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Made in us
Regular Dakkanaut





Mega Armored Nobz. A "MANZ missile" is a small squad of them in a trukk.

Whoops. Looks like I got beat to the punch.

This message was edited 1 time. Last update was at 2016/11/14 16:24:28


The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in gb
Been Around the Block






So how would you equip Nobz to have a use in any of the formations that require normal Nobz to be taken?

I've been having a bit of success with 3 Nobz on bikes all with big choppas doing some harassing. They normally get ignored in a list involving Trukk Boyz/MANZ Missiles and a blob of normal bikers hiding my Warboss, and if they can get to a backline they really pack a punch on the charge tying up things that it'd be a waste sending your dedicated melee units to.

I balk a bit at the 150 point price tag but it's the only way I've found to give them a purpose
   
Made in us
Regular Dakkanaut





I, too, use biker nobz almost exclusively when I have to take them. It's a crazy expensive as I have it as a 4 biker nob squad with 2 PKs 2 BCs and a waaagh banner. something around 260 points. It hurts mah point budget...

Sometimes they can be a good bodyguard for a MA warboss, and here you can seriously consider skimping on Eavy Armor seeing as the Warboss can tank the non-ap2 hits (especially if you gave him DLS). I would give them all Big Choppas (because for 5pts a piece, why not?), maybe one with a klaw if you have the points, and stick them in a trukk with a RR. In this case, I wouldn't go over 5 nobs unless I had some serous points to burn.

Just by themselves? Eeh, I don't know. They're too expensive to give a ton of claws to (seeing as MANZ are actually CHEAPER and come with a 2+ save. I mean come on!). I still wouldn't want to go over a 5 man squad max. I would give them big choppas, maaaaybe a klaw or two, possibly combi-scorchas if you run into hordes, and possibly Eavy Armor if you don't run into AP4 or better that much. If you do, skip it, and have them run around with a 6+. And get those nobz a trukk. Nobz love trukks.

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in ru
!!Goffik Rocker!!






3 barebones to cap points and protect your mek guns and lootas against an odd marine biker or two. Or to give cover to a trukk turn 1. It's very annoying to have one biker sweep squad after squad of mek guns.

This message was edited 2 times. Last update was at 2016/11/15 06:33:28


 
   
Made in us
Longtime Dakkanaut




If I NEED to take Nobz I take them naked. Its a waste of points but its better then reinforcing the failure that is Ork Nobz in this version of 40k.

There are literally no good ways of taking nobz, even MA Nobz aren't that scary. Giving a Nob a bike is just a HUGE point sink. What is it? 45pts for a single Nob on Bike? You can field a bit more then 2 Warbikers for that same price.

So yeah, naked nobz if I NEED to take them, and then I do what has been suggested, use them as back field objective holders or to guard the lootas/Mek Gunz from random Deep strikers or FA units. otherwise they are just a waste of time/points and effort.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Chaos Space Marine dedicated to Slaanesh






I've got a new list after reading this. Please tell me what you all think, and what would make this list good at 750 points.


Automatically Appended Next Post:
http://www.dakkadakka.com/dakkaforum/posts/list/0/708374.page#9021116

This message was edited 1 time. Last update was at 2016/11/15 22:13:30


 
   
Made in gb
Been Around the Block






Fair enough to just keeping Nobz barebones but I've found that doing that causes them to be just wasted points, whereas if you spend a little more on them they can at least fulfill a purpose in your army even if they're a bit overcosted in doing so.

On another note (more of a rules query really) if I was to take an Ork Warband and add the Mek from that into a unit from another formation, let's say the snikrot one, would he get the benefit from those formations rules? It's been a while since I read the Mekaniak rule and don't have a codex on hand currently.

This message was edited 1 time. Last update was at 2016/11/16 15:13:46


 
   
Made in us
Longtime Dakkanaut




 tikhunt wrote:
Fair enough to just keeping Nobz barebones but I've found that doing that causes them to be just wasted points, whereas if you spend a little more on them they can at least fulfill a purpose in your army even if they're a bit overcosted in doing so.

On another note (more of a rules query really) if I was to take an Ork Warband and add the Mek from that into a unit from another formation, let's say the snikrot one, would he get the benefit from those formations rules? It's been a while since I read the Mekaniak rule and don't have a codex on hand currently.


What do you give them to fulfill a role though?

If you want them to be biker, Warbikers are significantly cheaper and better to take. (Warbiker nob is only 28pts....)
If you want them to be a CC unit and give them Eavy armor and a PK your actually better off taking MA Nobz or realistically a unit of Boyz with a single Nob PK.

If you want them to be objective holders, why upgrade them at all?

See what i mean? There is literally nothing they can do that something else in the codex can do better.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Been Around the Block






I get that its better just not to take them because there are better things but if you HAVE to take them then surely its better to give them a use?
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I'm with SemperMortis. If you are running Orkurion and are required to run Nobz - you run barebones 3 of them and with no upgrades.

