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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

but my point was they're NOT dependent on transports. theyre dependent on deployment and tactics.

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

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!!Goffik Rocker!!






With 6' movement you need 4 turns to cross 24' even if you deploy them straightforward. There must be a special word that discrives how easy it is to avoid footslogging mellee snp models. Better get a truck and flat-out 24' forward for 35-40 pts and hope they don't get pinned with ld7 - at least u're bringing some threat close to the enemy by turn 2.

This message was edited 3 times. Last update was at 2014/02/20 05:41:27


 
   
Made in us
Resentful Grot With a Plan





The only way that MANz are not dependent on transports are if you deploy them on the home objective, behind an Aegis/Skyshield, with an SAG. Other than that, they NEED a transport. Even a Trukk can get them up 25" in one turn so that even if it blows up you have them where they need to be.
   
Made in us
Krazy Grot Kutta Driva




Littleton

 Jancoran wrote:
but my point was they're NOT dependent on transports. theyre dependent on deployment and tactics.


This is correct. Tactics and objectives are the key. If you have 5 manz with 30 grots going 6inch and the other player going 6inches and running 3 then on your second turn move up 6 inches and charge the rest of the 3 inches.. simple tactic and it doesn't waste points on trukks or BW.

Use the grotz to shield the manz and truly destroy any squad...

 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Correct

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
Flashy Flashgitz






NJ

I thought flat-out only gives you an additional 6"? Is it because trucks are fast that they can flat out 12"?

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Consider, again, that grotz insure that the Meganobz will be the ones doing the charging. So... Awesome.

And with enough gretchin, you can move and run to ensure that the following round, the same thing happens. Think of it like an envelope that surrounds the true spear head. A massive and unimportant envelope. No drop army gets the drop on you. No enemy from the front. You're a big lawn mower.

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
Sure Space Wolves Land Raider Pilot




How does that Gretchin heavy list fare against Telepathy powers? Seems like they'd be pretty easy to scare off the board, no?

I too have been contemplating the MegaNobz, and whether or not to use a Battlewagon or Trukk. But I guess the new Orks Codex isn't too far off, so maybe I should wait to build everything til then...I can always work on my IG in the mean time.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Psychic Scream or whatever is deadly to Gretchin. It's VERY short range so it hardly matters. If the enemy gets that close and clears one layer (of many) the Meganobz eat the Psyker. Obviously the Psyker MIGHT get close enough to the Meganobz (once) but with their erstwhile Leader in the mix, a few wounds will sting, but then, Meganobz, like all units, are not immortal. Things die in 40K and if the enemy has the ballz to get that close and whip out his sorcerer, gets his check off, we dont bounce it and then roll badly, well... Themz the breakz. I lose my 9th and last game as an ork to a failed morale test that took too long to recover from, so as in all things, you're GONNA' lose at some point.

But Im willing to take a 9-1 record doing it as proof enough that it can be done and is fun to do.

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
Dakka Veteran





Southwestern USA

Id like to thank every one for chiming in. I have been following this conversation intently.

From my reading it appears that mega nobs loaded into a wagon are very effective, but not as the spear point.

Do you think a truck full of mega nobs is more effective than a pair of trucks loaded full of boys? (I am hoping the answer is no, as I have no urge to paint another 24 boys)

A recovering plastic addict. Now hooked on resin.

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Made in ru
!!Goffik Rocker!!






Usually people don't max meganobz. 3 in a truck is pretty much enough. They suffer from low ld and no invul so basically, to negate ld problems you need to either take indep with them or a full squad of them in a wagon which is alwayz an overkill and is countered by many things making them a dead weight of points while a min squad in a truck is just 160 pts and can still be quite threatening if used correctly. From my experience, they're not great but probably work better than truckboyz in 6 ed except for they can't score if you got no warboss. 3-4 meganobz are enough to win almost any close combat except for heavy-on-rending or ap2 mellee guyz. But don't expect them to run around cicking faces left and right - they're more of a threat unit than actually killers cause of how slow they are. If you manage to reach at least something and kill it - consider their work done.

This message was edited 1 time. Last update was at 2014/02/21 04:17:54


 
   
Made in us
Flashy Flashgitz






NJ

osirisx69 wrote:
 Jancoran wrote:
but my point was they're NOT dependent on transports. theyre dependent on deployment and tactics.


