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Made in gb
Squishy Squig





Colchester England

i have a squad of ten nobz with powerklaws with eavy armour which adds up to around 550 points. They are good, and can kill pretty much anything but im not sure if they are worth the points was wondering if anyone can guide me with this?

3500  
   
Made in au
Lady of the Lake






The thing people usually do with Nobs is swap around their equipment a bit. This allows them to mess around with wound allocation and keeps them a live a bit longer. As it is I'd say probably mix the weapons as while you're hitting hard you're also hitting really slow with not much of a save to keep them alive.

They'll shred a tank if they manage to catch it easy, but put a cheaper dedicated assault unit against them and they'll likely be ripped apart before they can even swing. Unfortunate as I like crazy units like that.

   
Made in gb
Squishy Squig





Colchester England

they are in a battle wagon so that keeps them alive and the heavy armours keeps enough of them alive to do some damage but they take up 1 third of my armys points :/

3500  
   
Made in au
Lady of the Lake






Well to state the obvious I'd say avoid red dreadnoughts with claws.

   
Made in dk
Stormin' Stompa





Ten Nobz with Powerklaws is overkill IMO.
Three or four is more than enough to do whatever you want them to do.

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in gb
Squishy Squig





Colchester England

yer lol i think ill keep them

3500  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Agreed, you are just wasting a ton of points taking all those powerklaws, this isnt DoW where you want all your nobz to have them. Id say for 10, take 4, thats still PLENTY of PK attacks to krump pretty much everything. Search and read the threads on wound allocation to figure out how to best maximize your nobz, also at 1500pts, dont feel scared to actually drop a couple nobz as well, at 1500, Ill usually take 6 or 7 nobz and thats it. They still do a massive amount of damage and take nearly as much damage in return.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

The rule of thumb with nobz is to take one klaw per 3 dudes. I don't think I'd go for full wound allocation shenanigans though, as 6th will likely change that in a couple weeks. What I would recommend is taking a painboy and buying them all cybork bodies. a 5+ invulnerable save and FnP will do more for them than a 4+ armor save.

Check out my Youtube channel!
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I loved those DoW Nobz though
"Sounds stupid, but OK!"
That reminds me, I still need to build a big mek with a swiss army knife as close combat weapon.

Otherwise, fully agree with KingCracker. Just try dropping one nob every game, until you've found your perfect number. Mine was seven, other people prefer eight or even just five. I wouldn't suggest getting more than three powerklaws though - you can get much better toys for those 25 points, like half a buggy.

Another two things you should definitely not skip are the painboy and the Waagh! Banner. The painboy gives all your nobz FNP, which makes them even harder to kill, plus it enables cybork, a good replacement for 'eavy armor if you are fighting a lot of armies with armor-ignoring weapons.

The Waagh! Banner is something that doesn't seem as good to new players (I know it didn't to me), but it really is the gem of all their gear. Just have a look at all the codices and see what units have WS4 (about 75% of all units in the game!) - you are now hitting all those on a 3+ rather than a 4+. Usually this translates to an extra hit on every nob. Then have a look at which units have WS5 - most of those are pretty nasty units which can give even nobz a hard time and almost every army has one. All those are now hitting on a 4+ rather than 3+, making your nobz last even longer in close combat. So you get more attacks against equally strong units and less attacks from stronger units. for a grand total of 15 points. Hard to pass up on that.

This message was edited 2 times. Last update was at 2012/06/10 14:38:24


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Ten PK is too much, 3 is enough, the rest with choppas and someone as painboy, plus a banner is a good cheap, effective setup.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in gb
Squishy Squig





Colchester England

thanks for the rezponse will try 3 nobz with power klaws and 4 with bigchoppas and mabe a waagh banner for the +1 ws

3500  
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

No no, the big choppas don't help much. Just take normal choppas, since you get +1 attack, the only reason to take big choppas is if your meta is full of dreadnoughts. Str 5 on the charge is good enough. If you can, toss in a boss pole somewhere, trust me on that one.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

No I prefer bigchoppas to regular choppas. You cause wounds far easier with them not to mention can actually cause ID on weaker targets. Much more STR vs 1 more attack, Id probably go with STR
   
Made in nl
Screamin' Stormboy





In Da Mek Shop.

I usually field 10 Nobz, but i try to keep them cheap and only give two or three of them a Power Klaw. Regulair choppas is plenty 'Urty to krump most stuff anyhow. on the rare occasion i want a little more umph I add a couple big choppas. Stick the lot of them in a nice red trukk and send them off to cause mayhem. I usually put my warboss with them as well. The lot of them forming the tip of the spearhead with my regulair units of boyz right on their heels.

Ork WAAAGH Zapzog: roughly 4000 points and ever growing. Tau Cadre of Zuran'Ki: 3000 points. Grey Knights Interdiction Force Galeon : 2500 points. Tyranid Hive Fleet Crateria: 2500 Points. The Host of Hadrekon: 1500 points. Catachan 44th Swamp hunters. 800 points.

2000 points Skaven Army. Arcsqueeks Horde 1000 points Vampire Counts Army. Duke Valmai's Court. 1000 Points Dwarven Army. Bhor Grimhammers Throng. Planning to get some Ogres later this year.
Curse you Snake-eyes!

My P&M blog http://www.dakkadakka.com/dakkaforum/posts/list/454092.page#4372031 
   
 
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