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Made in dk
Longtime Dakkanaut




Danmark

Hey guys.

Im new to warhammer 40k and have yet to have my first game, however i got hold of some Mega nobs which, i have yet to assemble.

Anyway, im assembling them as we speak but i have some questions im a bit confused about.

First of all, it says that MegaNobz come in sets of 3, with 2 meganobz and 1 boss meganob. If i turn one of the Meganobz in to a big mek instead, does the big mek become the boss meganob?

Does it then use its own characteristics or the Boss Meganobz?


Also when i read Games workshops own description of what the Big Mek comes with, it says, amongst other things: "The Big Mek is armed with a kustom mega-blasta and power klaw". However my Saga of the Beast data sheet for Big Meks state they come with a slugga, a choppa and stikbombs, and have no other wargear.

So how do i even find the statistics of those weapons? should i just read the Mega Nobz data sheet weapons and use those for the Big Mek? granted they are the same weapons.

I actually bought the orks part of the Prophecy of the wolf, privately, and i dont think he gave me any data sheets that shows statistics from there, sadly.


As a last thing, if i run Goff, which i do these days, whats the best way to make Mega Nobz? What wargear?. Like a powerclaw and a Skorcha? and what items should i give my Big Mek except for the Kustom Force field?

This message was edited 2 times. Last update was at 2020/06/25 15:31:36


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Hello and welcome. The big mekk in mega armour is a separate unit with the mek and an optional grot oliler walking around and fixing vehicles. He can also be equiped with a kustom force field on his back wich protects friendly orks around him

If you build a mekk then you can not use your other meganobz, unless you buy more of them since they are a minimum of 3 nobz in the unit.

I would recommend magnets for the arm/gun options if you are up for it. Otherwise twin killsaws are good for melee. Or the regular klaw and shoota is a little more versitile. The skorchas and rokkit options are pretty expensive and will be harder to use to make them worth it.

Brutal, but kunning!  
   
Made in us
Shadowy Grot Kommittee Memba






Yeah, I'm going to parrot what gitdakka said here, but I will also advise you to skip the mega-mek. He's annoyingly slow compared to everything else in the codex, pays for armor he probably won't use, and also pays for a bunch of weapons he doesn't need. Keep your Meganobz as Meganobz and that way you don't have to buy another kit.

Shokk Attack Gun big mek is best big mek.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

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Made in dk
Longtime Dakkanaut




Danmark

the_scotsman wrote:
Yeah, I'm going to parrot what gitdakka said here, but I will also advise you to skip the mega-mek. He's annoyingly slow compared to everything else in the codex, pays for armor he probably won't use, and also pays for a bunch of weapons he doesn't need. Keep your Meganobz as Meganobz and that way you don't have to buy another kit.

Shokk Attack Gun big mek is best big mek.


wait.. im confused.


Why would Games workshop sell a 3 mega nob package and say you can easily convert one of them in to a Big Mek in Mega armor (i mean its literally there on the pictures as being a good idea to do), if that would basically ruin the entire package and make you unable to use the remaining two Mega Nobz?

Are you guys sure that the Big Mek in Mega Armor doesnt become the "Boss" Mega nob that leads the remaining 2? Thus fulfilling the need to be 3 total.




Shouldnt they otherwise come with 4 Mega Nobz so you can have 4 Mega Nobz or 3 Mega Nobz and a Big Mek in Mega armor?

Also where the hell do i find the data sheets for a big Mek in mega armor? it doesnt show up in the Ork Codex nor saga of the beast unless im looking the wrong places.

I dont wanna question your knowledge, specially since i know jack gak about this, it just seems highly unusual to do this.

Also is he really that slow? he moves as slow as the rest of the Mega Nobz

This message was edited 3 times. Last update was at 2020/06/25 19:27:07


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Beardedragon wrote:
Why would Games workshop sell a 3 mega nob package and say you can easily convert one of them in to a Big Mek in Mega armor (i mean its literally there on the pictures as being a good idea to do), if that would basically ruin the entire package and make you unable to use the remaining two Mega Nobz?

Are you guys sure that the Big Mek in Mega Armor doesnt become the "Boss" Mega nob that leads the remaining 2? Thus fulfilling the need to be 3 total.

Shouldnt they otherwise come with 4 Mega Nobz so you can have 4 Mega Nobz or 3 Mega Nobz and a Big Mek in Mega armor?
Realistically, you're going to buy multiple boxes of a unit to field them. That's true of most infantry units for most factions. In this case, 3 is the minimum fieldable size. Then your second box takes you up to 5 MANz plus a Warboss or Big Mek in Mega Armor.

