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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I'm still for the Power Klaw. It does costs more but for the extra points you get better Strength and AP2 for the same amount of attacks.
   
Made in us
Battleship Captain






Sinji wrote:
I'm still for the Power Klaw. It does costs more but for the extra points you get better Strength and AP2 for the same amount of attacks.


Well to each his own really
   
Made in fi
Battlewagon Driver with Charged Engine





somewhere in the northern side of the beachball

 cormadepanda wrote:
 illuknisaa wrote:
Big choppa is a nerf over slugga/choppa when fighting against spess mahreens. Big choppa is only useful when you are fighting enemies with 5+ toughness and even then pk is better.

I would equipt my nobz with:

A) pk and maybe a stikk bomb (it costs only 1 point and you don't have to buy 1 for everyone) if he goes with trukk boyz.

B) pk, bosspole and bigshoota/stikkbomb (depends how you have points) if he goes with mob of shoota boyz.

The only reason why you would ever want a big choppa was the 5th edition wound allocation shenenigans.






Actually in this case a PK has become highly useless on a nob. Back in 5th a pk nob was the way to go, these days it just ins't the case. He is to easily killed with either being sniped out, and or challenged out. A big choppa is a then highly reliable way to get some good anti tank strength shots - the main reason we took a klaw in the first place. The fact he wounds marines on a 2+ is just a bonus, or he can help deal with a high toughness target. I feel klaws just dont be long on nobs any more. For boy mobs that is.



How often are nobs being sniped out? 6+ isn't exatly a reliable roll. How many characters can actually take down a nob? Your run of the mill sargent is just going to die unless he also has pk in which case you both go down. Str 7 isn't highly reliable anti tank. 3+ to glance vs 1+ to glance against av10. Big choppa gets the same amount of attacks as pk, is ap - and you still hit with intiative 3 (no more fc ). Almost everybody is going to hit you first and still get their 3+ save if they fail killing your nob.

You nerf yourself by taking a big choppa.

This message was edited 1 time. Last update was at 2013/02/03 00:35:14


Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.

If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. 
   
Made in us
Battleship Captain






 illuknisaa wrote:
 cormadepanda wrote:
 illuknisaa wrote:
Big choppa is a nerf over slugga/choppa when fighting against spess mahreens. Big choppa is only useful when you are fighting enemies with 5+ toughness and even then pk is better.

I would equipt my nobz with:

A) pk and maybe a stikk bomb (it costs only 1 point and you don't have to buy 1 for everyone) if he goes with trukk boyz.

B) pk, bosspole and bigshoota/stikkbomb (depends how you have points) if he goes with mob of shoota boyz.

The only reason why you would ever want a big choppa was the 5th edition wound allocation shenenigans.






Actually in this case a PK has become highly useless on a nob. Back in 5th a pk nob was the way to go, these days it just ins't the case. He is to easily killed with either being sniped out, and or challenged out. A big choppa is a then highly reliable way to get some good anti tank strength shots - the main reason we took a klaw in the first place. The fact he wounds marines on a 2+ is just a bonus, or he can help deal with a high toughness target. I feel klaws just dont be long on nobs any more. For boy mobs that is.



How often are nobs being sniped out? 6+ isn't exatly a reliable roll. How many characters can actually take down a nob? Your run of the mill sargent is just going to die unless he also has pk in which case you both go down. Str 7 isn't highly reliable anti tank. 3+ to glance vs 1+ to glance against av10. Big choppa gets the same amount of attacks as pk, is ap - and you still hit with intiative 3 (no more fc ). Almost everybody is going to hit you first and still get their 3+ save if they fail killing your nob.

You nerf yourself by taking a big choppa.


No because a nob is there to accept the challenge such that the HQ of the unit attached with the power klaw is allowed to swing, insta gibbing alot, and only losing a low cost nob at the current time. You nurf your killing power, but save 20pts, still have viable anti tank, and gain a fodder character for the challenge you know you cant win. And orks cant win a lot of challenges vs many of the hqs and seargents out there

This message was edited 1 time. Last update was at 2013/02/03 01:45:30


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





Nebraska, USA

my nob only win challenges if they survive,and most of the time they dont because whoever im facing attacks first and has enough attacks to kill me before i get a chance. I dont have wicked armor save or FNP, the odds of 3-4 attacks taking out 2 wounds is fairly good.