There are better units to use instead of them, but if you're forced to bring them, no upgrades is the way to go.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I run mine as 5 in a trukk with a power klaw on the non character nob and the mek is with them as well. Basically the throw away unit.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

 Glitcha wrote:
I run mine as 5 in a trukk with a power klaw on the non character nob and the mek is with them as well. Basically the throw away unit.


That's just a lot of points to throw away. I think 54 pts for 6 wounds of Nobz is enough of a waste. I don't even want to count up all of those points mentioned above.
   
Made in us
Nasty Nob




Crescent City Fl..

Question. How many KMK's should I have in a unit? I've tried 2 units of 5. and they seemed to me to do really poorly. I lost 2 in one unit to over heating and one in the other to the same. While inflicting minimal casualties to the enemy, white Scar bikers.
They seemed to deviate way too much. I'm starting to rethink my artillery again. How have they been doing for all of you?

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Mutilatin' Mad Dok





Georgia

My KMKs either do nothing at all or perform amazingly. They're pretty unreliable, yeah, but I've been looking into lobbas instead. That seems to be the big thing right now.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Longtime Dakkanaut




 Vitali Advenil wrote:
My KMKs either do nothing at all or perform amazingly. They're pretty unreliable, yeah, but I've been looking into lobbas instead. That seems to be the big thing right now.


I proxied a unit of lobbas to go with my unit of KMKs. KMKs are great because they can pop AV13 vehicles and mess up heavy infantry. I like them but I wish they had a long range version of the Grotzooka. So kind of like a 2 shot Lobba.

Pathetically even in 7th edition orks have a problem popping vehicles with the exception of close combat attacks.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






 warhead01 wrote:
Question. How many KMK's should I have in a unit? I've tried 2 units of 5. and they seemed to me to do really poorly. I lost 2 in one unit to over heating and one in the other to the same. While inflicting minimal casualties to the enemy, white Scar bikers.
They seemed to deviate way too much. I'm starting to rethink my artillery again. How have they been doing for all of you?


I've used minimal units. 2 units of 2, supported by lobbas. They're not as consistent as lobbas due to Gets Hot! and since we go by FAQ draft rules that means we can't re-roll ones for Get's Hot! with my Ammo runtz those results hurt quite a bit. So far they've been fairly reliable, I have a weird consistency to roll hits with blasts and since I face Necrons and Eldar mainly, the S8 really helps against Reanimation from his warriors/immortals and the AP2 forces Eldar jetbikes to jink. I think they need to fulfill a niche like that to be considered taking over lobbas since for everything else the lobbas have been much better, especially given their longer range and not needing line of sight.
   
Made in ru
!!Goffik Rocker!!






I stopped using kmk in favor of lootas even before the faq. It's just that blasts are not great cause it seems that every worthwhile target is invisible. And overheats are a huge problem for grots.

This message was edited 3 times. Last update was at 2016/11/17 07:10:25


 
   
Made in us
Nasty Nob




Crescent City Fl..

I moved down from 2 units of 5 to 2 units of 2 with 2 more single KMK's in my last game. I'm thinking about trading two out for bubble chukkas. I have lootas in my list. I'm running 2 cad and a Dakka jet formation. So far my 50 point grot mobs seem to be the stand out units. Inn game one I had a pain boy in one of the KMK units to help with over heat but I really think he needs to be somewhere else where. The FNP rolls were mostly fails.
He's made a noticeable impact with my shoota boy mob in game two. I don't own any Lobbas I was always a Kannon fan but still only own three of those.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Saythings wrote:
 Glitcha wrote:
I run mine as 5 in a trukk with a power klaw on the non character nob and the mek is with them as well. Basically the throw away unit.


That's just a lot of points to throw away. I think 54 pts for 6 wounds of Nobz is enough of a waste. I don't even want to count up all of those points mentioned above.


How is it a throw away? Its another threat moving across the table. The unit can provide support to another squad of guys. Plus you have another trukk that can zip around the table to grab objectives. I'll admit I usually just chuck the unit at something, but it still servers a purpose in the strategy. Also, you are required by the waagh band to take 1 unit of nobz. You might as well make them usually to you since you have to take them for the formation.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

 warhead01 wrote:
Question. How many KMK's should I have in a unit? I've tried 2 units of 5. and they seemed to me to do really poorly. I lost 2 in one unit to over heating and one in the other to the same. While inflicting minimal casualties to the enemy, white Scar bikers.
They seemed to deviate way too much. I'm starting to rethink my artillery again. How have they been doing for all of you?


Correct me if I'm wrong, but Get's Hot on Artillery takes wounds thru the crew. Since the Gretchin have no armor you quite literally just take a gretchin off every time you roll that one (mitigated by Ammo runts). I found 2 units of 4 KMKs (8 total) - with 4-5 extra grots to help mitigate the deaths from Gets Hot and prevent leadership checks - works quite nicely. I've been custom to attach Mega Armoured Warbosses for tanking wounds and giving Artillery another 6" of threat (via Slow n Purposeful).

Currently, I took them out of my list and swapped them with the AA version as Fateweaver alone is the greatest threat to my current Ork list.

