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![[Post New]](/s/i/i.gif) 2015/05/04 04:55:54
Subject: Best Transport for MegaNobz
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Lead-Footed Trukkboy Driver
On the back of a hog.
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Including forgeworld stuff, whats the best point-for-point transport for mega nobz?
The humble truck? A battlewagon? The awesomely priced av13 Gun Wagon from FW?
Whats your opinion and why?
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![[Post New]](/s/i/i.gif) 2015/05/04 05:49:31
Subject: Best Transport for MegaNobz
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Regular Dakkanaut
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I gues it depends what kind of MANZ squad if it's hq bodyguards with youre big hq or two than I gues bw , if it's 3 man trukk . I always automatically put MANZ misle in my list. So for me it's trukks , and when I'm get me 15 MANZ I'll put all my bulyboyz in a trukks
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![[Post New]](/s/i/i.gif) 2015/05/04 07:52:21
Subject: Best Transport for MegaNobz
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Mekboy Hammerin' Somethin'
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Generally trukks are best. Battlewagons are fairly tough, but if you put a real prize in one (big unit of meganobz+ HQ support units) most armies can reliably pop it in a single turn.
I'd recommend against this personally. The MANZ missle works because it's so bloody cheap, 155 points. If you start putting more MANZ inside though.. it starts to get less effective.
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![[Post New]](/s/i/i.gif) 2015/05/04 09:51:15
Subject: Best Transport for MegaNobz
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Fixture of Dakka
Temple Prime
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Stuffing a battle fortress with as many MANz as possible and launching a big pile of them all at once is worth a few lulz.
But the MANz missile is, as Morgan Freeman said; dirt cheap. It's a punchy, low cost attack option that your opponent might overlook in favor of hitting at more "valuable" assets, and if he does take out the missile; oh well, it's only 155 points.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2015/05/04 11:37:57
Subject: Re:Best Transport for MegaNobz
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Bonkers Buggy Driver with Rockets
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3 Meganobz a truck works best. 5 mega nobz need a battle wagon at lease.
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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
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![[Post New]](/s/i/i.gif) 2015/05/04 11:52:56
Subject: Best Transport for MegaNobz
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Trukk, because you dont want MANZ in large enough numbers to justify a battlewagon.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2015/05/04 14:26:12
Subject: Re:Best Transport for MegaNobz
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!!Goffik Rocker!!
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Gun wagons or trucks.
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![[Post New]](/s/i/i.gif) 2015/05/04 22:22:26
Subject: Best Transport for MegaNobz
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Flashy Flashgitz
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How do you people confuse target priority bad enough that people don't down your 1-2manz misled before they move? Or do you just pray you go first or lose our on 300pts as they will never get in combat?
I don't use forge world but the gunwagon is so cheap it's the obvious choice. I use battle wagons with boarding planks. Because even though I run trukks with boys, Tankbustas on foot, and Flashgitz in a wagon, bikers, and mek guns my opponents know that if they pop the mega nobs trukk first, I have lost 150pts in models and given them first blood. If I run 2, then those 2trukks die first.
Maybe these other orc players don't play against space Marines, Eldar, Dark Eldar, Tau, Orks, or AM?
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Warboss Troil
"Less chat, more splat!" |
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![[Post New]](/s/i/i.gif) 2015/05/04 22:58:47
Subject: Best Transport for MegaNobz
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Regular Dakkanaut
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I'm no expert on Orks, but I think that the point of a MANz missile is that it's fairly cheap and functions as something of a DISTRACTION CARNIFEX. It's the sort of thing that your opponent either flips his lid about and focuses excessive amounts of firepower onto it in order to keep it from reaching his lines... or he ignores, at which point it reaches his lines and splats a few things before he can respond.
Either way, you really do win out; either it sucks firepower that could have been directed at other things (potentially more firepower than is strictly necessary to, depending on your opponent), or it's ignored and it causes problems in your opponent's lines.
Trukks are Fast, too, right? So that means that you could also potentially deliver a unit of MANz into the backfield of your opponent to start smashing up his fire support assets.
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![[Post New]](/s/i/i.gif) 2015/05/05 06:06:06
Subject: Best Transport for MegaNobz
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Flashy Flashgitz
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When you say excessive, I assume you don't mean 1tac squad haphazardly firing into a trukk? Because that's all it takes. Or one deffkopta or really any weapon str 4+... Right? Because that's all it takes. They are dark elf raiders with no cover save...aka origami transports.
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Warboss Troil
"Less chat, more splat!" |
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![[Post New]](/s/i/i.gif) 2015/05/05 09:19:39
Subject: Best Transport for MegaNobz
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Stealthy Grot Snipa
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Trukks or Gunwagon/bigtrakk.
A trukk for me would only ever hold a 3 man MANz unit, and even then for an extra 20 pts i'd seriously consider upgrading to a bigtrakk. At 50 points with built in ram you gain so much. Its AV 12,11,10. So you gain immunity from Small arms fire on both front and side armour.
Personally, i'd take 2 of these as a squadron, load the front one with shoota boyz, coat it in BS (max of 4). That gives you a buffer unit and a buffer tank. Yeh due to squadron rules the HP's stack - so if one big trakk gets destroyed any remaining HP transfer over...... But in reality, if they have thrown enough fire to wreck another big trakk followed by a second then they have given you plenty of room else where. Secondly, if they were to DS in and alpha strike the big trakk then it was going to die whether it was in a squadron or not.
The buffer shoota unit is incredibly useful. They can move forward if they haven't been focussed turn 1 and act as a mobile gun platform, they can also disembark to become charge blockers, to assault and tie up intercepting units or to go take an objective.
For even more, i'm starting to think a couple void shield generators, to give you another layer of AV12 to take care of before you can get into the big trakks.
A note on trukks being Fast, while it is a useful rule, in reality I don't think its going to make huge differences. If you can't make a turn 1 charge then your probably going to be ok for a turn 2 charge, or atleast have gotten into the position you want. If you didn't make it off the start line having a wrecked trukk that WAS fast is irrelevant
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2015/05/05 13:27:29
Subject: Best Transport for MegaNobz
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Shas'la with Pulse Carbine
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With a weird boy using da jump...JK.
Seriously though, trukk them suckas up the board.
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Down with Allies, Solo 2016! |
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![[Post New]](/s/i/i.gif) 2015/05/05 21:22:33
Subject: Best Transport for MegaNobz
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Lead-Footed Trukkboy Driver
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I am all about the MANz trukk missile. In particular, I like to run them next to a tankbusta trukk for redundancy/target saturation.
I have had some success using larger units (i.e. 5-6) to kill *really* tough units, e.g. large units of Nurgle marines or Necrons, and if you are taking such a unit then a wagon is worth a punt. But generally, go for the missile.
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