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Made in us
Ork Boy Hangin' off a Trukk





I'm playing a trukk army and I'm planning to add 1 or 2 groups of 3 Meganobz in trukks.

Does anybody have any recommendations on a good load-out for 3 Meganobz in a trukk?
   
Made in ru
!!Goffik Rocker!!






Bosspole for boss nob.

One pair of killsaws is always good.

Probably some combi-skorchas if you feel fancy but it's a rare day you're gona use those. Just 5 ppm however.
   
Made in nz
Disguised Speculo





Back in sixth I had a lot of success with kombi-skorcha on biker nobz and those times I fielded meganobz.

Sometimes you just can't beat 20+ S5 AP4 hits on a target, and kombi skorchas can give you those hits for pretty much nothing
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

 koooaei wrote:
Bosspole for boss nob.

One pair of killsaws is always good.

Probably some combi-skorchas if you feel fancy but it's a rare day you're gona use those. Just 5 ppm however.
This ^ and I would say 1 Meganob could take a combi-skorcha, you don't need much more than that. But they really are situational and kind of expensive for what they do. Thinking about it, I would say not to bother, as Meganobz REALLY like smashing into a heavily armoured or high toughness unit, who can ignore skorchas.

Make sure that you have boarding planks on your Trukk. The extra 2" charge is REALLY important to Meganobz since they can't run and charge.

I would never put them in a battlewagon. However I'm in the process of making the bully boyz formation. Fearless on Meganobz is really useful, considering that most of the orks are cowards these days, it's important to have a unit who don't care about fear checks.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in gb
Fully-charged Electropriest






Yep, for a MANz missile its got to be bosspole (not on Boss Nob), one pair of killsaws just in case you get to wrestle with a Land Raider (probably on whoever has the bosspole, but up to personal preference) and maybe a kombi-skorcha. A Trukk is of course essential.
   
Made in ru
!!Goffik Rocker!!






It's actually better to place a bosspole on a bossnob as without a bossnob there's no need for a bosspole.
   
Made in us
Flashy Flashgitz






NJ

Sketchyfk wrote:
 koooaei wrote:
Bosspole for boss nob.

One pair of killsaws is always good.

Probably some combi-skorchas if you feel fancy but it's a rare day you're gona use those. Just 5 ppm however.
This ^ and I would say 1 Meganob could take a combi-skorcha, you don't need much more than that. But they really are situational and kind of expensive for what they do. Thinking about it, I would say not to bother, as Meganobz REALLY like smashing into a heavily armoured or high toughness unit, who can ignore skorchas.

Make sure that you have boarding planks on your Trukk. The extra 2" charge is REALLY important to Meganobz since they can't run and charge.

I would never put them in a battlewagon. However I'm in the process of making the bully boyz formation. Fearless on Meganobz is really useful, considering that most of the orks are cowards these days, it's important to have a unit who don't care about fear checks.



I agree. I run two manz missiles with a boss pole and killsaws on the boss nob. The extra attack is nice when you've only got 3 dudes. I would argue against the kombiskorcha, since MANZ can't overwatch, and a skorcha is counter-productive to charging

   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

My MANz-missile loadout is Boss pole and killsaw in a trukk with a ram and a boarding plank.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Lead-Footed Trukkboy Driver





personally run 3 manz in truck with ram.

I give them a boss pole and 3 skorchas which ALWAYS manage to pay off I have also considered having one of them with killsaws instead, which can certainly be useful
   
Made in nz
Longtime Dakkanaut





New Zealand

Kill-saws definitely seem useful against the heavy armour that's likely to be MANz' primary target.

But wouldn't kombi-skorchas be useful just in case the MANz have nothing better to attack than horde units which might otherwise tar-pit the MANz? Especially in a TAC list?
   
Made in us
Flashy Flashgitz





Wait... Yall run slow models in a trukk and they leave your side of the board? What kind of half witted players are you playing against?

I run them in a BW with killsaws, and either a ma wb with da lukky stick or mad doc. I'd maybe use that Forgeworld wagon thing... But I don't use Forgeworld

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

FratHammer wrote:
Wait... Yall run slow models in a trukk and they leave your side of the board? What kind of half witted players are you playing against?


They do when I give my opponent other threats to worry about.

I give mine a trukk with reinforced ram, killsaws on boss nob and a bosspole. I give them to the boss mob because he can actually splat quite a lot of independent characters that don't have ap2 weapons and/or eternal warrior.

