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Made in us
Smokin' Skorcha Driver




Dallas, TX

Let me just say i love MegaNobz, at least in 5th Ed. However, I'm not sure how I feel about MegaNobz in this edition. At first glance, they appear very much better then in 5th ( ignore Power Weapons, 2d6 charge range) until you get to S&P. The inability to run cripples MANz, in my view. I've played a few games with MANz in this edition, and they are definitely a unit that needs support( transport, Lootas, Warboss, Grotsnik).

I feel as though they are best run MSU, as you don't want too many points tied up in a unit that moves slowly across the board.

I wanted to see if there's any other ideas on how best to run MegaNobz in 6th.
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Well, you can run them in a Battlewagon (I love my Battlewagon/Trukk rushes (though I never mix them).

You can stick a Shokk Attack Gun toting Big Mek with them and it'll let him fire on the move.

Frankly, my Meganobs would often only get to move 1 inch in the movement phase, and run 1 inch in the run (my looted wagons often lost control too, but Ld tests weren't a problem! lol) in 5th, so I'm rather glad that they can move a full 6 inches in 6th.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Maybe I'm spoiled, because I would play my MANz in Battlewagons, getting a 6" run from Ghazghull when I needed them to be someplace.

I miss that look of fear on my opponents' face

   
Made in nz
Longtime Dakkanaut





New Zealand

Dr. What wrote:Frankly, my Meganobs would often only get to move 1 inch in the movement phase, and run 1 inch in the run in 5th, so I'm rather glad that they can move a full 6 inches in 6th.


Yeah, a definite 6 inches is at least reliable, unlike 2D6 which only averages 7 inches anyway. Sure, a cheap trukk or BW will help a lot with mobility if you want to get into the enemy's face, but that was true in 5th too.
   
Made in us
Poxed Plague Monk




san diego

they used to move in difficult all the time. now you get 6" move all the time. pop waagh on the turn they charge to reroll any/all dice. the definite ghaz 6" run was more distance on average, but i feel that the d6 run in a regular army is currently outshined by no random movement and rerolling the charge distance.

i put my MANZ in a wagon and have had little problem with them getting where they need to be. i generally run 5-6 of them in a unit.

for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

The problem I have is that MANz are still affected by difficult terrain, and in 6th terrain is more prevalent. Also getting them to there first target doesn't seem hard, but getting them to the next target is.

I had a game where 6 MANz and a Mega Boss, jumped out of a wagon and assaulted a Demolisher, but couldn't do anything else the rest of the game. Every other unit that was in range immediately ran away in the next turn. I learned several things from this:

1) MSU maybe better to spread out the threat
2) when you're done killing try to get back into your transport
3) if you feel lucky use your consolidation to help with #2 or to advance.
   
Made in us
Imperial Agent Provocateur






Is there an Orky Deffwing equivalent? Merely out of curiosity, I swear, but I thought it would be funny to see a 'swarm' of 60 MANz bum rushing 25 Terminators as a 2K point game.

Deff Rolla them until they are grey goo. Apply boyz to flavor. Serve over ice.

-cgmckenzie

The Order of The Shattered Fist P&M Blog

Aint he cute? Click 'em and level him up!
 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

I think they're much better now. I think I'd almost rather have the guaranteed 6" movement than a D6" Move and a D6" Run. And now that they can Disembark 6" too, I think they're almost strictly better than they were in 5th.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

I'd prefer that we keep this topic about tactical advice on ways to make MegaNobz awesome in this edition.

Also, since I've been running Nob Bikerz a lot I've fallen in love with Kombi-Scorchas. Since MegaNobz can take Kombi-Scorchas, that would be a good idea to take as an option.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Tagboard Wizard wrote:Is there an Orky Deffwing equivalent? Merely out of curiosity, I swear, but I thought it would be funny to see a 'swarm' of 60 MANz bum rushing 25 Terminators as a 2K point game.



Yes there is. You take 2 megabosses and you can then take 5 whole units of MANz, which would fetch you an impressive 50 MANz on the table. Yeouch.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

KingCracker wrote:
Tagboard Wizard wrote:Is there an Orky Deffwing equivalent? Merely out of curiosity, I swear, but I thought it would be funny to see a 'swarm' of 60 MANz bum rushing 25 Terminators as a 2K point game.



Yes there is. You take 2 megabosses and you can then take 5 whole units of MANz, which would fetch you an impressive 50 MANz on the table. Yeouch.


Or take 4 Mega Bosses and have 4 troop MegaNob units, and 6 Elite units.
   
Made in us
Imperial Agent Provocateur






or, you keep them at the 6 MANz size and put them all in Trukks! that would net you all of... 60 MANz and 10 Trukks! Plus 4 Mega bosses!

