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Made in us
Battleship Captain









Now, i know this have never been done before, at least in my meta - i am one of the two ork players at my FLGS. people need to join the green side of things.

Anyways - ork boys are basically fantastic fodder. Any questions? Didn't think so. . .

Thus as an ork lover, i wanted to find ways to trim fat off a already dirt cheap unit - the ork boy, but also increase their effective output.

What i have been doing lately -

Cutting out Big shootas,
Cutting out Power Claws
Putting in big choppas
Eavy Armor - highly optional for the nob
give them shootas

I have in addition to this running smaller 20 man blobs on foot. This sounds crazy, it was to me *mad man laughter*.
In the end i have found smaller, and higher number of 20 man blobs say 3 - is more effective than 2 30 man blobs. Case in point, you get more nobs the real kicker.

Please start the discussion.

Before posting - i do consider the the klaw is a better all around face smasher for MEQ targets, but when you lose your nob in a challenge anyways - i would rather he was cheaper. I feel with the new rules klaws are only worth it on HQ's now, so you have two character per unit for a challenge. IE cut your nob loss, warboss smashes their faces. Also do note: i foot slog with many units, i dont want to have this discussed for speed freaks, i feel it may kon them if we do, but if you are a speed freek player please weigh in the pro/cons for us. I know trukk boys gotta travel light to go fast.

This message was edited 7 times. Last update was at 2013/01/29 07:02:04


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

arent you only allowed to throw one grenade? and i think stikkbombs are str3 small blast...so meh...

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
Twisted Trueborn with Blaster





North Denver

"A model can use such a grenade as a Melee weapon, but can only ever make one attack, regardless of the number of Attacks in its profile or any bonuses."

At str 3, you are nerfing yourself. 3-4 str4 attacks are better than 1 str 3 attack against anything, including vehicles.

Losing initiative on the charge only hurts you against armies that already suck in assaults anyway, so no real loss.

Even as a better ranged weapon:

"Only one grenade (of any type) can be thrown by a unit per Shooting phase."

So, no, not worth it. Might be otherwise if you could throw 20 small blasts a turn. Still would have the problem with the boyz in the back throwing grenades into the front ranks with all the scatter that's possible with BS2. Would be super funny (and very orky) to watch them blow themselves up, though.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Thats why i always find grenades to be meh in general because you can only throw 1. Imagine tankbustas if i could throw 15 Tankbusta grenades lol....dat tank be dead mon

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Stickbombs now counts as assault grenades.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

But why would you throw it? The shoota is better than the stikkbomb

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
Numberless Necron Warrior




Also you will always be assaulting vehicles, so you will be S4 with Furious Charge anyway.
   
Made in us
Battleship Captain






I thought stikk bombs counted as krak grenades. My mistake.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 cormadepanda wrote:
I thought stikk bombs counted as krak grenades. My mistake.


Oh I wish! In the previous codex there were more Stikk choices, such as Mek's SuperStikkbomb which were stronger than TB bombs but could kill the Mek ala SAG does now.

Stikk bombs are near worthless now except for Nobz mobz. To show you how old the Ork codex is MegaNobz have Stikk bombs automatically because in 4th Ed. you could choose to NOT use your PK to Strike int 4 Str 5. Essentially only useful for killing other Orks.

Fighting crime in a future time! 
   
Made in us
Battleship Captain






 PipeAlley wrote:
 cormadepanda wrote:
I thought stikk bombs counted as krak grenades. My mistake.


Oh I wish! In the previous codex there were more Stikk choices, such as Mek's SuperStikkbomb which were stronger than TB bombs but could kill the Mek ala SAG does now.

Stikk bombs are near worthless now except for Nobz mobz. To show you how old the Ork codex is MegaNobz have Stikk bombs automatically because in 4th Ed. you could choose to NOT use your PK to Strike int 4 Str 5. Essentially only useful for killing other Orks.



:F who wants to write to gw and make stikk bombs krack nades? they doesnt sounds over powered on orks do they...:/
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

tankbusta bombs are our krak grenades.

