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Made in us
Fresh-Faced New User




So over the past couple weeks I have been fielding my Orks with a squad of nob bikers and a wb on a bike. I have been really unlucky with that whole unit and I just can't seem to justify the points cost for the bikers.

I was wondering if anyone has had success with the mega armored wb. I'm looking to put him in a wagon with some regular boyz and shoot'em up the field. If the wagon gets popped at least I have a 2 up save to tank some shots. Any thoughts?
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

MAB is cost effective but limits actions your boyz can take due to S & P.

I'm running to BikerBosses tonight each in a mob of 30 boyz.

Better T, no Str 10 ID. Better gun for Percision shots. You can sweeping advance etc. instead of the boss tanking wounds to save boyz, I like to think o the boyz as 6 point extra wounds for the boss. I'll tell you how it goes.

Fighting crime in a future time! 
   
Made in us
Ork Boy Hangin' off a Trukk





Fort Collins, CO

Put him in a wagon with 3 meganobz and shred whatever you can get your klaws on. Ive never run a biker boss but i can say my mega armor warboss always makes a mess of whatever part of the table he gets to.

I feel the need, the need for speed. 
   
Made in us
Waaagh! Warbiker






^^^^ Amen to that, I run a Megaboss with a squad of MANZ and they stomp whatever I throw them at. Never used a Biker Boss but a Megaboss smashes face, and is not too bad point wise at all, usually pays for himself and more.

4000

1500 W:7 D:2 L:2

WAAAAGH!!!!



.
 
   
Made in us
Fresh-Faced New User




Yeah I love the MANZ models but sadly I don't have any, maybe I'll pick some up. For the meantime do you think that he could work in a squad of regular boys in a wagon?
   
Made in ru
!!Goffik Rocker!!






My experience shows they're much less effective than nob bikers. Usable though. U can even use regular nobz with a painboy as a retinue to your megaboss.
Will be interesting to find out why were you disappointed with nob bikers cause atm they're the best unit our codex has paired with wagonboyz.

This message was edited 1 time. Last update was at 2014/02/14 05:18:33


 
   
Made in us
Fresh-Faced New User




Its not that I think they are bad my luck with them has just been horrible. I either fail an unholy amount of saves or wiff all my attacks with them. Its just painful to see so many points do so little.
   
Made in ru
!!Goffik Rocker!!






Meganobz are even more dependant on luck than nob bikers. Cause generally, bikers have a 4+, 5+ fnp which is 3+ to save or at least 5++, 5+ fnp, t5 and 12-24 move. And awesome gunz. While meganobz fully rely on a transport that can be stopped fairly easy. And a 6' move per turn is not really great. They can be used ofc but are less reliable than nob bikers.
However, they are used for different roles. Bikers are fast, tougher than meganobz in general but don't hit than hard - can sweeping advance though and have a bikerboss which is extremely effective. Meganobz are less resilient but are better vs ap3-4 s5+ with ignore cover. They pack a punch boasting a ton of pk attacks but are extremely slow and rely purely on a transport. Need an indep to babysit them cause they got no bosspole. And they die very quickly to something with ap2. But they're generally cheaper and can be taken in minimal squad and still be fairly effective if they get there. Also, can be used as a missile in a truck - never worked for me though cause of how slow they are and how easy it is to stop a 10-10-10 opentopped vehicle.

This message was edited 3 times. Last update was at 2014/02/14 07:31:31


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I agree with the above synopsis. MANz have more potential per point for destruction but the main issue is mobility. I've been experimenting with them as a home objective holder, counter-attack force but haven't had much success. Opp's know how dangerous they are!

Fighting crime in a future time! 
   
Made in us
Dakka Veteran





I agree with the issues that S & P gives to boyz when accompanied by a MAB. However, I DO use a MAB to help tank when I have a wagon full of orks that I don't want to die from a blown vehicle - usually burnas, tankbustas, or manz.

   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Unholyllama wrote:
I agree with the issues that S & P gives to boyz when accompanied by a MAB. However, I DO use a MAB to help tank when I have a wagon full of orks that I don't want to die from a blown vehicle - usually burnas, tankbustas, or manz.



Ah, now that's a whole different kettle of Grots. Tanking wounds from exploding vehicles for elites is actually economical. A MAB costs 8.66 TB's or Burnas but makes saves 5 times more often. So 6 wounds from an exploding BW would kill 75 points of elites but only wound the Boss once.
Hold on, wouldn't he also make Lootas Relentless? Anybody got the rule book handy?

The only issue it that he's taking up an HQ slot. But in Apoc games. . .

Fighting crime in a future time! 
   
Made in us
Nasty Nob





United States

Hold on.. you can put all the wounds from an exploding vehicle on the warboss?

Me and my friend have always rolled one dice for the boss.. one for the nob.. then the hits on the squad.

Can I get a quick and dirty on what is correct?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Resentful Grot With a Plan





blacknsilver926 wrote:
Its not that I think they are bad my luck with them has just been horrible.

Praise Mork more, less Gork.]
I either fail an unholy amount of saves or wiff all my attacks with them. Its just painful to see so many points do so little.
Just curious, how are you running your Biker Nobz? I usually run them as a mob of 4-6 with one Power Klaw, one Painboy w/ Orderly, and the rest as big choppas and cybork bodies. My biker boss will either run with them for the FnP or be his own deathstar and run down a MC or strong vehicle. You have a 4+ armour, 4+ cover, 5+ invul, and a 5+ FnP all on T5 W2 so you shouldn't be getting that many bad roles.

The cybork and FnP are a God send most of the time unless you get lit up by the entire Tau gunline, which means there wasn't enough target saturation in the first place, or didn't use LoS properly. The Big Choppas remove more luck from the roles as well because most enemies don't have the toughness to override the wound roles on a 2+ or even a 3+ and the Power Klaws (boss + 1 nob) can deal just most 2+ threats other than those scary independent characters. Typically I can get through 2 or 3 close combats before I start to wiff all of my roles.

Now about a MAB. a MAB is fething awesome. Throw him in a Wagon with 17 boyz + nob and watch them eat up any unit they get close to. Put all non AP2 wounds on the boss and have the nob deal with the challenges. Another option is to run him in a squad of Lootas in a Wagon. His SnP let's the Lootas shoot at full BS, even when the Wagon moves. Once again, put all wounds on the boss. I don't care what other players say, the difference between BS2 and BS1 is huge for me cuz of all the 5s I see when rolling snapshots. IMO never run him with Nobz or MANz cuz it is counter productive to your target saturation.
   
Made in us
Fresh-Faced New User




^ I run them essentially the same except I have another power klaw and you would be surprised how many saves I can fail .
   
Made in us
Nasty Nob






I've had some success running a MAB with regular Nobs + kombi skorchas + Painboy + cybork for all. On the one hand, they're very killy; on the other hand, they draw a lot of fire. First time I ran this unit, I put them in a Trukk and rocketed it at the enemy to stomp face. They destroyed a Helbrute and Vindicator, and spooked my opponent -- totally worth it. In a more recent game, I did the same and they drew the ire of my opponent's entire army. He popped the Trukk, but thanks to the Ramshackle table it kareened into his Cultists, exploded, and inflicted enough unsaved wounds to drive them from the board. Then I tied up his HQ unit in CC for another turn before being defeated. Unfortunately, we were playing Purge the Alien, so that gave him 3 VP's.

The lesson for me here was to back up such a unit with other units. Next time I'm thinking of adding 2+ Trukks full of troops to support the MAB unit.


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