@Glitcha, I'm not trying convince you to switch over to the dark side!!! Muhahahah - I just stated that I agreed SemperMortis. I like keeping my Nobz naked and as cheap as possible. If the enemy has a hard time dealing with a trukk full of some Nobz with any equipment at all, he probably lost already - due to his own list building. The Nobz are already expensive af and even with a 4+, most armies only have to dedicate a unit or two to wipe them. I'd rather have 3 naked Nobz sitting out of LOS and on my home objectives (usually assisting my Big Gunz). A lot of list building in 40k is preference. To each their own
   
Made in us
Nasty Nob




Crescent City Fl..

You know, I have no idea I'll have to look that up. That would actually make them "better". I'd rather loose a crew than a gun any day. I may have to put more points into the unit.


Automatically Appended Next Post:
You know, I have no idea I'll have to look that up. That would actually make them "better". I'd rather loose a crew than a gun any day. I may have to put more points into the unit.


Automatically Appended Next Post:
Double post...Bizarre..

I can't find that gets hot on crew in the rule book was it in the faq?


Automatically Appended Next Post:
Got it. The crew is firing. So the crew would suffer the gets hot.

This message was edited 3 times. Last update was at 2016/11/17 20:47:26


The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Allied Renegade knights? Has anyone tried this?

I was looking into getting a cheaper LoW than my stompa in a list. One of my friends that helps me list build made the suggestion. I noticed that the Renegade knights can take different loadouts than the imperial knights. I was thinking about using 1 with double rotatory gun. (24 str 6 ap 3 rending shots at BS4) The knight is still str 10 and ap 2 for melee and has stompa attacks.

Now thinking of some workable strategies. One is to provide covering/suppressing fire to my forward advance. I could divide up my shots into 2 groups of 12 shots.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Mutilatin' Mad Dok





Georgia

I've been considering this myself but solely for the purpose of making it a looted knight. I'd play it pretty aggresively. Send it up along with da boyz.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in nz
Longtime Dakkanaut





New Zealand

An ork-looted Knight would be super-cool, regardless of how effective it was tactically
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I'm scratch building one from nothing. I have got the body done. I just need to work out guns for his arms.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Chaos Space Marine dedicated to Slaanesh






I just bought my first Trukk and want to know if rokkits are the way to go. I've been told before that it is but the math just seems wrong. Given that these trukks are driving boyz armed with slugga's, does the 2 in six chance of a rokkit hitting really outweigh the advantage of three slightly weaker shots?


Automatically Appended Next Post:
Here is my new 500 point list after listening to da council.

http://www.dakkadakka.com/dakkaforum/posts/list/707649.page#9005796

This message was edited 1 time. Last update was at 2016/11/19 02:17:18


 
   
Made in ca
Gargantuan Gargant






 charz wrote:
I just bought my first Trukk and want to know if rokkits are the way to go. I've been told before that it is but the math just seems wrong. Given that these trukks are driving boyz armed with slugga's, does the 2 in six chance of a rokkit hitting really outweigh the advantage of three slightly weaker shots?


Automatically Appended Next Post:
Here is my new 500 point list after listening to da council.

http://www.dakkadakka.com/dakkaforum/posts/list/707649.page#9005796



Rokkit launchers in general are better taken than big shootas on Ork vehicles since they're free to swap and the damage range difference from S5 AP5 to S8 AP3 is pretty significant. On average you'll get one hit from the big shoota but you generally won't ignore armour and will normally wound on 3's. The rokkit however can make up for potentially half or more of the cost of the trukk since it can kill a marine in one shot or penetrate/glance a vehicle. The damage potential on the rokkit is good enough that the low chances of hitting is not a big deal. You also have to factor that in most cases you have more than one trukk, so having multiple ones with rokkits means that the odds starts piling up in your favour.

Orks generally don't need anymore help against infantry which our boyz are fine against. What we lack is good ranged anti-MC/vehicle and a surplus of rokkits helps us deal with that.

This message was edited 1 time. Last update was at 2016/11/19 03:06:51


 
   
Made in us
Chaos Space Marine dedicated to Slaanesh






Thanks! Now to figure out a conversion for the trukk
   
Made in us
Battlewagon Driver with Charged Engine





A slightly worse that 1/3 chance to insta-kill a lot of multi-wound T4. Best target: crisis suits. 2nd best: Nid Warriors. 3rd: any marine.
   
Made in us
Longtime Dakkanaut





 Glitcha wrote:
Allied Renegade knights? Has anyone tried this?

I was looking into getting a cheaper LoW than my stompa in a list. One of my friends that helps me list build made the suggestion. I noticed that the Renegade knights can take different loadouts than the imperial knights. I was thinking about using 1 with double rotatory gun. (24 str 6 ap 3 rending shots at BS4) The knight is still str 10 and ap 2 for melee and has stompa attacks.

Now thinking of some workable strategies. One is to provide covering/suppressing fire to my forward advance. I could divide up my shots into 2 groups of 12 shots.


I have used a renegade knight will dual gatling cannons as an ally and it has worked wonders. Either it is ignored and deals a ton of damage or eats a lot of fire allowing my melee units to get to where they need to be.

 
   
 
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