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Made in dk
Longtime Dakkanaut




Danmark

 DarkHound wrote:
Beardedragon wrote:
Why would Games workshop sell a 3 mega nob package and say you can easily convert one of them in to a Big Mek in Mega armor (i mean its literally there on the pictures as being a good idea to do), if that would basically ruin the entire package and make you unable to use the remaining two Mega Nobz?

Are you guys sure that the Big Mek in Mega Armor doesnt become the "Boss" Mega nob that leads the remaining 2? Thus fulfilling the need to be 3 total.

Shouldnt they otherwise come with 4 Mega Nobz so you can have 4 Mega Nobz or 3 Mega Nobz and a Big Mek in Mega armor?
Realistically, you're going to buy multiple boxes of a unit to field them. That's true of most infantry units for most factions. In this case, 3 is the minimum fieldable size. Then your second box takes you up to 5 MANz plus a Warboss or Big Mek in Mega Armor.


im just baffled if this is the case. i mean a unit you buy from a package should be usable as it is. You can basically buy this pack and still be unable to use half its content, without buying more stuff. Even the how to build paper you receive states you can build either 3 Mega nobs or 2 Mega nobs and a big mek from this paper, indicating that either is fine.

it might not be fine but thats what it looks like

This message was edited 1 time. Last update was at 2020/06/25 21:31:59


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in fi
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Well alternative would basically be separate big mek w/mega armour kit. And then that would cost like 2/3 of a meganob box price.

2024 painted/bought: 109/109 
   
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Mira Mesa

I appreciate that you're new, so don't take this as mean-spirited. You can buy any pack and assemble it in ways that aren't legal to field. Most infantry packs come with three or four special weapons and a variety of sergeant weapons, which the squad can't legally field all at once. It's up to you to follow the rules.

To be fair to you, this is a weird edge case where the box explicitly recommends building a model as a different kind of unit all together. Yes, it can trip you up if it's your only box of MANz, but you can always play Open Play matches where you can field whatever you want (though you won't get rules bonuses for having a "Battle-forged Army"). Really, you can just ask your opponent and I'm sure they'll be accommodating, especially with a lower-point game and a new player.

But again, in practice you want to field a lot more than just 3 MANz at a time, and the Mega Armoured Big Mek is pretty bad anyway. I wouldn't be surprised if you dropped the Mek after a few games.

The reason why the Mek is bad is because he's way more expensive than a regular MANz for almost no benefit. A MANz is 35 points, while a Big Mek is 99, and for that difference you get 2 extra wounds, a marginal gun upgrade, and trade Keepin' Order for repairing vehicles. Importantly, the Big Mek doesn't have the Waaagh! rule, which is a crucial movement speed boost for Ork armies. Now a Warboss in Mega Armor actually does get bigger, stronger, and tougher. If you want a big commander in Mega Armor, that's your choice.

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Made in dk
Longtime Dakkanaut




Danmark

 DarkHound wrote:
I appreciate that you're new, so don't take this as mean-spirited. You can buy any pack and assemble it in ways that aren't legal to field. Most infantry packs come with three or four special weapons and a variety of sergeant weapons, which the squad can't legally field all at once. It's up to you to follow the rules.

To be fair to you, this is a weird edge case where the box explicitly recommends building a model as a different kind of unit all together. Yes, it can trip you up if it's your only box of MANz, but you can always play Open Play matches where you can field whatever you want (though you won't get rules bonuses for having a "Battle-forged Army"). Really, you can just ask your opponent and I'm sure they'll be accommodating, especially with a lower-point game and a new player.

But again, in practice you want to field a lot more than just 3 MANz at a time, and the Mega Armoured Big Mek is pretty bad anyway. I wouldn't be surprised if you dropped the Mek after a few games.

The reason why the Mek is bad is because he's way more expensive than a regular MANz for almost no benefit. A MANz is 35 points, while a Big Mek is 99, and for that difference you get 2 extra wounds, a marginal gun upgrade, and trade Keepin' Order for repairing vehicles. Importantly, the Big Mek doesn't have the Waaagh! rule, which is a crucial movement speed boost for Ork armies. Now a Warboss in Mega Armor actually does get bigger, stronger, and tougher. If you want a big commander in Mega Armor, that's your choice.


I see.

Thanks for the answer. I read somewhere that making 3 Mega nobz with killsaws and then adding a mega armored big mek with a kustom force field is a good thing to do, if you place them all in a vehicle and transport them.

Is this correct? Your KFF protects the vehicle (I think? again, new guy) and you can basically drop off your Mega boys rape squad right in front of your enemy.

In theory this sounds good to me but i dont know if it works in reality.

Im still trying to decipher what kind of weapons would fit best on my Goff Mega nobz here. Maybe keep it "cheap" and stick to the basic power claw and kustom shoota?

Or maybe twin Killsaws for more expensive but extra killy melee power.