Personally i think grenades should be considerably stronger than most of them are. With the exception of ones with Armorbane you never -ever- use them because theyre so weak. Their range is short, so it should atleast be same strength as standard guns (str4-6) so youre trading 2-3 shots for a blast. Since its so short, why would this be unfair?
Im not sure if we can even use tankbusta bombs on non-MC or vehicles, but if we can i'd use them cuz 1 rokkit isnt that effective against infantry compared to a Str6 small blast.

EDIT: Do grenades scatter, since its a blast?

This message was edited 1 time. Last update was at 2013/01/28 22:51:47


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
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

There use to be a thing called a bomb stikk. I was a rip off of the line from evil dead. It was basicly a bunch of stikkbombs sticky taped together. I honestly can't remember what it did though.

As for stikkbombs they give 1 Attack at S4 so better off using the boyz FC to glance Vehicles to death.

Also a quick question. Why did you decide to run Big Choppa's over PK's? Was it just for points or are you worried about challenges or is it another reason?
   
Made in us
Battleship Captain






Sinji wrote:
There use to be a thing called a bomb stikk. I was a rip off of the line from evil dead. It was basicly a bunch of stikkbombs sticky taped together. I honestly can't remember what it did though.

As for stikkbombs they give 1 Attack at S4 so better off using the boyz FC to glance Vehicles to death.

Also a quick question. Why did you decide to run Big Choppa's over PK's? Was it just for points or are you worried about challenges or is it another reason?



the main reason for running big choppas over klaws is many reasons:

one points,
and two the effectiveness remains the same in my opinion.
Third you wont have to worry about the nob dying in a challenge at all. It not 50pts or whatever with a klaw.

And since you lost the power klaw there, place it on your HQ plop him in a squad with the nob. Challenge using the nob so the PK can swing and wreck its havoc and or accept with the nob because you have two characters. It is very effective, and strength 7 on rear armor is just as good considering you still get all the boys to swing after. Of course the AV14 bane still exsists, but hope your other PK on more effective players like a war boss work.



altered the discussion topic.

This message was edited 1 time. Last update was at 2013/01/29 07:02:44


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Cool. Thats good advice I'll take it into consideration for my Ork Army


Automatically Appended Next Post:
In addition have you considered running a few small squads of Warbikes with a Nob with PK & BP. They would be used to give the army a bit more Dakka and a Squad could Assault with a Squad of Boys the Nob in the Biker Squad could issue or accept the Challenge he has a better chance of winning with his superior Toughness and Armour Save He is also immue to ID from S8 Power Fists. Just don't challenge a Power Maul with him or he will get creamed.

This message was edited 1 time. Last update was at 2013/01/29 07:52:50


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Well Nobz with klaws still have one hell of a time cracking AV14. Str7 wouldnt be able to scratch it, str9 would be 5glance 6pen. Considering the entire boyz wouldnt have a chance, not much of a loss to me either to have a bigchippa there.
My pklaws usually avoid the AV14s unless its resolving at S10 or majority of my group will have a chance anyway. I like to actually have my boyz DO something when i charge lol am i bad for that?

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
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

AV14 will always be a pain for Orks. I'm considering taking some Guard with my Orks for some ranged AV14 punch. But if you want to run pure Orks then Deff Rolla BW with Boarding Plank and mounted PK to finish the job is the way to go.

My Big Mek usually carries the Klaw and goes with a squad of Burnas. If you put some Meks in the Burna Unit they can deny any challenges as well so your Big Mek can do the Killing.

I'm actually in the middle of revamping my BW. It is converted from a Land Raider and has a special seat for my Big Mek to sit on and watch the Battle from. Its also magnitized so the Big Mek won't fall off. But now were totally off topic lol

This message was edited 1 time. Last update was at 2013/01/29 08:37:43


 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

im not a fan of the burna wagons since you cant move more than 6(7 rpj) inches and still fire the burnas, they hurt the same thing your mass of shootas hurt, and they die FAST if that wagon blows up - which is pretty easy to do since its only AV14 on a very VERY narrow side of a massive body.
Is there a way to make them scoring? if there is, i could consider taking them and leaving a shoota group out. Yes they deal WAY more wounds if they get close, its just that i hate spending so much for more masses of low Str attacks.