I have experimented with bigger units in a battlewagon, and when I do, I think taking one or two kombi-skorchas is pretty much obligatory to deal with tar pits/choppy units that might actually pose a melee threat.

This message was edited 2 times. Last update was at 2015/04/18 13:23:10


 
   
Made in us
Flashy Flashgitz





Wait wait wait... Target priority should always be the mega nobs...I don't care what else another orc player brings, if manz hit the table, I want them to stay on their side. If they are in a trukk they did the job for me. I am all about confusing target priority, I lecture people with 1bw all the time or with 1manz unit that you need to spread that priority out... But I would never recommend foot slogging manz, which is what putting them in a trukk essentially is doing. Or you're relying upon the ineptitude of your opponent. Both are bad ideas.

If you're doing it, planning on getting infiltrate... Okay. But you better pray really loudly to Gork and Mork.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
[DCM]
Mutilatin' Mad Dok




Sedona, Arizona

FratHammer wrote:
Wait wait wait... Target priority should always be the mega nobs...I don't care what else another orc player brings, if manz hit the table, I want them to stay on their side. If they are in a trukk they did the job for me. I am all about confusing target priority, I lecture people with 1bw all the time or with 1manz unit that you need to spread that priority out... But I would never recommend foot slogging manz, which is what putting them in a trukk essentially is doing. Or you're relying upon the ineptitude of your opponent. Both are bad ideas.

If you're doing it, planning on getting infiltrate... Okay. But you better pray really loudly to Gork and Mork.


It's great that you feel that way; that's exactly what they want.

A MANZ missle can be as cheap as.. I think it's 155 points? Please do dakka the feth out of those trukks and ignore the bikerstars, 20 strong boyz blobs in BW's, kommandos, ect ect.

 welshhoppo wrote:

I like my Orks how I like my Emperor, dead.
 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

I'm thinking one MANZ with a pair of Killsaws, one or maybe two MANZ with a Kombi Skorcha depending on size of unit and the rest using Kombi Missiles

This message was edited 1 time. Last update was at 2015/04/18 21:21:46


 
   
Made in us
Ork Boy Hangin' off a Trukk





My MANZ might be going up against Thunderwolf Cavalry in the next game I play. Any suggestions about how to load them out for this?
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

Not so sure it's a good idea to send MANZ against such a mobile unit. Something with more range or more speed would be in order. But if MANZ is gonna be used, hopefully those cavalry don't have template weapons, then stick in an open topped transport and chase them shooting at them, if the transport explodes the MANZ can shrug it off and also still charge since all open topped transports are considered assault vehicles.
   
Made in us
Ork Boy Hangin' off a Trukk





 ProwlerPC wrote:
Not so sure it's a good idea to send MANZ against such a mobile unit. Something with more range or more speed would be in order. But if MANZ is gonna be used, hopefully those cavalry don't have template weapons, then stick in an open topped transport and chase them shooting at them, if the transport explodes the MANZ can shrug it off and also still charge since all open topped transports are considered assault vehicles.


I'm playing a mobile-themed army. Everything is in trukks or BWs, or are bikes/koptas? What do you recommend I use against TWC? I don't have lootas yet but that will probably be the next unit I'm putting together.
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

If you don't have Lootas and you are picking them up next then you will find your answer. The most cost efficient str7 ap4 ranged unit in the game. What's important is that it has a range of 48". Full sized unit can sit on an objective and unleash 15-45 shots per turn or if you put in a character with mega armour then you can keep you shots while moving, transport too. It's cavalry though, keep that in mind, unlike MANZ the Lootas aren't able to withstand a charge so easily.
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

FratHammer wrote:
Wait wait wait... Target priority should always be the mega nobs...I don't care what else another orc player brings, if manz hit the table, I want them to stay on their side. If they are in a trukk they did the job for me. I am all about confusing target priority, I lecture people with 1bw all the time or with 1manz unit that you need to spread that priority out... But I would never recommend foot slogging manz, which is what putting them in a trukk essentially is doing. Or you're relying upon the ineptitude of your opponent. Both are bad ideas.

If you're doing it, planning on getting infiltrate... Okay. But you better pray really loudly to Gork and Mork.


I don't think the part in bold is necessarily true, and I think this is the crux of the issue.

