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Made in au
Fresh-Faced New User





Hey all, long time lurker, first time poster...

I'm currently getting back into the hobby after a long hiatus and am building an Ork army... I've read a lot of threads comparing regular warbikers to Nob warbikers and people choosing between the two of them. My question now is with these 4 boxes what would be the most useful way to assemble them?

My options seem to be...

1. To make 11 boyz with a Nob plus my warbiker boss (and perhaps a painboy conversion)
2. Make 4 Nobz as a small retinue for my warboss and an 8 man warbiker squad as a separate unit... (or 7 man if I use one as a painboy in my boss retinue)

Are 8 warbikers effective nowadays or am I better off making one big mob for my boss to hide in?



   
Made in eu
Regular Dakkanaut




you would be better to make a bit unit of warbikers.
Nob bikers dont really bring anything more than the warbikers for cheaper.
warbikers are tougher (on a hp/point basis)
warbikers have far better dakka
warbikers have better CC ability except against very tough opponents where more claws would be usefull
   
Made in au
Fresh-Faced New User





Thanks for the reply, putting more bodies on the table seems to be the preferred option from what I've seen on Ork threads.
   
Made in ru
Yellin' Yoof on a Scooter




I think that a biked painboy will be also useful. A mob of warbikers with him is a mean flock to face.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Nobbikers got too easy to pick off with the loss of their invul. Warbikers point for point are a lot more wounds, attacks, and have no fear of S10 since theyre 1wound models. Drawback is less PKs but in all honesty, warboss + nob is all you really need especially when the boss has a lucky stikk.

310points is 15 warbikers + a nob with klaw and bp. Boss with stikk setup is usually 140pts and painboy is 75. Thats ~525pts for a unit that is insanely durable, shoots like hell, charges like hell, and is fast as hell. I use mine as a distraction with the turn 1 turboboost +1 cover for a 3+ jink while my MANz missiles and footsloggers move up relatively unharmed since the warbikers are tanking the entire enemy team. Aside from Tau, there isnt much ignore cover (barring 1-2 per army if that, such as the random heavy flamer) that also pens their armor that will be available turn 1. Usually if they deny my 3+ jink i still have 4+ armor and FNP backing it up. Out of dozens of games ive lost this unit once pre turn 4...not joking lol. And thats with heavy attention focused on them.

This message was edited 1 time. Last update was at 2014/09/29 19:33:00


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Fresh-Faced New User





Nice run down thanks
   
 
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