Switch Theme:

Nobz Vs. Meganobz  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Gangly Grot Rebel





Are nobz really worth their point costs? Not Nobz you upgrade from Boyz, because they are only 41 points all together (with PK) but a unit of 10 Nobz will be 450 points (with PK) where as a unit of 10 meganobs will be 400.

The only advantage that the Nobz have over the meganobs is meganobz move (slow and purposefully).

The Meganobs have the 2+ armor save and come already equipped with PK.

My point in bringing this up is, why are the nobz mob so over priced? A Nob w/PK should be half the current points cost.


 
   
Made in us
Bounding Assault Marine






IF you equip each nob differently you can play the wound allocation shell game, making them more survivable.

Plus you can fit more in a transport and have things like painboys(FNP), Bosspols and Waaaagh banners.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Master Melta wrote:IF you equip each nob differently you can play the wound allocation shell game, making them more survivable.

Plus you can fit more in a transport and have things like painboys(FNP), Bosspols and Waaaagh banners.
This...

You really don't need to give every nob a PK either
   
Made in us
Regular Dakkanaut




Charleston, SC

Meganobs are best used when the Mad Doc is in the army so thy an get an Invul save. Without the Doc, regular nobs are a better buy.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

I've also heard people taking 3 with a BW as a dedicated transport.

This seems a viable tactic as when the mega nobs come out and assault they will either wipe the enemy unit, or they will utterly fail. Basically ask, does that other unit have power weapons or power fists
   
Made in us
Fresh-Faced New User





Vrakk wrote:Meganobs are best used when the Mad Doc is in the army so thy an get an Invul save. Without the Doc, regular nobs are a better buy.


Don't have my codex on hand--and I don't really use Nobs/MANZ, anyway, so I'm not too familiar with them to start with--but I'm pretty sure Mega Armor comes with a 5+ invul built in.

Still, the ability to take a painboy and use wound-allocation shenanigans make Nobs seem to be the better use of your points, at least in my eyes.
   
Made in gb
Bonkers Buggy Driver with Rockets






FOXDIE wrote:
Vrakk wrote:Meganobs are best used when the Mad Doc is in the army so thy an get an Invul save. Without the Doc, regular nobs are a better buy.


Don't have my codex on hand--and I don't really use Nobs/MANZ, anyway, so I'm not too familiar with them to start with--but I'm pretty sure Mega Armor comes with a 5+ invul built in.

Still, the ability to take a painboy and use wound-allocation shenanigans make Nobs seem to be the better use of your points, at least in my eyes.

Sadly they don't. And there's no Painboy add-on in the codex entry so, only invuns from the mad dok work.

Nobz are normally taken over meganobz due to the fact that there is a lot of good upgrades like Waaagh! banner, the painboy and cyborks that meganobz just don't have. That and nobz can strike at varying initiative depending on wargear (slugga/choppa, kombis, big choppas or klaws) so you're not hindered so much by going second all the time.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

The Meganobs loses alot of the options that make the Nobz a good unit. Namely the Waaggh! banner, the Painboy, and the cybork bodies. MegaNobz are a better deal tho, you get a Power Klaw, a Twin linked shoota, and Mega Armour for just 20 points extra.

   
Made in ca
Regular Dakkanaut




If you simply look points-wise, it seems that way. Nobs (without mega armour) have a lot more diversity of choices, also a painboy.

Basically you are paying for diversity. Meganobz forcefeed you some wargear for a discount.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Couple of things to add:

As pointed out, Mad Dok is important to justifying taking Meganobz over regular nobz - which in itself is both a pro and a con. If you put him with them, or with another unit, you're handicapping them with his special rules. If you're taking Mad Dok, you only have one other HQ slot available. If you take a warboss/Ghazghkull to make them a troop choice, you don't get a big mek with a KFF, and the list they're in (probably at least partially mechanized) is in trouble; if you take a Big Mek with a KFF you've got an elite choice close combat unit when you could have gotten something just as killy as a troop choice with regular nobs.

Its not just a case of nobs vs. meganobs in a vacuum, but rather what sacrifices are needed to make meganobs viable, and how they reduce the effectiveness of the Ork army in general.

   
Made in us
Impassive Inquisitorial Interrogator





Anywhere worth being

Dashofpepper wrote:Couple of things to add:

As pointed out, Mad Dok is important to justifying taking Meganobz over regular nobz - which in itself is both a pro and a con. If you put him with them, or with another unit, you're handicapping them with his special rules. If you're taking Mad Dok, you only have one other HQ slot available. If you take a warboss/Ghazghkull to make them a troop choice, you don't get a big mek with a KFF, and the list they're in (probably at least partially mechanized) is in trouble; if you take a Big Mek with a KFF you've got an elite choice close combat unit when you could have gotten something just as killy as a troop choice with regular nobs.

Its not just a case of nobs vs. meganobs in a vacuum, but rather what sacrifices are needed to make meganobs viable, and how they reduce the effectiveness of the Ork army in general.


As always, Dash has amazing advice on this one, worded very well

Additionally, I would point you to the following:

Box of 5 Nobz: $25

1 Single Meganob: $19.75

Yeah you can scratch build meganobz, but really, Nobz are infinitely easier to deal with. You can use the AoBR Nobz plus one $25 box set to make a completely diversified, effective Nob squad.

"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."

In the grim darkness of the 41st millenium... there is only brand loyalty
   
 
Forum Index » 40K General Discussion
Go to: