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Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

How to run them?

I'm trying to decide how to build them, I'm deffo magnetising a kff to one to use as a big mek in mega armour when i want one but not sure about anything else.

Maybe 3 in a trukk 1 with killsaws and a boss pole and 1 with a kombi skorcha?

mean green fightin machine 
   
Made in us
Shas'la with Pulse Carbine





Your partway to the popular route to run them, three in a truck. Normally called a manz missle. But usually you want to keep them cheep. I'd skip the BP and Kombi scorcha. One killsaw wouldn't be bad though.

You want them cheap so that if the truck gets hit far away from the target its not too much of a loss.

Down with Allies, Solo 2016! 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

cool cheers

mean green fightin machine 
   
Made in ca
Regular Dakkanaut




I put mine in a battlewagon with a warboss in mega armor. Bosspole, lucky stick, etc..

Rush the battlewagon over (av 14 front), usually rushing with trukks as well filled with boys, the turn they get "somewhere near" their objective of things to kill I'll call a waghh and charge the gak out of something.

I enjoy Killsaws on mine.

4000
5200 
   
Made in gb
Longtime Dakkanaut





UK

I run Killsaws on one if I'm not running Bullyboyz. If I'm running the Boyz, I find I've got enough PK to do the dirty.

YMDC = nightmare 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

3 MANz
Boss MAN has Bosspole and Killsaws
All 3 in Trukk w/ Ram

175pts

I run this every single game, sometimes i run two of them. They either devour a ton of shooting which allows more than theyre worth to walk up the board unscathed, or they utterly rip something apart equal or greater value.

Heres the thing about killsaws. The two regular MANz still have 8 S9 AP2 attacks on the charge, which will usually obliterate any vehicle anyway. Supers, AV14 rear, or just terrible dice rolls may let them get away from an assault by these guys. However, the 5 attacks on the charge from the Killsaw user flatout guarantees that vehicle is in trouble.
Ive literally never seen a situation where i want to dump the points for more than 1 killsaw user. The only reason i'd ever see people doing it is +1 attack from Specialist Weapons but its just such overkill. Only things that have good chances to survive their assault are things that usually kill them before they can attack, not things that can survive the attack.

A total of 13 S9 AP2 attacks on the charge, 5 of which have double pen dice, will end any vehicle that doesnt squish them before init 1.
Ive even traded them against things that will kill them but strike simo. 9/10 of the time, if such a situation arises usually the target in question is worth so much more. For instance i used them to take out a Landraider holding a bunch of Paladins once....landraider alone was worth more than them, but in the opponent's turn he charged my MANz and we traded equal models....not cost..models...paladins are way more expensive than MANz lol so i was totally fine with the trade

This message was edited 1 time. Last update was at 2016/01/26 17:02:00


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ru
!!Goffik Rocker!!






There generally are 2 most common ways of running them:
- 3 in a truck
- bully boyz in either trukks/wagonz/fw transports

This things have proven to work. Also, there are some other ways like 5 with a painboss/Grotsnik in a wagon. They're like mini bully boyz.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I've only ever ran BullyBoyz in scouting wagons. I've not yet tried BullyBoyz in Trukks yet. I used to run Manz Missiles in previous games. Anybody have any experience? I miss the old Ramshackle rule that catapult them forward.

Fighting crime in a future time! 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

I didn't realise bully boyz was 3 units of 5 as opposed to 3 units :( expensive

mean green fightin machine 
   
Made in ru
!!Goffik Rocker!!






Yes, they are. But they're great. And 5 is a magical number against things like knights that can kill 2-3 before they strike.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Biggest issue with bully boyz is getting the actual models lol. Admittedly the plastic kits are WAY better than the metal ones to get more than a single units worth of MANz, but its still expensive as gak.

Only reason ive never used it myself. I only have 8 MANz lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlewagon Driver with Charged Engine





I like 3, with trukk (and ubiquitous ram), but also bosspole and kombi-skorcha.

The skorcha will earn its points back against any blob, and especially necron wariors...at AP4 it can actually kill a couple of them. It does depend on your meta.

Total 165.

Remember manz don't sweep, so anything that survives combat (yea, uncommon) will likely run and snapshoot...ugly enough if they are Tau. Better work them down first with the Skorcha.

If you have only 155, take the ram on the trukk. Re-rolling dangerous terrain plus tank shocking for 5 pts? Yes please!


   
Made in gb
Longtime Dakkanaut





UK

I like Kombi Skorchas on mine. They are more of a 'have points left' thing though

YMDC = nightmare 
   
Made in us
Stabbin' Skarboy




Pittsburgh

I just tried mine out the other day. They got out of the gargantuan squiggoth and promptly failed a 3 inch charge.... Then they got annihilated by grav cents because they utterly failed to get in combat. Of course the grav cents got eaten so that was fun.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in gb
Longtime Dakkanaut





UK

 cranect wrote:
I just tried mine out the other day. They got out of the gargantuan squiggoth and promptly failed a 3 inch charge.... Then they got annihilated by grav cents because they utterly failed to get in combat. Of course the grav cents got eaten so that was fun.


The chance of that happening is 1/36, less when you consider you can re-roll one dice.

YMDC = nightmare 
   
Made in us
Battlefortress Driver with Krusha Wheel






 Vineheart01 wrote:
3 MANz
Boss MAN has Bosspole and Killsaws
All 3 in Trukk w/ Ram

175pts

I run this every single game, sometimes i run two of them. They either devour a ton of shooting which allows more than theyre worth to walk up the board unscathed, or they utterly rip something apart equal or greater value.

Heres the thing about killsaws. The two regular MANz still have 8 S9 AP2 attacks on the charge, which will usually obliterate any vehicle anyway. Supers, AV14 rear, or just terrible dice rolls may let them get away from an assault by these guys. However, the 5 attacks on the charge from the Killsaw user flatout guarantees that vehicle is in trouble.
Ive literally never seen a situation where i want to dump the points for more than 1 killsaw user. The only reason i'd ever see people doing it is +1 attack from Specialist Weapons but its just such overkill. Only things that have good chances to survive their assault are things that usually kill them before they can attack, not things that can survive the attack.

A total of 13 S9 AP2 attacks on the charge, 5 of which have double pen dice, will end any vehicle that doesnt squish them before init 1.
Ive even traded them against things that will kill them but strike simo. 9/10 of the time, if such a situation arises usually the target in question is worth so much more. For instance i used them to take out a Landraider holding a bunch of Paladins once....landraider alone was worth more than them, but in the opponent's turn he charged my MANz and we traded equal models....not cost..models...paladins are way more expensive than MANz lol so i was totally fine with the trade


In the bullyboyz formation I will run 2 killsaws. They are expensive alraedy, and if you find you are fighting multiple knights, its good because they likely outright kill 2 or 3 nobz, then the killsaws explode them.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in gb
Longtime Dakkanaut





UK

You probasbly only need 1 Kill saw. Remember you've got a huge number of Power Klaw attacks and have WS5 so hit on 3's.

YMDC = nightmare 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Vineheart01 wrote:
Biggest issue with bully boyz is getting the actual models lol. Admittedly the plastic kits are WAY better than the metal ones to get more than a single units worth of MANz, but its still expensive as gak.

Only reason ive never used it myself. I only have 8 MANz lol


I know that pain. I have 6 old metal ones which I love because of how I painted them and 6 new ones with Killsaws and one is a KFF BM. I'll have to borrow 3 Termies from someone tonight to run the BullyBoyz. Next purchase is 3 more plastic ones. Not as expensive as the metal ones but somehow similar in price to a single Mek Gun?!? THAT'S an overpriced model!

Fighting crime in a future time! 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

I know its not the popular way but I like taking them in a battlewagon with Ghazkull. With a ramp on the wagon for +2".

Turn 1 just go full speed and flat out.

Turn 2 Waaagh.

Ghaz will let the Manz run on the Waagh and tank for them with 2++ the entire turn. The ramp gives them an extra 2".