Deff Rolla them until they are grey goo. Apply boyz to flavor. Serve over ice.

-cgmckenzie

The Order of The Shattered Fist P&M Blog

Aint he cute? Click 'em and level him up!
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

mrfantastical wrote:
KingCracker wrote:
Tagboard Wizard wrote:Is there an Orky Deffwing equivalent? Merely out of curiosity, I swear, but I thought it would be funny to see a 'swarm' of 60 MANz bum rushing 25 Terminators as a 2K point game.



Yes there is. You take 2 megabosses and you can then take 5 whole units of MANz, which would fetch you an impressive 50 MANz on the table. Yeouch.


Or take 4 Mega Bosses and have 4 troop MegaNob units, and 6 Elite units.



Disregard. I forgot about allies lol

This message was edited 1 time. Last update was at 2012/08/12 22:47:42


 
   
Made in gb
Longtime Dakkanaut




MANz were awful when foot slogging before. What has changed?

The change for me was that they were a reasonable way to open battlewagons. Now battlewagon spam has lost its shine I can not really see the need for them.
Yes, 2+ armour is harder to crack but they used to die before hitting back when stuck in cc, they were mostly used for opening mech which they will be better at now.

Maybe give them to a SAG.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

No I think MANz REALLY got a boost to the power weapon AP change. They are now multi wound models that can 2+ save damn near everything. So against PW reliant armies like MEQs they are really shining now. Sure they still have a low LD, but there are ways to boost their flaws as always. Sides, MANz should have always been in a transport from the start, so anyone complaining about them being slow still, is using them wrong.
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Put them with the Mad Doc. He gives them better leadership, Cybork Bodies and FNP.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Thats a pretty popular way of doing it. And Docs rage really wouldnt be a problem for the MANz either, since you WANT them in the assault
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

KingCracker wrote:Thats a pretty popular way of doing it. And Docs rage really wouldnt be a problem for the MANz either, since you WANT them in the assault


If only it was Rage (which it should be) then Mad Doc would be Mandatory in all my Orc lists. As is Grotznik's "One scapel" is basically Rage from 5th edition without the name "Rage". Last thing you want from a slow unit, is to be kited.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Again transports will help negate that from happening.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

I thought even in a transport Grotznik's, "One Scapel" made even the transport drive towards the closest enemy. I hope that's changed.
   
Made in us
Imperial Agent Provocateur






Nope, the transport is unaffected by the 'One Scalpel' rule. after they disembark/transport is destroyed however, and it's back to mary poppin's musical numbers.

Deff Rolla them until they are grey goo. Apply boyz to flavor. Serve over ice.

-cgmckenzie

The Order of The Shattered Fist P&M Blog

Aint he cute? Click 'em and level him up!
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Tagboard Wizard wrote:Nope, the transport is unaffected by the 'One Scalpel' rule. after they disembark/transport is destroyed however, and it's back to mary poppin's musical numbers.


Maybe you want to have a look the ork FAQ. "One Scalpel short of medpack", unlike 5th's rage, transfers to the transport.

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
Smokin' Skorcha Driver




Dallas, TX

Jidmah wrote:
Tagboard Wizard wrote:Nope, the transport is unaffected by the 'One Scalpel' rule. after they disembark/transport is destroyed however, and it's back to mary poppin's musical numbers.


Maybe you want to have a look the ork FAQ. "One Scalpel short of medpack", unlike 5th's rage, transfers to the transport.


Yeppers. Just looked at the FAQ. Grotznik is still kiteable, even in transports. So he's good for MegaNobz, because of FNP and cybork bodies. Unfortunately the unit is slow, and have to blindly chase the closest enemy.

Can still be good, as long as you make sure the MegaNob unit isn't a scoring unit, and you can get them to a good concentration of the enemy.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

I posted a link with a list idea at 1500 points.

http://www.dakkadakka.com/dakkaforum/posts/list/472972.page#4707415

   
Made in gb
Faithful Squig Companion





Somewhere in the UK

Dr. What wrote:
You can stick a Shokk Attack Gun toting Big Mek with them and it'll let him fire on the move.


LOL!
That must be epic!

I'd say stick them in a super fast trukk, because even if the trukk gets destroyed, you'd have to be as unlucky as my big bro to have any of them die! Also, as quoted, putting a "Shokk Attack Gun toting Big Mek" with them should be funny and effective!

Pigmyork = Some mad Speed Freek mek, with half an insane grot addicted to drugs and cheez's brain merged with his...

"Get 'em boyz! Dakka dakka dakka!
WAAAGH! THE ORKS! WAAAGH!"
-Rotgob, Ork strategist

Pwease cwick the ickle dwgon/egg  
   
 
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