indeed, as of now Dread Mob is legal and Zhadsnark does actually alter the whole armies bike units into troops and not only his detachment. It'll probably change, but who knows if it's even going to be this year.

(Also noticed I had priced the last unit at 74pts. It's actually 79, bummer...)
Jancoran wrote:well this is an interersting subject for me since I just got some orks and 10 Boar Boyz are in it. Kinda trying to figure out what to do with 'em.
The Ork codex features quite a few good units and nothing in the codex is bad. Just like the last codex. It's just a matter of trying to figure out how to use them.
One thing that catches my attention though. I have heard many people talk about Harassers. I will be honest: I don't give that idea much weight. any unit that you can afford to ignore, you do, unless it gives you free movement which IS truly valuable... but its valuable to the guy attacking the "Harasser".
So can you explain to me, in a way an Ork can understand, why you'd bother with a "Harrassment" unit in an Ork army specifically?
Well, in my eyes a harasser is a unit which is relatively low-key and not as much of an immediate threat as other, larger units. Or well, this in combination with a decent damage output. They only really play a role if you icnlude several as an
msu aspect to your force. Take for example 3 bikes for 54 points. They can be reserved and grab objectives late game just like minimum sized grot units (with about as much resilience). Or 10 boyz for that sake. But they are also very mobile, and average 5 S5ap5 hits a turn. Now this isn't much damage by itself, but what if you deploy two to three such units? Suddenly, the enemy has three targets he/she has to shoot at, and since most units are usually more expensive than 54 points they have to overinvest shooting to do so. And you can even use the bikes mobility to deny "suitable" firing solutions to your enemy. The upgraded harasser stems mostly from my local meta. With primarily
IG, Tau and Necrons as my enemy, a combi-skorcha will ruin a unit in cover and the big choppa will wreck rear armour. This means that those 74 points units cannot be ignored. Vs marines they are not as effective, but can still pose a threat.
Harassers belong in two types of lists, really. The first is where you spam nothing but them, presenting no obvious juicy targets to your enemy but rather ensuring he can only shoot at so many targets a turn. This is a pure
MSU build. The other is when you include a couple of these nuggets in a list with similar units of much greater size/threat level. If you have a biker unit of 15 + painboy, that's going to be a much larger threat than those three bikes off to the side. But if all your fire goes into whittling down the large unit, suddenly you might experience a whole unit burnt away by a skorcha out of nowhere, just because you ignored the smaller, less dangerous target in favor of the other. On the other hand, if you direct your 150-200pts unit with a potential to kill say 5-6 bikes a turn into the harasser, you might not deal enough damage to stop the bike horde.
Being a fan of death stars, the harasser fits my bill perfectly. In my latest list (
http://www.dakkadakka.com/dakkaforum/posts/list/630054.page) I have a massive biker star with 18 bikes with MFF and painboy, led by a lucky stikk warboss and Zhadsnark. This means it's super-durable and hits like a bloody train. It also has scout, fearless and skilled rider - it will be charging straight at the enemy lines. In addition to this star I will field 6 lone deffkoptas, two six-man
PK biker teams and two of the small harassers I mentioned. The smaller units are easier targets, but if the star hits home it'll be pretty much GG then and there vs many enemies. So the enemy either ignores my small units and let my star roam free, or go for them and allow my other units to do their jobs effectively.
Hopefully this hasn't been too much rambling, but it's 5:40am and I should be asleep.
EDIT - To summarize harassers - they aren't supposed to be units that you can afford to ignore, but rather units with high enough damage that you don't want to ignore them but have to because there are other larger threats around, where your firepower could be better applied.