This is correct. Tactics and objectives are the key. If you have 5 manz with 30 grots going 6inch and the other player going 6inches and running 3 then on your second turn move up 6 inches and charge the rest of the 3 inches.. simple tactic and it doesn't waste points on trukks or BW.

Use the grotz to shield the manz and truly destroy any squad...



You're either counting on playing against people that have never played this game, or people who have a unit that will stomp meganobz then, if you're planning on that scenario ever happening. And the grot screen doesn't work in the way you're describing it to, either. The only useful way to play them (unless camping backfield) is with a transport.

And while we're at it, having them camp is less than optimal, you're letting the opponent deal with them on their terms, rather than yours.

I love using MANZ, it's safe to say I use them 99% of games. But you need to know their weaknesses. They're best used being shot up the field either in a truck or battlewagon, directly at weak enemy units or vehicles. As long as you remember you're a bully and not a deathstar, multicharge whenever you can, especially if you can throw one guy at a vehicle while the rest go for a squad (or two) of average or less cqc capabilities.

AP2 in combat kills them, fast. Especially because it's almost always strength 8 or higher, so instagibs them. If you need to, Charging something like TAC termies is usually a mutually assured destruction scenario, sometimes a termie or two will survive depending on how lucky you/your opponent is, but your MANZ will always die. Against stormshield termies (or other race's equivalents) you'll always lose, hands down.

   
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Member of a Lodge? I Can't Say




OK

As said before, it's important to remember that MANz are not deathstars. I've had success putting a few in a truck and parking it behind some terrain about midfield. It gives them a pretty good radius of attack if your enemy decides to advance.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Awesomesauce wrote:
osirisx69 wrote:
 Jancoran wrote:
but my point was they're NOT dependent on transports. theyre dependent on deployment and tactics.


This is correct. Tactics and objectives are the key. If you have 5 manz with 30 grots going 6inch and the other player going 6inches and running 3 then on your second turn move up 6 inches and charge the rest of the 3 inches.. simple tactic and it doesn't waste points on trukks or BW.

Use the grotz to shield the manz and truly destroy any squad...



You're either counting on playing against people that have never played this game, or people who have a unit that will stomp meganobz then, if you're planning on that scenario ever happening. And the grot screen doesn't work in the way you're describing it to, either. The only useful way to play them (unless camping backfield) is with a transport.

And while we're at it, having them camp is less than optimal, you're letting the opponent deal with them on their terms, rather than yours.

I love using MANZ, it's safe to say I use them 99% of games. But you need to know their weaknesses. They're best used being shot up the field either in a truck or battlewagon, directly at weak enemy units or vehicles. As long as you remember you're a bully and not a deathstar, multicharge whenever you can, especially if you can throw one guy at a vehicle while the rest go for a squad (or two) of average or less cqc capabilities.

AP2 in combat kills them, fast. Especially because it's almost always strength 8 or higher, so instagibs them. If you need to, Charging something like TAC termies is usually a mutually assured destruction scenario, sometimes a termie or two will survive depending on how lucky you/your opponent is, but your MANZ will always die. Against stormshield termies (or other race's equivalents) you'll always lose, hands down.


Lol. Uh. so to recap you'd have to play noobs to win this way right?

Just lol.

My friend. While I am sure you've enjoyed some success or you wouldn't state things in this way (or you are a jerk, but I'll assume not) you might be wise to look at those who SHARE your high level of success and absorb any new information you can. Because while I find what "can't " be done to be RIVETTING... I am pretty interested in what can and has been done also even more.

Ap 2 in melee kills them fast? Yes because theres SO SO SO many of those units that have a ton of AP 2 that would be the target of the Meganobz? Come now. Even if they had it, grinding through that many wounds is work. And it only takes a few power klaws to end the offending unit.

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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Actually it's math. If you opponent doesn't want to fight footsloggig mega-nobz he doesn't. You will not move any more than 6", so you need four turns to reliable charge something in most deployments, a lot more you deployed first and your opponent refused their flank.