Whats nice about this is normally I fear getting into combat with big nasties (anything with ap2 and higher init than me). But with Ghaz you can just put all the wounds onto him and I've never had him die - and the 2++ lasts until your next turn so the unit will almost guarantee survive until then so you can assault again.


Automatically Appended Next Post:
Oh and red paint job will give you a further +1", so 3" total by turn 2.

This message was edited 1 time. Last update was at 2016/01/28 14:38:20


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 chaosmarauder wrote:
I know its not the popular way but I like taking them in a battlewagon with Ghazkull. With a ramp on the wagon for +2".

Turn 1 just go full speed and flat out.

Turn 2 Waaagh.

Ghaz will let the Manz run on the Waagh and tank for them with 2++ the entire turn. The ramp gives them an extra 2".

Whats nice about this is normally I fear getting into combat with big nasties (anything with ap2 and higher init than me). But with Ghaz you can just put all the wounds onto him and I've never had him die - and the 2++ lasts until your next turn so the unit will almost guarantee survive until then so you can assault again.


Automatically Appended Next Post:
Oh and red paint job will give you a further +1", so 3" total by turn 2.


My biggest concern running a list like that is the opp feeding you garbage units or being fully mobile like Eldar and Tau and just running away. Ever have that problem? Which units do this deathstar typically encounter?

Fighting crime in a future time! 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

From where the wagon ends up, which can be 31" from your table edge turn 1 and 37 turn 2, the unit will have a range of 6 + d6 run + 2d6 charge with ork-fleet + 2" from ramp. So safely around 6 + 3 + 8 +2 = 19".

Assault wise that is one of the biggest threat ranges in the game.

I havent played everything yet, but I regularly face my buddies Tyranids and it squashes Trygon primes and dakkafexes (which normal Manz sans Ghaz dont). Id like to test it on a Wraithkinght I think it would do well.
   
Made in us
Stabbin' Skarboy




Pittsburgh

 Frozocrone wrote:
 cranect wrote:
I just tried mine out the other day. They got out of the gargantuan squiggoth and promptly failed a 3 inch charge.... Then they got annihilated by grav cents because they utterly failed to get in combat. Of course the grav cents got eaten so that was fun.


The chance of that happening is 1/36, less when you consider you can re-roll one dice.

Oh ya it was sheer dumb luck... 3 ones.... I'll test them again soon. Probably ill cut it down to 3 meganobz and the warboss to add some burnas to the squiggoth.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 chaosmarauder wrote:
From where the wagon ends up, which can be 31" from your table edge turn 1 and 37 turn 2, the unit will have a range of 6 + d6 run + 2d6 charge with ork-fleet + 2" from ramp. So safely around 6 + 3 + 8 +2 = 19".

Assault wise that is one of the biggest threat ranges in the game.

I havent played everything yet, but I regularly face my buddies Tyranids and it squashes Trygon primes and dakkafexes (which normal Manz sans Ghaz dont). Id like to test it on a Wraithkinght I think it would do well.


Just imagine if you could multi assault an entire Tau gunline with 8 Killsaw Meganobz, Ghaz, and Grotsnik.

Not being able to run them down is the worst part though.

Fighting crime in a future time! 
   
Made in ru
!!Goffik Rocker!!






 chaosmarauder wrote:

Oh and red paint job will give you a further +1", so 3" total by turn 2.


It only works for flat-outs now.
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Ya agree in my calc 1" extra turn 1 from red paint and 2" xtra turn 2 for ramp for 3 total extra by turn 2.


Automatically Appended Next Post:
 PipeAlley wrote:
 chaosmarauder wrote:
From where the wagon ends up, which can be 31" from your table edge turn 1 and 37 turn 2, the unit will have a range of 6 + d6 run + 2d6 charge with ork-fleet + 2" from ramp. So safely around 6 + 3 + 8 +2 = 19".

Assault wise that is one of the biggest threat ranges in the game.

I havent played everything yet, but I regularly face my buddies Tyranids and it squashes Trygon primes and dakkafexes (which normal Manz sans Ghaz dont). Id like to test it on a Wraithkinght I think it would do well.


