| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/05/25 16:21:32
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Been Around the Block
|
I'm trying to make an Ork Ard Boyz list for semi finals and I can't figure out what the scariest parts of our list is. So far the Items that I have prioritized and I am definitely playing are a 15 man Kommando squad with 2 Burnas and Snikrot, a 6 man Nob Biker squad with the Warboss on Bike being the seventh, a Deff Rolla Battlewagon, and at least 4 trukks full of boyz. I also will more likely play with the Kustom Force Field as well.
So my question is, Are Meganobz scary? I love them, but it feels like an ard boyz tourney has tons of answers to them. I also don't know how good Deff Dreads and Killa Kans are in the environment. I feel as though our dreads/kans are GREAT at opening vehicles, but will they survive the tread to get there?
So I suppose the basic question is, If you are playing ard boyz and get paired against orks, what are you praying to NOT see?
Thank you!
|
|
This message was edited 3 times. Last update was at 2010/05/25 16:23:15
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 17:35:54
Subject: Re:Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
Folks are praying not to see me. =p
Kidding; in answer to your meganobs, ask yourself this question:
What can meganobs do better than diversified Orks with 5++/4+ FNP?
The only answer: Kill MEQs.
The reason they aren't so useful is because your army is FULL of other things that also kill MEQs. And in this meched up environment, there aren't armies full of foot-slogging MEQs for you to charge your meganobs into.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 17:51:39
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Well, meganobz are marginally better at breaking vehicles with an assault, but ideally, you shouldn't be trying to break vehicles with an assault, and as long as the nobz squad has more than two PKs they should be able to do crack a transport as a last ditch effort.
Meganobz also tend to get shreadded by any kind of power weapon, the lack of any invulnerable save hurts them a lot, you can add the mad dok to your list (and make every meganob cost 50 points instead of 40) and they can pretend to be terminators, but they are still SNP and leadership 7.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 18:03:52
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Been Around the Block
|
Ok thanks for the help. That leads me to a new question..
Are walkers pretty much our best tank breakers? Main reason I'm asking is because the main thing I am worried about is Mech IG...and in the prelims had my game against Mech IG lasted one more turn I wouldn't have placed first in the prelims....
My list didnt run any walkers, now I'm debating having 3 kans and 2 dreads. The Kans would be 2 Mega Blastas + 1 Grotzooka...And I feel like the best way to outfit a Deff Dread is 2 skorchas.
Also, I've been putting a Rokkit Launcha in every one of my trukk units...I'm not so sure that has panned out for me, would most agree that it isn't that useful?
|
|
This message was edited 2 times. Last update was at 2010/05/25 18:06:30
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 18:06:25
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Either walkers or lootas, walkers have an advantage of being immune to every kind of flamethrower weapon barring a flame-storm cannon, but they can also die in one hit, and carry no weapon with a range greater than 36"
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 18:10:28
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Been Around the Block
|
starbomber109 wrote:Either walkers or lootas, walkers have an advantage of being immune to every kind of flamethrower weapon barring a flame-storm cannon, but they can also die in one hit, and carry no weapon with a range greater than 36"
I'm probably the only ork player that has yet to make a decision about lootas. Reason being is I have watched many games with lootas (I have yet to play with a loota in my army.), and during the course of these games what i've feared came true. 1. Unless you give them an HQ they will run pretty often. 2. It seems like they are either pretty effective, or not at all.
I know asking for consistency in shooting as an ork doesn't make sense. But I also feel that to be competitive i need to be as consistent as possible, and I don't feel lootas add consistency. They add either "Wow, They crushed you"...or "Wow, I just wasted points"...These are my worries anyway.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 19:10:17
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Sneaky Kommando
|
The best thing I found If you take MegaNobz with Mad Dok Grotsnik, pay for the invuls. They become +2/+5, FNP,Fearless. I put mine in a truck and off we go. It may be expensive but it's one of the best shock troop units I have fielded. In my experience they have paid for them selves by the time they are taken out. I usually run 5 of em with Mad Dok
|
M: "You are the universe, alpha and omega, the beast with a thousand young, do what thou whilt shall be the whole of the law. NOW GO FORTH AND MUTILATE!!"
"Samus. That's the only name you'll hear. Samus. It means the end and the Death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw upon your bones. Look out! Samus is here."
Armies:
:3000 +
Fantasy: Gettin Started |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/25 19:30:33
Subject: Are Meganobz feared in an 'Ard Boyz environment?
|
 |
Growlin' Guntrukk Driver with Killacannon
|
kingcr02 wrote:
I'm probably the only ork player that has yet to make a decision about lootas.
You're not the only one
I just played my first game last week with Lootas and they did ok. The entire rest of my army is KoS so they don't jive well. They killed some stuff and then got killed. They didn't make or break it for me. I'll try them again but the main disadvantage is lack of movement and everything else, including vehicles, got cover saves. I like Tankbustas more in that they have assault weapons. I took Dashofpepper's advice and took out all the Rokkits from my Slugga mobs and used the points on the Lootas. So in this example the points were better spent on the static Lootas versus the mobile Rokkit boyz.
For the OP, I play with either 2 mobs of 3 Mega Nobz or 1 of 6 with a Big Mek attached depending on the other things in my 1850 army lists. 2 Mobs of 3 go in Trukks (with Rokkits) and the 6+BM go in their BW. They're a helluva distraction unit and probably my most fun and well painted unit(s). 140 points gets you 12 cheap Power Klaw attacks, decent shootas(one being twin-linked), one Skorcha shot, and one Rokkit shot. Most games I never fire off the damn Rokkit
Yeah, power weapons and AP2 and AP1 destroy them but they're fun and cheap, like a high school girlfriend.
|
Fighting crime in a future time! |
|
|
 |
 |
|
|