Which in turn means, that in order to have a fight sooner than that, your opponent would have to come your way - unless he's a bad general (let's leave "noob", "jerk" and "idiot" out of this), whatever is coming at them is either a close combat oriented character or monstrous creature. Both plow through mega-nobz like a hot knive through butter and tend to survive the retaliation due to invul saves and/or lots of wounds.

So instead of tearing out each other's throats, explain how do you make sure your ten mega-nobz actually get to where they are supposed to be? Assume an eldar army that's moving away from you while plinking away at your unit with surikens? Against daemons, where a daemon prince or a unit of screamers can run down the entire unit with a little luck (as in, not fudging their dice)? Against tau, where even the Etheral's second grade cousin's roomate's dog has S7 AP2 weapons? A space marine army with bikes that can drive circles around them while taking wounds away on a 2+ with their fancy grav guns?

Personally, I don't see them getting anywhere unless your opponent is actively engaging them with units that are unfit to do so - which is exactly what Awesomesauce is saying. "It works in my games" is not a tactic that anybody can use unless you can tell us exactly how you're fighting this uphill battle, we must assume that your opponent is simply throwing expensive units at them to die for no reason at all.

This message was edited 1 time. Last update was at 2014/02/24 07:59:24


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Jidmah wrote:

Personally, I don't see them getting anywhere unless your opponent is actively engaging them with units that are unfit to do so - which is exactly what Awesomesauce is saying. "It works in my games" is not a tactic that anybody can use unless you can tell us exactly how you're fighting this uphill battle, we must assume that your opponent is simply throwing expensive units at them to die for no reason at all.


This is the crux of your problem: you're giving the clock no weight in your thinking. And you should. If my opponent chooses to eschew forward movement, I am pretty okay with that. I can flood my side and deny objectives for longer than you can outwait me or outshoot me in your backfield (I mean, with each 40 point Gretchin you kill with a 300 point purifier squad the more you see the clock tick). Time's a burnin.

The clock matters. Those damn meganobz are laughing at the vast majority of weaponry, and though you can try to steal cover saves (and thats a totally legit comment), that only matters with weapons that are AP 2.

Nothing lives forever. 10 Meganobz can die. of course they can. But thats 20 tough wounds to try and get through.

The winning strategy, the one that beat me eventually, involved me failing an LD 9 check as i was about to destroy a bunch of the enemy. Not much of a strategy but it worked. =). I can't argue with success. Who can. he punches three Meganobz in the throat juuuust enough times and I ran. otherwise it was gonna be 6 meganobz and my leader to the face. Coulda been a contendah.


Automatically Appended Next Post:
 Jidmah wrote:

explain how do you make sure your ten mega-nobz actually get to where they are supposed to be? Assume an eldar army that's moving away from you while plinking away at your unit with surikens? Against daemons, where a daemon prince or a unit of screamers can run down the entire unit with a little luck (as in, not fudging their dice)? Against tau, where even the Etheral's second grade cousin's roomate's dog has S7 AP2 weapons? A space marine army with bikes that can drive circles around them while taking wounds away on a 2+ with their fancy grav guns?.


So on these particular problems: An eldar army is too vague for me. MOST of the units that can reach me in the early rounds that are shuriken are too short a range. Im not likely to feel them until Im already at midboard and thats pretty late in the game to try and rend 20 2+ wounds. They will have more luck with sheer volume. Eldar can bring sheer volume. So the army AROUND the meganobz has to do something about that. Impossible to say without knowing the army and terrain and especially the mission.

Assuming a 5 objective mission, i suppose the answer would be easy. The Meganobz are scoring units. concentrate all Lootas and artillery on enemy troops. Meganobz can use a central pieces (if Nova terrain) to hide and force enemy movement if they wnt to damage my nobz but it will be limited fire. later I can go take the objectives on that side of the board. Nothing can stop me that late in the game from doing it. So i would take three objectives and conest the rest... or just kill all the enemy troops and make just TWO objectives important... the ones closest to Meganobz. Terrain matters a great deal in these discussions so all I can do is assume NOVA terrain.

