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Made in us
Regular Dakkanaut




Saint Louis Mo

So I'm throwing around the idea of investing in some Mega Nobz and don't want to run into making this unit blindly. Since the Slow and Purposeful rule isn't as hindering any more I can see them being a better unit then before. I was wondering what my fellow Ork players feel about them and how have they played out in 6th edition?


 
   
Made in us
Grovelin' Grot




Colorado

MANZ squads are more worth taking than they ever were. SAP is less painful than it was and 2+ armor got buffed(with the fact that few CC weapons have the AP to ignore it). The models are rediculuously overpriced both $-wise and points-wise (although not as bad points-wise). they are worth taking in 6th though.

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Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I honestly think that Meganobs, and 2+ in general, aren't as buffed as some people are making them out to be. Yes, power weapons got nerfed (and a great many howling banshees were thrown against the wall), but Plasma weapons are better because of the change to rapid fire weapons and powerfists and meltagun are still as powerful as before. The change to S&P certainly made meganobs better, but random charge ranges made assaulting a gamble anyway so I think MANZ missile are still the better way to use them

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Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





North Jersey

MANz definitely are worth taking. I run Ghazzy with his MANz retinue and have yet to see them fold(in 6th). They are a massive point sink, though, so be prepared to have less than a green tide on the table.

Money wise, they are foolishly expensive. You 23USD for a blob of resin is bonkers, so convert if you can. Terminator->MANz never look great, but they will get the job done until we get a plastic kit for a more reasonable price.

-cgmckenzie


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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

UrgThraka wrote:MANZ squads are more worth taking than they ever were. SAP is less painful than it was and 2+ armor got buffed(with the fact that few CC weapons have the AP to ignore it). The models are rediculuously overpriced both $-wise and points-wise (although not as bad points-wise). they are worth taking in 6th though.

I'll agree they're very expensive from a dollars standpoint, but they're around the 40 points mark, which is the same as a Nob with a powerklaw and no armor whatsoever. MANz are very good right now.

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Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Brother SRM wrote:
UrgThraka wrote:MANZ squads are more worth taking than they ever were. SAP is less painful than it was and 2+ armor got buffed(with the fact that few CC weapons have the AP to ignore it). The models are rediculuously overpriced both $-wise and points-wise (although not as bad points-wise). they are worth taking in 6th though.

I'll agree they're very expensive from a dollars standpoint, but they're around the 40 points mark, which is the same as a Nob with a powerklaw and no armor whatsoever. MANz are very good right now.

I thought that a Nob with just a Power Klaw was 45pts, making MANZ even better value.

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- Ireland ETC - Eldar - 2016

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Made in gb
Huge Hierodule





The centre of a massive brood chamber, heaving and pulsating.

Yeah, Meganobz are awesome now. Models are silly expensive though, so I would buy some plastic Nobz and brush up your plasticard skillz.

Squigsquasher, resident ban magnet, White Knight, and general fethwit.
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Made in us
Dakka Veteran






The only thing separating normal nobz from them would be the painboy plus the cost of course, though this has more to do with bit ordering the Black Reach variant being so cheap.

I think they are powerful, especially if you can add Grotsnik to them. However you also miss out on the various options normal nobz get like bikes and banners.

This message was edited 1 time. Last update was at 2012/07/22 22:05:35


 
   
Made in us
Regular Dakkanaut




Saint Louis Mo

Looks like I'll be making the investment. How many MANZ do you guys run / squad?


 
   
Made in us
Longtime Dakkanaut





I have 10, but have found 3-6 are plenty for almost all jobs when you add the mad dok or a boss. Last time I played all 10 was an apoc game years ago, I also ran both my stompa's and my skull hammer to give you an idea of the points scale. I was running just shy of 9k.
   
Made in us
Regular Dakkanaut




Saint Louis Mo

cool cool I was thinking about running about 3-4 to start then adding as time went on


 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

That sounds about right. 10 MANz is overkill, 4 or 5 is just enough kill. I've fought units of 3 MANz with a Warboss that gave me a lot of trouble on their own.

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






lazarian wrote:The only thing separating normal nobz from them would be the painboy

The only reason why MANz will never live up to nobz is much more simply than the pain boy: It's the boss pole. Unless you either field a unit which makes up a huge chunk of your army or have an HQ babysit them, MANz will always fold to leadership problems.

At 2000 points you get the extra slots for babysitters though, so it's less of an issue now.

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.
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