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Okay...
Let's address the nobz first. I see that you have 10 extra points when the smoke clears and all is bought. I would drop 2x big choppa's and 1x kombi-skorcha to make the 15 points needed to get a power klaw, and put it in your nobz mob. You need to field at least one in there, especially when you are working a Waaagh! Banner in there too, against most troops you're hitting and wounding on 3+/2+, invul saves only... So that's a must... Unless I missed something with modelling nobz boxes, it takes both hands to work the kombi-weapons, so you'll have to do some custom-crafting of your own, but it isn't out of line with the rules that they can work both.
For the trukk, I'd drop the reinforced ram and take the boarding plank, if you follow my advice about the power klaw. It's a free set of attacks against whatever vehicle/walker you can drive up to.=mobile can-opener.
Additionally, the meganobz entry in the back of the codex states that for mobs of six or fewer, they may take a trukk as a dedicated transport (they count as two models per for mega-armor.)
For the battlewagon, I think it's a good idea, just understand that you can't fire all of those weapons on a single turn, as the kilkannon is an ordinance weapon. But, with 4 hull points, and the possibility of weapons getting destroyed, the lesser weapons serve as an insurance policy of sorts for the durability of your main weapon.
Just a couple of things I'd tweak, but it's a good build overall. I'd be curious to know how this army fares after a few fights... Happy Waaagh!ing.
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