Against a Screamer star, its critical that you use the gretchin to take up space so there is nowhere but where you want the star, to go. Spacing them well does this. Now the Screamer star can kill a unit or two of Gretchin, then grind on my ork boyz and as the game comes to a close and it realizes that killing things is doing nothing...nothing... it willl play the position game. what the Meganobz probably would do is kill the Grimoire prince or something else cool like be in reserves, wait to see where the screamer star goes...and be far away from it til the end. Maybe bring 40 Power klaw attacks to bear and see what happens once the Grimoirs prince or farteweaver or whoever dies. I'll take 40 shots to someones jaw at STR 8 almost every day of the week no matter what their save is.

Against Tau (and i am an expert Tau general) the battle is usually won by flooding forward, taking losses and flooding some more while the reserves (I use Kommandos) Lootas (huge range) and zzap guns attempt to fight on ONE side of the LOS blocking terrain and create a funnel through which the Tau must fire and use the Meganobz to attract a LOT of fire on the other side. the rest of the army can pincer them. Here again, use of terrain is key. here again, the Meganobz not being in a vacuum means the Tau are facing an army that unlike many they face, can actually get to them despite losses and make an impact. Even a lowly Gretchin unit can do a wound or two on a Fire Warrior sometimes and the choice between silencing lootas or silencing Nobz means the nobz probably die but the Lootas never do. Focus them on the fire Warriors and keep shooting. The riptide doesn't matter if it has nowhere cool it can land and you keep it in front of you as long as possible. Objectives are the key. So killing isn't. Sacrifice the Meganobz if necessary and win the game.



This message was edited 1 time. Last update was at 2014/02/25 02:54:02


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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






What if your opponent gets to place the last objective?
Or you have an even amount of objectives and your opponents gets first blood?

In that case the clock is working against you, rather than in your favor.

This message was edited 1 time. Last update was at 2014/02/25 15:55:31


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Why would this change anything? I play with the assumption that I will go second. all my plans are geared towards the worst case scenario. going last means I place the last objective so that wouldn't alter anything for me.

First blood is ASSUMED when you play Gretchen. What can an ork possibly do to stop it? Not much.

That is WHY I said that you must take TWO objectives. That makes secondaries irrelevant.

If you are mybase-your base, then all you need do is contest the enemies anbd keep yours for a minimum guaranteed tie. Line breaking isn't that hard for orks. and for the enemy to fight for line breaker means my Meganobz get to play.

I don't think its a problem. The clock is on the side of the person who includes the clock in their thinking, makes the most use of terrain and who manages their expendables the best.


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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Uh, whether you place objectives first has absolutely no bearing on whether you get to play first. The player who picks his table half also gets to deploy the first and, in case of uneven amounts of objectives, the last one.

It is perfectly possible for your opponent to place three objectives in his table half and then deploy and shoot first.

Taking two objectives in a game with four objectives makes secondaries very relevant. Most 6th edition codices have an easy way of archiving linebreaker last turn about 24" away from your MANz, and since you are mostly twiddling your thumbs, getting the enemy warlord is also not a given.

If you are mybase-your base, then all you need do is contest the enemies anbd keep yours for a minimum guaranteed tie.

A tie in case you actually manage to contest, your opponent doesn't contest one of your objectives as well, he doesn't have linebreaker and didn't manage to kill your warlord. Also note that your opponent is picking his fights in this scenario, so he is free to assign his counter-unit to your MANz.

I don't think its a problem. The clock is on the side of the person who includes the clock in their thinking, makes the most use of terrain and who manages their expendables the best.

Which boils down to "good players beat bad players". I'm pretty sure that you're a very good general, however that doesn't justify footslogging MANz being a good unit. Judging by your fine-tuned tactics, you could probably win a decent amount of games with lists that plopped out of a random army generator with no thought given to army composition at all.

I really don't see how your tactic benefits from having a huge unit of MANz instead of sinking those points boyz or biker nobz, or shaving a couple of bodies off to get them a transport. They don't lose any of the capabilities you need for your tactics that way.