Meganobz are very powerful against vehicles with very high rear armour values (such as land raiders) and medium-heavy infantry units that aren't specifically tooled up to kill them. They're not great against walkers, terminators or monstrous creatures (at best they will cancel each other out), and they are terrible against terminators with thunder hammers and storm shields. They are also, as other posters have said, vulnerable to tar pits. This is why I still use regular nobz despite their reputation; they are less vulnerable to hard counters than meganobz.

Boyz in large numbers are more effective at dealing with other types of targets and IMO equally threatening. An opponent who ignores a wagon full of sluggas with da lukky stikk because he is more worried about my 170 point meganob missile does so as his peril IMO.

This message was edited 3 times. Last update was at 2015/04/19 07:51:41


 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

Agreed, if you are looking to tarpit or you see your enemy moving a tarpit unit towards your MANZ, Intercept with Boyz. I prefer MANZ going for important targets. Let the Boyz soak the charge from the enemy and then while locked in combat the MANZ can join to cleanup or is free to move towards that very dangerous land raider.
   
Made in us
[DCM]
Mutilatin' Mad Dok




Sedona, Arizona

 ProwlerPC wrote:
Agreed, if you are looking to tarpit or you see your enemy moving a tarpit unit towards your MANZ, Intercept with Boyz. I prefer MANZ going for important targets. Let the Boyz soak the charge from the enemy and then while locked in combat the MANZ can join to cleanup or is free to move towards that very dangerous land raider.
I donno as I'd really call a land-raider dangerous...

 welshhoppo wrote:

I like my Orks how I like my Emperor, dead.
 
   
Made in us
Flashy Flashgitz





"A MANZ missle can be as cheap as.. I think it's 155 points? Please do dakka the feth out of those trukks and ignore the bikerstars, 20 strong boyz blobs in BW's, kommandos, ect ect."-Morganfreeman

You must be overestimating trukk durability or something... Personally I've never come close to having a quarter of my army lost to another orc player when I play salamanders, and not more than half with my Orcs. Your 20 boys in a BW, I assume, are going to collide with the 30 man for mob I string out and chill. Your bw now useless will putz around after. "bikerstars" are you kidding? It's a4+ save on single around models any turn but turn one...i love bikers, but calling them a star because they have a lot of boys with t5 ws5 and a4 up save, it's a stretch. Even with a painboy. And kommandos are overpriced boys. They come on, I turn, I shoot, I continue with the game as they flee off the board 4/6ths of the time. Lets say you take 1 155pt manz trukk abomination. I fire 3squiggs and 2 rokkits at you. In your example, I had no where else to shoot anyway. Was I suppose to shoot the normal boys in battlewagons? Nah, a kombi skorcha will kill all them before they dismount or they will meet a similar close combat unit with larger numbers in my back field. That 1-2 units of minimum tank bustas will wreck your 1-2 manz squads trukks and turn 5 they might make it to a unit if you tactically forced me into taking them.

"Meganobz are very powerful against vehicles with very high rear armour values (such as land raiders) and medium-heavy infantry units that aren't specifically tooled up to kill them. They're not great against walkers, terminators or monstrous creatures (at best they will cancel each other out), and they are terrible against terminators with thunder hammers and storm shields. They are also, as other posters have said, vulnerable to tar pits. This is why I still use regular nobz despite their reputation; they are less vulnerable to hard counters than meganobz.

Boyz in large numbers are more effective at dealing with other types of targets and IMO equally threatening. An opponent who ignores a wagon full of sluggas with da lukky stikk because he is more worried about my 170 point meganob missile does so as his peril IMO."- Krusha

Everything you said is true. With that established, lets assume I know which targets to attack and which to ignore, and I will always assume my opponent is also intelligent enough to do the same. All I am saying, is in a trukk, they are 155 points minimum, which I can just ignore once I spend a couple shots shooting their transport. It costs me next to nothing, and they are destroyed like a 2 year old playing with origami.

Also I'll never agree to running a Nob till they give them 9attacks and 3 wounds at the price of 18 points.

Warboss Troil
"Less chat, more splat!" 
   
Made in ru
!!Goffik Rocker!!






To be honest, 20 choppaboyz in a wagon win out against 30 footslogging boyz. They have a luxury of choosing your weaker flank and getting the charge which makes them 2 times killier. Besides, you'll likely got to spread out to avoid casualties from lobbas and kmk. Thus, your retaliation would be weakened even more.