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

3-4 Attacks shouldn't really kill a Nob that easy. Nobs are WS4 so most units will be hitting on 4's and most attackers will be S3-4 on Average which should still only grant a single wound. Any more is just good luck. The other way is to position the nob so he is outside of challenge range on the turn that you assault then on your 3" move in you can strike.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

oh i love abusing that rule. People charge me first to deny me the charge and they issue a challenge - i point at the nob thats on the other side of my boyz and go "Out of range, no challenge" lol

Taken out a MC doing that before, totally pissed that Nid player off.

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
Battleship Captain






 Vineheart01 wrote:
oh i love abusing that rule. People charge me first to deny me the charge and they issue a challenge - i point at the nob thats on the other side of my boyz and go "Out of range, no challenge" lol

Taken out a MC doing that before, totally pissed that Nid player off.



thought there was no range requirement. As in they magically tele-ported into combat. Rule book said that roughly.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Negative, if they are not in combat (i.e. further than 2inches from any models in base contact) they are unchallengable. I forget where it says that off the top of my head, but there was a thread on tactics that derailed from the OP to like 4 pages of avoiding tactics a few weeks ago.

If you charge its a bit harder to pull off because you must move to bse contact if possible. If you have a large enough boyz squad and the nob is back enough, you can move all the boyz up first and he has nowhere to go. Elsewise he has to move up anyway and gets challenged.

Since a challenge has to be called before any attacks are swung, if the nob isout of combat range at the start but can get in range during his init1 pile in move, he can attack freely despite normally declining a challenge (or accepting whichever one). The next turn you can get challenged, since nothing says it has to be at the start of the entire battle, only that turn
...provided whatever you charged survived so far every time ive pulled this off that nob ravaged the enemy unit.

This message was edited 2 times. Last update was at 2013/02/03 08:23:35


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
Battleship Captain






 Vineheart01 wrote:
Negative, if they are not in combat (i.e. further than 2inches from any models in base contact) they are unchallengable. I forget where it says that off the top of my head, but there was a thread on tactics that derailed from the OP to like 4 pages of avoiding tactics a few weeks ago.

If you charge its a bit harder to pull off because you must move to bse contact if possible. If you have a large enough boyz squad and the nob is back enough, you can move all the boyz up first and he has nowhere to go. Elsewise he has to move up anyway and gets challenged.

Since a challenge has to be called before any attacks are swung, if the nob isout of combat range at the start but can get in range during his init1 pile in move, he can attack freely despite normally declining a challenge (or accepting whichever one). The next turn you can get challenged, since nothing says it has to be at the start of the entire battle, only that turn
...provided whatever you charged survived so far every time ive pulled this off that nob ravaged the enemy unit.


well this is news to me, i will have to look in the big rule book. Other wise this leaves the klaw still more or less ok, but i am enjoying my life without it.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Unless it just got faq'd of course and i never noticed. I never knew about it either till i found that discussion about it

actually i think i heard it in the middle-ish of that massive Ork Tactica thread. Yes i actually READ that thing before posting, unlike most people.

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
Battleship Captain






 Vineheart01 wrote:
Unless it just got faq'd of course and i never noticed. I never knew about it either till i found that discussion about it

actually i think i heard it in the middle-ish of that massive Ork Tactica thread. Yes i actually READ that thing before posting, unlike most people.


many ork players do know there wits, i often feel my discussions are just weighing the positives over the negatives nothing fancy or decisively the best.
   
Made in us
Pyro Pilot of a Triach Stalker




New York

I actually switched over to Big Choppas for a bit, instead of Power Klaws.

However, that led to me getting a Venerable Dreadnought in the face and it was an absolute mess to get rid of, pushing me back towards Power Klaws. My current 2k list has 11 of them.
   
Made in us
Battleship Captain






Interesting. I suppose I get away with the big choopa more because I use MANZ.
   
Made in us
Pyro Pilot of a Triach Stalker




New York

 cormadepanda wrote:
Interesting. I suppose I get away with the big choopa more because I use MANZ.


Well, I do too.

At 2k, I'm running:

Warboss - Warbike, PK, CB, BP
Warboss - Mega Armor, CB, BP, Attack Squig
Big Mek - KFF, 'EA
Big Mek - SAG, BP
Meganobz X5
Battlewagon - Reinforced Ram, 2 Big Shootas
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Dakkejet - Extra Supa Shoota
Deffkoptas X3 - Twin-Linked Rokkits
Warbikers X8 - Nob with Power Klaw and Bosspole
3 Zzap Guns with 3 extra krew and 2 runts
Bastion - Quad Gun
   
Made in us
Battleship Captain






Dr. What wrote:
 cormadepanda wrote:
Interesting. I suppose I get away with the big choopa more because I use MANZ.


Well, I do too.