This message was edited 1 time. Last update was at 2014/02/26 10:09:17


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Mekboy on Kustom Deth Kopta






MANZ need a vehicle. personally i have run a warboss on a bike (attached to a deffkopta) , 1 group of MANZ in a truck as troops, 2 groups of 3 MANZ as elites, and a burner wagon with 15 burnaz and a KFF big mek pretty effectively (in front of trukks till close). 5+ saves on trukks and with thier special rules they tend to stick around or at least get deposited where they weredestroyed safely. always give trukk red paint. mega nobs in cc kill pretty much everything that is not a monstrous creature. monstrous creatures is why i have 2 more wagons with 20 boys in em. tie em up and attrision em down

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Krazy Grot Kutta Driva




Littleton

 G00fySmiley wrote:
MANZ need a vehicle. personally i have run a warboss on a bike (attached to a deffkopta) , 1 group of MANZ in a truck as troops, 2 groups of 3 MANZ as elites, and a burner wagon with 15 burnaz and a KFF big mek pretty effectively (in front of trukks till close). 5+ saves on trukks and with thier special rules they tend to stick around or at least get deposited where they weredestroyed safely. always give trukk red paint. mega nobs in cc kill pretty much everything that is not a monstrous creature. monstrous creatures is why i have 2 more wagons with 20 boys in em. tie em up and attrision em down


Nothing needs a vehicle. Orks have been footslogging for 3 editions and have been fine. Mathematically as long as you use LoS terrain effectively you can get 7-8 Manz in to HtH on the 2nd turn. 2+ armour + FnP + 2 wounds equals easy Kruppin

 
   
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Mekboy on Kustom Deth Kopta






osirisx69 wrote:
 G00fySmiley wrote:
MANZ need a vehicle. personally i have run a warboss on a bike (attached to a deffkopta) , 1 group of MANZ in a truck as troops, 2 groups of 3 MANZ as elites, and a burner wagon with 15 burnaz and a KFF big mek pretty effectively (in front of trukks till close). 5+ saves on trukks and with thier special rules they tend to stick around or at least get deposited where they weredestroyed safely. always give trukk red paint. mega nobs in cc kill pretty much everything that is not a monstrous creature. monstrous creatures is why i have 2 more wagons with 20 boys in em. tie em up and attrision em down


Nothing needs a vehicle. Orks have been footslogging for 3 editions and have been fine. Mathematically as long as you use LoS terrain effectively you can get 7-8 Manz in to HtH on the 2nd turn. 2+ armour + FnP + 2 wounds equals easy Kruppin


For a slow and purposeful unit you sort of do. unless you are using them defensively. average move of 4", no run, good luck with that. you will just be kited by most players as they stay 18 inches away shooting you to bits. and outpacing you. not put em as troops and camping an objective in ruins where they can go to ground and you have something... thoguh something Gretchen do better for cheaper

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Made in ru
!!Goffik Rocker!!






osirisx69 wrote:


Nothing needs a vehicle. Orks have been footslogging for 3 editions and have been fine. Mathematically as long as you use LoS terrain effectively you can get 7-8 Manz in to HtH on the 2nd turn. 2+ armour + FnP + 2 wounds equals easy Kruppin


This assumption is pretty much wrong in 6 edition. Footslogging horde is a weak option right now.
HTH on 2-d turn? Generally you get in mellee with wagonboyz only on turn 3 if the enemy doesn't want you to get engaged in cc asap or doesn't make stupid mistakes pushing someone forward. Enemy's not stationary. If he doesn't want to get engaged - he can fall back a bit and still shoot you to pieces. Or place a bauble-wrap against useful units. How are you getting MaZ that move 6' in combat by turn 2 with the opponent that doesn't want to fight them in mellee? And those who do usually destroy manz hands down. It's easy to hit manz on the flank so that you kill the closest models and lower their fighting effeciency with 3' pile in.

This message was edited 2 times. Last update was at 2014/02/27 04:17:14


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.

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 ru
!!Goffik Rocker!!






So what. I've run a list with dark apostle, 75 cultists and 20 possessed that managed to beat tau with commander, riptide, crysis suits, kroots and tetras. This experience doesn't make possessed a viable option on the whole.

How are 10 meganobz better on foot than 7-8 meganobz in a battlewagon? That's the point.

This message was edited 1 time. Last update was at 2014/02/27 07:46:55


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


You have one instance of it working. We have many more instances of it not working at all. The conclusion to draw isn't that you're that much better than everyone else.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Krazy Grot Kutta Driva




Littleton

 AlmightyWalrus wrote:
 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


You have one instance of it working. We have many more instances of it not working at all. The conclusion to draw isn't that you're that much better than everyone else.