I don't run MANz missile but i run a 'ard boyz missile. It's more expensive than MANz and they have different preferred targets but the principle is identical and i manage to make them work every now and then. A truck pushed somewhere on the flank out of los of more than half of the opponent's army and in cover just in case someone decides to move and shoot it down, is not that easy to stop.

Sure thing - shooting down trucks is a piece of pie if they're in the open. But when you include terrain, it's a whole different story. Same with stormboyz, really. Noone gives them credit based simply on their statline. But when you use them as blos-huggers that are capable of performing charges across half the board, they start to shine.

This message was edited 3 times. Last update was at 2015/04/20 08:01:20


 
   
Made in gb
Stealthy Grot Snipa





I run my MANZ missiles as cheap as possible; 3 in a trukk
Bosspole being the only exception and a ram on the trukk.

As Frathammer kindly pointed out;
MANz are ALWAYS highest priority, whether there in a trukk, in a BW or in any other orky vehicle you like. So it doesn't matter what the hell you put them in, as its going to get wrecked. I mean a BW with side AV12 and a side length = your half of the board means that AV14 aint doing jack against most competent players.

So considering that in reality 1 trukk missile is 155,whereas a BW is 225ish. I'd much prefer to take 2 trukk missiles. Yeh your argument is valid about paper thin trukks, buts lets not pretend the BW is some unkillable machine.Last game, first turn, DS, 5-man GK pally squad simply landed behind mine, stormboltered and incinerated it in one turn. How would that have been any worse had it been a trukk?



So considering they are a distraction unit, that if ignored will be a great boon to your army, your not expecting them to get across board, so why put them in a points sink BW? I mean if you really hate trukks;

3 Manz
2x gunwagon/bigtrakk - both 50-60 pts, AV13 or 12 on front, come as a squadron, leave the front one bare, so in effect you have a buffer vehicle that must be destroyed. But IMO, what a waste, just for 3 manz.

So Trukks, trukks, trukks, trukks! If they make it great, if they don't, stick em on an objective (maelstrom etc). We are all acting like this isn't 40k and some game where the MANz have to make it to their table edge to win the race.

This message was edited 2 times. Last update was at 2015/04/20 11:59:32


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

FratHammer wrote:
Wait wait wait... Target priority should always be the mega nobs...I don't care what else another orc player brings, if manz hit the table, I want them to stay on their side. If they are in a trukk they did the job for me. I am all about confusing target priority, I lecture people with 1bw all the time or with 1manz unit that you need to spread that priority out... But I would never recommend foot slogging manz, which is what putting them in a trukk essentially is doing. Or you're relying upon the ineptitude of your opponent. Both are bad ideas.

If you're doing it, planning on getting infiltrate... Okay. But you better pray really loudly to Gork and Mork.


To be honest, the MANz missile strategy is target priority manipulation. Basically hide the trukk in cover somewhere on your side of the table. Then during your movement you move and then turbo bust it accross the table. Your opponent has to deal with it. It pushes in on your opponent's line of defense or it force them to redirect fire during their turn. Personally, I like to go second when using MANz missile. I'll line them up to hit weak points in my opponent's deployment. For every shot that is fire at them is weapon that is not fired at a higher priority target. Also, if you play multiple ones you can use it as a screening maneuver. I once used 3 Man missile to block the path of the Knight titan and force him to choose to deal with the trukks and get charged next turn or try to go around through terrain. On my side of the field was my Stompa. This maneuver bought my stompa enough time to move farther away from his Knight and have the stompa continue firing at its targets.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Flashy Flashgitz





Koooai, you started yourself you're speaking without experience in what we're talking about. A boys ' missile' isn't scary to anyone except maybe tau, if somehow you caused their overlapping fire to not work. So yes, they will not be looked at twice, and safely make it into combat when there are more vehicles on the field then your opponent has heavy weapons.

Glitcha, I am still in the mind set that super heavies in a normal game are bs. So I have become adept at killing them, but would not know anything about tactics using them.

Solar Shock, praying there is terrain large enough in every game you play to hide your manz seems like folly. 25% for a jenky cover save... Sure, but housing it? Unlikely.

And saying, but they dropped behind me and blew it up before it moved, is one army. Well technically several if you count chapters that have their own codices'. Even then, it means they dropped a vehicle or a unit behind your lines... Within melta range (6") of your battle wagon... So they are right there... Then your manz get to kill them... If they dropped more units, more to kill... If not, they were likely a squad around 200pts or more and you left a hole in your backfield behind your wagon... Playing against Space Marines...I play salamanders... Trust me, I don't make mistakes I, as my opponent, would punish me for making...