At 2k, I'm running:

Warboss - Warbike, PK, CB, BP
Warboss - Mega Armor, CB, BP, Attack Squig
Big Mek - KFF, 'EA
Big Mek - SAG, BP
Meganobz X5
Battlewagon - Reinforced Ram, 2 Big Shootas
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Dakkejet - Extra Supa Shoota
Deffkoptas X3 - Twin-Linked Rokkits
Warbikers X8 - Nob with Power Klaw and Bosspole
3 Zzap Guns with 3 extra krew and 2 runts
Bastion - Quad Gun


my current 2k list uses 27 Manz.
   
Made in us
Pyro Pilot of a Triach Stalker




New York

 cormadepanda wrote:
Dr. What wrote:
 cormadepanda wrote:
Interesting. I suppose I get away with the big choopa more because I use MANZ.


Well, I do too.

At 2k, I'm running:

Warboss - Warbike, PK, CB, BP
Warboss - Mega Armor, CB, BP, Attack Squig
Big Mek - KFF, 'EA
Big Mek - SAG, BP
Meganobz X5
Battlewagon - Reinforced Ram, 2 Big Shootas
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Dakkejet - Extra Supa Shoota
Deffkoptas X3 - Twin-Linked Rokkits
Warbikers X8 - Nob with Power Klaw and Bosspole
3 Zzap Guns with 3 extra krew and 2 runts
Bastion - Quad Gun


my current 2k list uses 27 Manz.


Dang...Complete Deff Wing?
   
Made in us
Liche Priest Hierophant






Hold up- Stikkbomms can be used as Close Combat weapons?

Doesn't that mean that Meganobz can use them instead of their Powerklaws in order to have a 'surprise' At-Init attack or two?

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Battleship Captain






Anvildude wrote:
Hold up- Stikkbomms can be used as Close Combat weapons?

Doesn't that mean that Meganobz can use them instead of their Powerklaws in order to have a 'surprise' At-Init attack or two?


it was my idea all grenades are employable on tanks and monster creatures. Of course the strength 3 is not menacing in the slightest.


Automatically Appended Next Post:
Dr. What wrote:
 cormadepanda wrote:
Dr. What wrote:
 cormadepanda wrote:
Interesting. I suppose I get away with the big choopa more because I use MANZ.


Well, I do too.

At 2k, I'm running:

Warboss - Warbike, PK, CB, BP
Warboss - Mega Armor, CB, BP, Attack Squig
Big Mek - KFF, 'EA
Big Mek - SAG, BP
Meganobz X5
Battlewagon - Reinforced Ram, 2 Big Shootas
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Boyz X20 - Shootas, 2 Big Shootas, Nob with PK and BP
Dakkejet - Extra Supa Shoota
Deffkoptas X3 - Twin-Linked Rokkits
Warbikers X8 - Nob with Power Klaw and Bosspole
3 Zzap Guns with 3 extra krew and 2 runts
Bastion - Quad Gun


my current 2k list uses 27 Manz.


Dang...Complete Deff Wing?


No just lots of Manz running about with boys coming at you like men in arms.

This message was edited 1 time. Last update was at 2013/02/04 03:43:57


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





Nebraska, USA

27 MANZ?? what the heck? Or did you fatfinger that and meant Kanz?

Man against vast majority of armies i dont know if you could deal with that much 2+ 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
Battleship Captain






 Vineheart01 wrote:
27 MANZ?? what the heck? Or did you fatfinger that and meant Kanz?

Man against vast majority of armies i dont know if you could deal with that much 2+ lol


I said and ment Manz, look at my bat reps if you think i am crazy
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Can you post a link to your batreps?
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

unless you have a battlereport on youtube or one not showing via looking at your profile, i see 15 MANz, which is still damn scary and probably freaked everyone you played against out lol.

27MANz w/o upgrades is 1080pts. I actually could see going somewhere with that....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
Battleship Captain






 Vineheart01 wrote:
unless you have a battlereport on youtube or one not showing via looking at your profile, i see 15 MANz, which is still damn scary and probably freaked everyone you played against out lol.

27MANz w/o upgrades is 1080pts. I actually could see going somewhere with that....lol....


well i thought i bat reped the 27 manz, i guess i didnt! shucks. Will have to show you guys again, i do have 31 MANZ to toy with.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i could see it just being this slow, unnerving wall walking up the plains lol. It would take 3 turns or more for them to get anything tankline-wise, but they would get there. And when they did, game over lol.

Btw in that first game with 15 MANz how did you outflank the warboss?

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
Battleship Captain






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


the latter is possibly true as well.
   
 
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