No, again I have played since 2nd edition and in 6th edition footslogging is just fine. It is PROVEN over and over again. When you are facing 200+ models MOST armies cannot bring enough fire power to stop it. Why do you insist on arguing? We can play by Vassel if you want. Its easy. Just prove you have the ACTUAL models and we can fight. Vassel has the tendency for power hungry 9 year olds to field nothing but cheese so a common practice is to show your army with a Skype or picture.

I have never understood the need for people to lie or mislead to bring others down. Its like a crab mentality or something.


 
   
Made in ca
Gargantuan Gargant






 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


I've killed deep striking CSM terminators once with my backfield grot's grot blastas before, does this one instance therefore make them a consistently viable anti-terminator unit? Just because it's worked well once for you doesn't mean that you can automatically infer that your setup is as awesome and great as you claim it is, especially since from what we can tell you haven't exactly used it against the best or more experienced of opponents.

Also the fact that you're unwilling to rebuttal against Jidmah and everyone else's very good counter-points by just falling back to your "well it worked for me so you guys are just ignorant" argument doesn't look very good for your position.


Automatically Appended Next Post:
osirisx69 wrote:
 AlmightyWalrus wrote:
 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


You have one instance of it working. We have many more instances of it not working at all. The conclusion to draw isn't that you're that much better than everyone else.


No, again I have played since 2nd edition and in 6th edition footslogging is just fine. It is PROVEN over and over again. When you are facing 200+ models MOST armies cannot bring enough fire power to stop it. Why do you insist on arguing? We can play by Vassel if you want. Its easy. Just prove you have the ACTUAL models and we can fight. Vassel has the tendency for power hungry 9 year olds to field nothing but cheese so a common practice is to show your army with a Skype or picture.

I have never understood the need for people to lie or mislead to bring others down. Its like a crab mentality or something.



Why is it that he would have to show that he has actual models and not you? Show us your 200+ models that have worked so well for you, the burden of proof is on your end given that if you look at the vast majority of tournament/competitive builds they are all either based on speedy troops (i.e. bikes for SM or Eldar) or in transports like Wave Serpents or Chimeras. There is little to no indication that mass footslogging is the way to go, otherwise Tyranid lists would just run Hormagaunts and Termagants by their lonesome rather than the dual dakka-flyrant + Nidzilla builds. I can ALSO tell you from experience that footslogging is very hard to manage if you have proper terrain as it can funnel your unwieldy hordes into death lanes which you're forced into due to the sheer amount of bodies on the board. What does get to your opponent's side will be severely depleted enough that your threat as a unit is significantly diminished.

This message was edited 1 time. Last update was at 2014/02/27 15:08:10


 
   
Made in us
Krazy Grot Kutta Driva




Littleton

 Grimskul wrote:
 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


I've killed deep striking CSM terminators once with my backfield grot's grot blastas before, does this one instance therefore make them a consistently viable anti-terminator unit? Just because it's worked well once for you doesn't mean that you can automatically infer that your setup is as awesome and great as you claim it is, especially since from what we can tell you haven't exactly used it against the best or more experienced of opponents.

Also the fact that you're unwilling to rebuttal against Jidmah and everyone else's very good counter-points by just falling back to your "well it worked for me so you guys are just ignorant" argument doesn't look very good for your position.


Automatically Appended Next Post:
osirisx69 wrote:
 AlmightyWalrus wrote:
 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


You have one instance of it working. We have many more instances of it not working at all. The conclusion to draw isn't that you're that much better than everyone else.


No, again I have played since 2nd edition and in 6th edition footslogging is just fine. It is PROVEN over and over again. When you are facing 200+ models MOST armies cannot bring enough fire power to stop it. Why do you insist on arguing? We can play by Vassel if you want. Its easy. Just prove you have the ACTUAL models and we can fight. Vassel has the tendency for power hungry 9 year olds to field nothing but cheese so a common practice is to show your army with a Skype or picture.

I have never understood the need for people to lie or mislead to bring others down. Its like a crab mentality or something.