Just imagine if you could multi assault an entire Tau gunline with 8 Killsaw Meganobz, Ghaz, and Grotsnik.

Not being able to run them down is the worst part though.


If they flee they will either run off the board or have to snapshoot anyway. If your lucky they will get stuck in so your unit cant be shot at on their turn.

This message was edited 1 time. Last update was at 2016/01/28 17:22:04


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Meganobz are one of my favorite units in all of 40K. So good. great models. Jut great.

I used 10 and used a sea of gretchen to give me cover and at the same time guarantee my charges.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 PipeAlley wrote:
 Vineheart01 wrote:
Biggest issue with bully boyz is getting the actual models lol. Admittedly the plastic kits are WAY better than the metal ones to get more than a single units worth of MANz, but its still expensive as gak.

Only reason ive never used it myself. I only have 8 MANz lol


I know that pain. I have 6 old metal ones which I love because of how I painted them and 6 new ones with Killsaws and one is a KFF BM. I'll have to borrow 3 Termies from someone tonight to run the BullyBoyz. Next purchase is 3 more plastic ones. Not as expensive as the metal ones but somehow similar in price to a single Mek Gun?!? THAT'S an overpriced model!


Well theres no way theyre going to make them overly cheaper than the metal ones. The designs werent bad, its the fact they were crapcast/metal was the issue. The plastic ones are only marginally better sculpted to me, which again doesnt say much lol. They are cheaper, but barely. GW just priced them almost as much as the metal ones because its GW.
I have 5 metal MANz, 2 plastic, 1 kitbash, and a bigmek.

This message was edited 1 time. Last update was at 2016/01/28 17:27:26


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I ran BullyBoyz in Trukks and Green Tide tonight against a very skilled opponent tonight at 2500 points. I got first turn and luckily he didn't steal because the tide was so packed together in the deployment zone.

First turn I move the three Trukks forward 12 and flat out another 12. Green Tide moves up six and runs 3. His first turn he pops all three Trukks easily and kills 12 out of 15 BullyBoyz.

Second turn I multi assaulted 3 units with just the three left, wrecked a Skimmer and caused a pathfinder team and a heavy crisis suit team to fall back off his board edge just like someone above predicted.

Green Tide needed 10" charge to make the assault and I got an 11". Game went the full 7 turns and I won 16 VP to his 5. We played the maelstrom mission where you draw as many objective cards as objectives you control. I was drawing 4-5 a turn so had the advantage from the start.

Fighting crime in a future time! 
   
Made in ru
!!Goffik Rocker!!






Good to hear it worked for you! What was he running?

What about terrain? No blos? As it's hard to kill all 3 trukks when there's proper blos - even for tau.

This message was edited 1 time. Last update was at 2016/01/29 07:51:57


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

For terrain we fill a table quarter and then take an equal amount for our halves. For his side, his models were right on the edge of the terrain blocking my Trukks and of course he didn't deploy right at 12". I was assuming all my Trukks would be destroyed first turn and since the BullyBoyz Are Fearless I wanted them as close as possible to charge the next turn.

Well, he was running a Riptide with a Str 8 AP 2 Large Blast that hit all five, wounded all five, and I just realized I forgot to take the cover save for being in the wrecked vehicle craters!!!

Oh well. Also he was running Shadowsun with the dual Fusion and some other AP2 stuff. For most of them, FNP would have done nothing. But the tide also hit Turn 2 due to lucky rolling.

He had a couple of formations, one that allowed 3 or more units to combine fire and add 1 to BS. He also had an Etheral that allows pulse weapons another shot. Green Tide was the perfect target since he wouldn't overkill and in one turn took over 100 Str 5 hits to the face. luckily placed terrain, Mad Docs FNP, and most importantly my DLS KFF BM on Bike 5++ helped me survive that onslaught. Inv is so much better than Cover in this case. In two weeks it'll be 3000 points. I think the Stompa will come out for that one.

Fighting crime in a future time! 
   
 
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