Alternatively for the big mek mega armored guy, i was thinking about maybe trying to make a Nob conversion and take some of the Big mek parts that came with the Prophecy of the wolf box, and turn a Nob in to an armored Big mek?

This message was edited 4 times. Last update was at 2020/06/25 22:33:29


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

That is a coherent plan, sure. That'll work for casual games. There's definitely a lot of ways to fine tune that kind of thing, though. If you want more information, you should post an army list in the Army Lists section, or create a thread in the Tactics section to discuss using MANz. It's going to be hard for your to evaluate your choices until you get stuck in and get some experience.

My advice is just don't worry about the Big Mek; the MANz are good enough on their own and the Big Mek doesn't actually add a lot of value to them. The Big Mek is not very good in close combat, so you're better off using a Big Mek with KFF from Saga of the Beast and using him just to shield and repair vehicles. That being said, if you're in love with the Big Mek in armor specifically, and you don't want a Warboss in armor instead, you can buff him up a little. Mind you, this is really not optimal. Use the "Da Kleverest Boss" Stratagem to give a big buff to melee power, putting him on par with a Warboss. You can give him the Warlord Trait "Follow Me Ladz!" to get the Waaagh! like a Warboss. Finally, you'll want some kind of defense like the Supa Cybork relic, since Orks bosses are really vulnerable to armor-ignoring weapons without an invulnerable save. You'll notice all that effort is just to make a Big Mek more like a Warboss.

Honestly, don't worry about making mistakes in the hobby this early on. Ultimately, you're going to want to collect slightly more models than you need so you have options when list building. For example, with my own orks, I got an extra box of 10 Boyz just to use all the special weapons/Nob upgrades. Then I can choose to include Big Shootas or Powerklaws or not. If you don't like your loadout now, you can pick up another box to change it.

Veteran hobbyists will often insert magnets into larger, more complex models like tanks and characters so they can swap out parts.

This message was edited 2 times. Last update was at 2020/06/25 23:05:03


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Made in us
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Conversely, to what DarkHound said, be aware that GW sell kits which don't include all of the options permitted in the codex e.g. CSM Havocs kit doesn't come with four chain cannons or CSM Terminators which don't have five chain axes, etc.

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 NoiseMarine with Tinnitus wrote:
Conversely, to what DarkHound said, be aware that GW sell kits which don't include all of the options permitted in the codex e.g. CSM Havocs kit doesn't come with four chain cannons or CSM Terminators which don't have five chain axes, etc.


MANz have all options included in the box.


Automatically Appended Next Post:
Beardedragon wrote:
I read somewhere that making 3 Mega nobz with killsaws and then adding a mega armored big mek with a kustom force field is a good thing to do, if you place them all in a vehicle and transport them.

The idea that your first box of MANz is built into 3 Mega Nobz, as you can field those as a fully legal unit and they actually work well enough on the battle field. When you buy the second box, you can build the Big Mek in Mega Armour and get two more MANz to grow your existing squad.

Is this correct? Your KFF protects the vehicle (I think? again, new guy) and you can basically drop off your Mega boys r*** squad right in front of your enemy.

In theory this sounds good to me but i dont know if it works in reality.

The KFF makes a vehicle and your MANz harder to kill, that is true, but "protect" is a strong word. No ork unit will survive when your opponent wants them dead.
Orks have a tellyporta stratagem to teleport MANz anywhere you want, so there is no need to buy them a transport unless you absolutely want to have one.

Im still trying to decipher what kind of weapons would fit best on my Goff Mega nobz here. Maybe keep it "cheap" and stick to the basic power claw and kustom shoota?

Or maybe twin Killsaws for more expensive but extra killy melee power.

The good news is, you don't need to decide. Once primed, the arms will hold in place with no glue, so you can just build both the killsaws and the klaw/kombi shoota load-out and slide them on and off as you see fit.
You can also magnetize the shootas so you can switch between the rokkit, skorcha and kustom shooota loadout. If you don't want to magnetize, I can't really give you a good advice on what to use as the edition is about to change and thus the optimal load-out as well. The safest bet is probably kustom shootas, as they are the cheapest load-out.

Alternatively for the big mek mega armored guy, i was thinking about maybe trying to make a Nob conversion and take some of the Big mek parts that came with the Prophecy of the wolf box, and turn a Nob in to an armored Big mek?

You can just take a nob and glue the KFF from the box to his back to make a (non-megaarmoured) Big Mek with Kustom Force Field (rules can be found in Saga of the Beast). He has the advantage of not having to pay points for a piece of armor that does little to nothing for him.

If you have any further questions, the orks of dakka can be found here: https://www.dakkadakka.com/dakkaforum/posts/list/767149.page
Don't bother reading the whole thread, just ask away.

This message was edited 2 times. Last update was at 2020/06/26 10:36:28


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
 
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