Why is it that he would have to show that he has actual models and not you? Show us your 200+ models that have worked so well for you, the burden of proof is on your end given that if you look at the vast majority of tournament/competitive builds they are all either based on speedy troops (i.e. bikes for SM or Eldar) or in transports like Wave Serpents or Chimeras. There is little to no indication that mass footslogging is the way to go, otherwise Tyranid lists would just run Hormagaunts and Termagants by their lonesome rather than the dual dakka-flyrant + Nidzilla builds. I can ALSO tell you from experience that footslogging is very hard to manage if you have proper terrain as it can funnel your unwieldy hordes into death lanes which you're forced into due to the sheer amount of bodies on the board. What does get to your opponent's side will be severely depleted enough that your threat as a unit is significantly diminished.


what forum are you on? This is not YMTC. There is no burden or proof needed. This is tactics forum and how you play. So stop being asinine and understand for a lot of us ork players footslogging works in our meta. And yes I HAVE shown my models when I play over vassel that's why I said SKYPE!!!!!!!!!!! you krod. The OP asked if MegaNobz are worth it and the answer is YES YES YES. Even IF you cant afford to buy a BW having MegaNobz in your army is worth it.

This message was edited 1 time. Last update was at 2014/02/27 15:18:27


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

osirisx69 wrote:
 Grimskul wrote:
 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


I've killed deep striking CSM terminators once with my backfield grot's grot blastas before, does this one instance therefore make them a consistently viable anti-terminator unit? Just because it's worked well once for you doesn't mean that you can automatically infer that your setup is as awesome and great as you claim it is, especially since from what we can tell you haven't exactly used it against the best or more experienced of opponents.

Also the fact that you're unwilling to rebuttal against Jidmah and everyone else's very good counter-points by just falling back to your "well it worked for me so you guys are just ignorant" argument doesn't look very good for your position.


Automatically Appended Next Post:
osirisx69 wrote:
 AlmightyWalrus wrote:
 Jancoran wrote:
yeah we can go back and forth but heres a reality: 10 Meganobz on foot works fine and has been PROVEN to work fine, assuming competence on both sides of the table.

People can SAY its not true but when I guy goes and kicks ASS actually doing it, I think its say to say the naysayers just haven't figured out how yet. And the naysayers probably should try it.


You have one instance of it working. We have many more instances of it not working at all. The conclusion to draw isn't that you're that much better than everyone else.


No, again I have played since 2nd edition and in 6th edition footslogging is just fine. It is PROVEN over and over again. When you are facing 200+ models MOST armies cannot bring enough fire power to stop it. Why do you insist on arguing? We can play by Vassel if you want. Its easy. Just prove you have the ACTUAL models and we can fight. Vassel has the tendency for power hungry 9 year olds to field nothing but cheese so a common practice is to show your army with a Skype or picture.

I have never understood the need for people to lie or mislead to bring others down. Its like a crab mentality or something.



Why is it that he would have to show that he has actual models and not you? Show us your 200+ models that have worked so well for you, the burden of proof is on your end given that if you look at the vast majority of tournament/competitive builds they are all either based on speedy troops (i.e. bikes for SM or Eldar) or in transports like Wave Serpents or Chimeras. There is little to no indication that mass footslogging is the way to go, otherwise Tyranid lists would just run Hormagaunts and Termagants by their lonesome rather than the dual dakka-flyrant + Nidzilla builds. I can ALSO tell you from experience that footslogging is very hard to manage if you have proper terrain as it can funnel your unwieldy hordes into death lanes which you're forced into due to the sheer amount of bodies on the board. What does get to your opponent's side will be severely depleted enough that your threat as a unit is significantly diminished.


what forum are you on? This is not YMTC. There is no burden or proof needed. This is tactics forum and how you play. So stop being asinine and understand for a lot of us ork players footslogging works in our meta. And yes I HAVE shown my models when I play over vassel that's why I said SKYPE!!!!!!!!!!! you krod. The OP asked if MegaNobz are worth it and the answer is YES YES YES. Even IF you cant afford to buy a BW having MegaNobz in your army is worth it.


You're the one making a claim, you're the one who has the burden of proof. That's how all arguments work, YMTC or not.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
 
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