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Made in ca
Fresh-Faced New User




Mad Dok Grotsnik with mega nobs and a warphead =
fearless, 2W models with a 2+/5+ and a 4+ FNP roll, and provided you're a lucky roller they can deep strike.

Seems like it would be funny to try out, or at least test in a leisurely game. Has anyone already tried this combination or anything of the likes?

It's krumpin' time! 
   
Made in gr
Sneaky Lictor





Greece

The Mad Dok with the Meganobz is quite a powerfull unit. However the Mad Dok must attempt to assault the nearest target which doesnt mix well with the warpheads powers. Also once they have deep struck then they can't assault and they certainly aren't good at shooting...

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Sneaky Striking Scorpion



Minneapolis

If Mad Dok just gives rage than you don't have to assault the nearest unit, just move towards it.

That would be powerfully resilient, except it still dies to a demolisher cannon or pulse laser fire, and is rather expensive, especially with SnP.
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

The Mad Doc has rage +1. He must always move as far as possible toward the nearest enemy, assaulting if possible.

40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in ca
Fresh-Faced New User




Yes I did omit that fact that Mad Dok does have rage, my reasoning was the fact that close combat is where the nobs want to be anyways.

Have any of you guys actually fielded this concoction of troops in a game? And with what results.

It's krumpin' time! 
   
Made in gr
Sneaky Lictor





Greece

The Mad Dok with the Nobz does well. It is not worth it's points IMHO however and can be goaded around by your opponet. A transport of some sort is mandatory.
With a Warphead it just wont work. He can be singled out in melee which means that 2 wounds =85 poins of damage
and his powers dont help the squad very much (pretty much only warpath is good for them the rest is either neutral or bad.)
With the combo you suggest you have also used up both your HQ slots for a deathstar unit which is a bit on the weak side (due too the warpead)
2 more meganobz would be better

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in gb
Bonkers Buggy Driver with Rockets





Having an assaulty unit that has to move towards the enemy which repeatedly deep strikes AND is slow and purposeful is pretty confused. Sod the Mad Dok, get a Painboy and trust in the Waaaaagh!

Codex: Grey Knights touched me in the bad place... 
   
Made in gr
Sneaky Lictor





Greece

Meganobz don't get a painboy..

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in ca
Decrepit Dakkanaut





Better to stick a Warphead in a unit of Flashgitz with a Painboy.
   
Made in us
Regular Dakkanaut



Eastern USA

+1 To what Nurglitch said. Deep Striking Snazzguns are always a surprise and can wreak havoc on rear armor. You don't even need all that many Flashgitz, either, something like five will do.

Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
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89th Skitarii Penal Conscripts "The Steel Reserve" ~in the works
Hidden Templars ~in the works 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

alanedomain wrote:+1 To what Nurglitch said. Deep Striking Snazzguns are always a surprise and can wreak havoc on rear armor. You don't even need all that many Flashgitz, either, something like five will do.



Or you can use those FlashGits for what they are really used for and take out troops in mass quantity. I never understood why people were so SHOOT VEHICLES WITH THEM, oh yea they suck at that though.
Gits a re perfect for anti troop. So stick a warphead in there as mentioned, and deepstrike them boyz in range of a "scary" squad and laugh as they get mowed down. And for the love of GOD do not give them Blastas, nothing more useless then an upgrade that kills off your mob in no time. I dunno what it is, but everytime Ive used that upgrade, they kill themselves. Thats just the way of it
   
Made in us
Mekboy Hammerin' Somethin'






Stop mentioning the flashgits! There is too much cover available for them to be good!

Instead of a Warphead, try Ghazghkull and now you have a unit that can take on an army by itself through multi-assault.

On Grotsnik, does he have to be able to draw LOS to the unit or is it just the closest one? (Grotsnik reaches out into the force and feels a presences his eyes cannot detect, "Thata 'Ay Boyz!")

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in gr
Sneaky Lictor





Greece

Hehe Grotsnik doesn't need LOS! He has homing instincts much like a pigeon... with a powerklaw..

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Longtime Dakkanaut







People are advocating Flash Gimps? Really now Dakka, I am disappoint.
   
Made in us
Mekboy Hammerin' Somethin'






Now now, I think dakka rolled a :1: on their "don't push that" and flashgits were being mentioned in a positive fashion.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in au
Longtime Dakkanaut






Oi, whos complaing about gets hot for 5pts?
That's like a 1, a 4+ armour and a 4+ fnp on a two wound model... like only 4.16~% chance to take one wound and only 0.001736 to instagib a guy from a double gets hot ^_^... unless my maths has gone all orkie

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in ca
Ork-Hunting Inquisitorial Xenokiller





Hamilton, Ontario, Canada

You don't get saves for Get's Hot! You just automatically take the wound.

This message was edited 2 times. Last update was at 2010/09/09 11:30:18


40k 7th Edition Record
11 Games played
5 Games Won 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Thaanos wrote:You don't get saves for Get's Hot! You just automatically take the wound.


You get a save (and FNP if you have that)

   
Made in au
Sinewy Scourge




Downunder

It still doesn't fix the fact that the cost too much!

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in ca
Fresh-Faced New User




Haha I do agree with everyone when the only 2 skills the warphead have that are relevant to the meganobz themselves are a 5 and a 6. I just thought deepstriking meganobs would be a fun unit to play.

It's krumpin' time! 
   
Made in us
Mekboy Hammerin' Somethin'






It might be, but 3 MegaNobz that are individually equip coming out of a Battle wagon is much more reliable. With Grotsnik, they do indeed wreck units.

Awhile back, before I leaned of "complex Units" I ran the following unit in my Mech List.

For 870 Points (750 Points for the unit)
Ghaz, Grotsnik, 8 Meganobz with cybork armor, in a Battlewagon with a Deff Rolla, Big Shoota, and Red Paint.

They were the spear-head of my force as they would disembark and multi-assault entire arrmies with the 2" disembark, 2d6 pick highest, and 6" run. The rest of my army just cleaned up.


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Yellin' Yoof





You can only move after disembarking if you didn't move your transport. Do you zoom the transport up first and then stay inside it for a turn? That doesn't seem like a good strategy.

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'Dis keg's got enuff it fer everyone 'ere!
So let's pull all our teef out!
(Dey'll be back in a year!)
'Cuz you don't need no teef
Ta enjoy a good beer."
 
   
Made in us
Sneaky Striking Scorpion



Minneapolis

battlewagons are open topped so you can assault out of them. True you can't move but he was correct with his distances.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

This whole thread makes the Ork in me cry. :(

   
Made in us
Mekboy Hammerin' Somethin'






Sorry Dash, The lad wants meganobz, The lad wants Grotsnik... at least he wont run flashgits and will hopefully realize that...

Battlewagon > Warphead in terms of reliability, and speed...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
 
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