Shaman





Pipes:

How do you give a nob a shoota? Or do you mean twin-linked shoota?

   
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Renegade Inquisitor with a Bound Daemon





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Petran wrote:
I agree with you but why not the heavy armour? +4save
you have more possibilitys to save


'eavy armour's okay if you have 50 extra points to spend, but paying that much for only and 8% higher liklihood of passing the armour save, especially when it won't work against most of the weaponry that will target nobz anyway, is a waste.
   
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Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

D'Ork wrote:Pipes:

How do you give a nob a shoota? Or do you mean twin-linked shoota?


Yep twin linked, I just condense to fit in the speadsheet cell.

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Auspicious Skink Shaman





I figured, thanks. I'm using your spread as a template, although I'll admit that I have removed some of the Klaws and skorchas. Even then the units costs 380 points.

   
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Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

D'Ork wrote:I figured, thanks. I'm using your spread as a template, although I'll admit that I have removed some of the Klaws and skorchas. Even then the units costs 380 points.


Cool, my only defense of the skorchas is the old theme of the army and I like them. I used to have 3 Skorchas with Spikes 'n' Blades and took them out when the new codex came out. They went from cheapest to most expensive, has that ever happenend in any other codex for any other unit?!?! It IS an expensive unit which I only use in 2500 point games so it certainly needs trimming in lower point games no doubt.

For 2000 points I take this unit:

Shoota/Skorcha
Power Klaw
Warbike

Shoota/Skorcha
Power Klaw
Bosspole
Warbike

Shoota/Skorcha
Power Klaw
Waaagh Banner
Warbike

It's 245 points can do a lot of damage to tanks and other support units. As before, try to multi-charge.

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