This message was edited 1 time. Last update was at 2013/01/29 13:00:24


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
Honored Helliarch on Hypex




Sinji wrote:
My Big Mek usually carries the Klaw and goes with a squad of Burnas. If you put some Meks in the Burna Unit they can deny any challenges as well so your Big Mek can do the Killing.


No. This is not how it works. Read the challenge rules again.
   
Made in us
Battleship Captain






Corollax wrote:
Sinji wrote:
My Big Mek usually carries the Klaw and goes with a squad of Burnas. If you put some Meks in the Burna Unit they can deny any challenges as well so your Big Mek can do the Killing.


No. This is not how it works. Read the challenge rules again.


unless meks in the burna unit are characters. I do not know. i never run them for the fact that flame throws on foot become a target priority.

On a further note, i have found that big shootas are not worth the 10 points. For me i get two hits with 6 shots, and maybe one wound and i paid ten points for that. It is fairly underwhelming.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Meks are characters so they follow all rules for characters. So 3 with big shooters can snipe.
   
Made in us
Flashy Flashgitz






NJ

Can meks in a burna squad keep their burna? Its not very obvious in the codex, I don't run burnas so I'm curious

   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

No they get a Kustom Mega Blasta. They can swap it for a slugga and choppa or Big Shoota for free or a Rokkit Launcha for X pts.
   
Made in us
Battleship Captain






Awesomesauce wrote:Can meks in a burna squad keep their burna? Its not very obvious in the codex, I don't run burnas so I'm curious


No but you do get a free kustom mega blast - whoopie 1 shot at bs 2.. :F

Sinji wrote:No they get a Kustom Mega Blasta. They can swap it for a slugga and choppa or Big Shoota for free or a Rokkit Launcha for X pts.


Yeah the best bet is to keep their gun, while unreliable if it hits, it will hurt.
   
Made in us
Flashy Flashgitz






NJ

 cormadepanda wrote:


Yeah the best bet is to keep their gun, while unreliable if it hits, it will hurt.


Hmmm... Interesting, I always kinda looked at that as useless, but now I'm thinking it would be worth taking 3 meks with KMBs to increase chances of hitting. AP2 is pretty nice....


   
Made in us
Stealthy Grot Snipa






New England

I was wondering about Big choppas and the potential to replace PKs.

In the challenge themself, point loss aside, both die before they swing anyways against most armies, I:3 is not all tha fierce when taking on other characters.

With points brought back from the side lines, yeah it hurts a lot more to lose a pk than a big choppa.

   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I always run my burna boys with 3x Meks. If they have KMB's it gives them something to do until the burnas are in range. They might pop a transport or two and them for the rest of the game they can repair HP's and damage results on the Battle Wagon. 4 HP's is a pain to chew through and its worse if they keep re-appearing.
   
Made in us
Battleship Captain






Da Kommizzar wrote:I was wondering about Big choppas and the potential to replace PKs.

In the challenge themself, point loss aside, both die before they swing anyways against most armies, I:3 is not all tha fierce when taking on other characters.

With points brought back from the side lines, yeah it hurts a lot more to lose a pk than a big choppa.


it also brings out alot of options. You save four power klaws that is 80 pts. orks can do alot with 80pts.

Sinji wrote:I always run my burna boys with 3x Meks. If they have KMB's it gives them something to do until the burnas are in range. They might pop a transport or two and them for the rest of the game they can repair HP's and damage results on the Battle Wagon. 4 HP's is a pain to chew through and its worse if they keep re-appearing.


You're more lucky than i, all my wagons go up in 1 turn.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

 cormadepanda wrote:


You're more lucky than i, all my wagons go up in 1 turn.


How? How do you set them up? Do you run more than 1?

This message was edited 1 time. Last update was at 2013/01/30 06:48:54


 
   
Made in us
Battleship Captain






Sinji wrote:
 cormadepanda wrote:


You're more lucky than i, all my wagons go up in 1 turn.


How? How do you set them up? Do you run more than 1?


i run 3! har har. With av 14 facing. i am just unlucky i suppose.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Yeah I would check if your opponent is using loaded dice lol. Either that or they just spam Anti-Tank.
   
 
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