I guess the way I play every point matters. If you like throwing 155pts away every game and that gets you wins, do it. I just, in good conscious, can't advise others to follow this logic train some of you are taking.

Warboss Troil
"Less chat, more splat!" 
   
Made in ru
!!Goffik Rocker!!






FratHammer wrote:
A boys ' missile' isn't scary to anyone except maybe tau


Now that's an interesting statement
10 'eavy armored boyz with a 'eavy armored nob are not scary to anyone...hardly believable to be honest. I field them almost every game and they're quite a bunch of lightning-fast choppiness. And don't forget they benefit from WAAAGH!, so they have quite some charge range.



Automatically Appended Next Post:
FratHammer wrote:

Solar Shock, praying there is terrain large enough in every game you play to hide your manz seems like folly. 25% for a jenky cover save... Sure, but housing it? Unlikely.


Firstly, there should be such terrain to begin with. Secondly, if you feel there's gona be no use deploying your guyz on board turn one, just reserve them. Not a huge blow for your t1 board presence. They'll show up later on when the enemy doesn't have a luxury of shooting a truck somewhere around the midboard in cover when there are other orkses up in his face. This tactics works good for me too.

This message was edited 5 times. Last update was at 2015/04/21 07:47:38


 
   
Made in gb
Stealthy Grot Snipa





FratHammer wrote:
Koooai, you started yourself you're speaking without experience in what we're talking about. A boys ' missile' isn't scary to anyone except maybe tau, if somehow you caused their overlapping fire to not work. So yes, they will not be looked at twice, and safely make it into combat when there are more vehicles on the field then your opponent has heavy weapons.

I'm with Koooaei on this one, I don't know what your talking about. a boyz missile, even regular boyz is pretty much the staple in many ork lists and the boyz do quite a bit of heavy lifting. They also contain a hidden PK, can tarpit, but im not going to go into a discussion with you about this.


Solar Shock, praying there is terrain large enough in every game you play to hide your manz seems like folly. 25% for a jenky cover save... Sure, but housing it? Unlikely.

Again, don't know what games you play, but there's always been enough terrain for me. Yeh a couple games where they have first turn the trukk won't leave my lines. But then again I've had games where a bolt pistol made it past my 2+ and I lost a MANz and then they beat themselves up and ran home. That's luck for ya in a game involving dice.


And saying, but they dropped behind me and blew it up before it moved, is one army. Well technically several if you count chapters that have their own codices'. Even then, it means they dropped a vehicle or a unit behind your lines... Within melta range (6") of your battle wagon... So they are right there... Then your manz get to kill them... If they dropped more units, more to kill... If not, they were likely a squad around 200pts or more and you left a hole in your backfield behind your wagon... Playing against Space Marines...I play salamanders... Trust me, I don't make mistakes I, as my opponent, would punish me for making...

here you proved your own point mute; One army..... well several... so no need to read any further there.
Plus it was his first turn (going second) so I was halfway across the board. It wasn't my MANz BW (as I stated before.... why put them in a BW? its not effective), the point was showing how a BW isn't exactly leagues ahead of the trukk, but its 4x the cost and can just as easily be popped. its also harder to hide. MANz + BW is looking at 350+ points, what a waste. 1/5 of a 1500 point army.

You also keep lording yourself up;
I play salamanders... Trust me, I don't make mistakes I, as my opponent, would punish me for making...I play salamanders...

Which is not only getting a little silly, it holds no weight and means little. If you don't make mistakes then you must win every game right??
Your contribution to this thread is little more than flamboyant ego boosting, where so far all you have done is negatively shot down other peoples opinions using the words;
"I play salamanders... Trust me"

I guess the way I play every point matters. If you like throwing 155pts away every game and that gets you wins, do it. I just, in good conscious, can't advise others to follow this logic train some of you are taking.


^^
You said it, everyone gets it, I think this thread has been answered
Frathammer likes BW's for his MANz
I like trukks for my MANz
Now its time for the OP to make his mind up.
/Thread.. I play salamanders... Trust me

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






Spoiler:

This message was edited 1 time. Last update was at 2015/04/21 10:43:32


 
   
 
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