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Made in us
Battlewagon Driver with Charged Engine




The only argument I see for choppa nobz on warbikes are that they are fairly cheap to run a 3man unit that can be moved up the table quickly and are at least somewhat durable against small arms. But just run a KBB instead at that point. Deffkoptas are a decent alternative but they just bleed BiD points so unless you have a horde army with just like 5 koptas and no other vehicles I think they cost too much in scoring. A 5man deffkopta rokkitsquad with "Visions in da smoke" and "Drive by krumpin'" is a really interesting unit for evil sunz though..

Choppa nobz, especially on warbikes seeing as they can no longer wield double choppas in the FW entry, will do nothing at all in CC against any target worth mentioning. If you want one or two of them as cheaper wounds in a unit with expensive weapons, then that's fine but even a full 9man squad with choppas just barely manages to wipe a 10man guardsmen squad.

Nobz on warbikes should, in my opinion, be run as either a 5-9 man squad with all big choppas or a 5man squad with killsaws (or maybe 4saws and 1 choppa). The big choppas greatly benefit from the "Full speed, ladz" strat to bump them up to S8 and if you face a lot of marines (of the non DG variety) then they can genuinely do decent work. S8 AP-1 D2 also double as a decent vehicle killer in a pinch. Running them with killsaws makes them a lot killier which is great, but price is becoming an issue so run them in smaller squads and hide them away as more of a counter charge then (and once again DG nerfs them hard).
   
Made in dk
Longtime Dakkanaut




Danmark

 Blackie wrote:
Yeah, but choppa nobz do nothing more than choppa bikers. S4 or S5 with no AP in those numbers don't make much of a difference, and the +1S strategem doesn't help either. With S7 or S10 for each nob (or at least the majority of them) the unit gains much more weight for a reasonable price hike in the unit's points cost and big choppas benefit a lot from getting +1S if needed.


i agree, but i guess it depends on what you want them to do. If you want to do light damage and chaff clear at the same time and tie up enemies, then i think choppa Nobz sound decent. With their added wound they also survive a bit more. If you actually want to go for a killing crew then sure go for big choppas or Killsaws. As killsaws are better than powerklaws.

I could just imagine that my Nob bikers would be the first to reach the enemy, and would thus end up against chaff infantry, then afterwards, my Bonebreakers would follow suit with Mega Nobz inside of them. thus i would somewhat waste my Killsaws on my Nob Bikers. But it depends entirely on how you use them.


I can see Nob bikers with killsaws as being useful or even Big Choppas, but i do see value in keeping them very cheap as well. 8 bikers do, after all have a total of 24 wounds based on a T5 profile with a save of 4, for 240 points. thats okay i think. If you go for 12 warbikers thats 324 points, and they have the same amount of wounds. So 240 points does the same, wounds wise, as the 324 boyz warbikers.

of course your warbikers 24 wounds are split over more models so i guess they do get more durbility that way, but you also pay more points.

The amount of attacks isnt much different between them.


Automatically Appended Next Post:
PiñaColada wrote:
The only argument I see for choppa nobz on warbikes are that they are fairly cheap to run a 3man unit that can be moved up the table quickly and are at least somewhat durable against small arms. But just run a KBB instead at that point. Deffkoptas are a decent alternative but they just bleed BiD points so unless you have a horde army with just like 5 koptas and no other vehicles I think they cost too much in scoring. A 5man deffkopta rokkitsquad with "Visions in da smoke" and "Drive by krumpin'" is a really interesting unit for evil sunz though..

Choppa nobz, especially on warbikes seeing as they can no longer wield double choppas in the FW entry, will do nothing at all in CC against any target worth mentioning. If you want one or two of them as cheaper wounds in a unit with expensive weapons, then that's fine but even a full 9man squad with choppas just barely manages to wipe a 10man guardsmen squad.

Nobz on warbikes should, in my opinion, be run as either a 5-9 man squad with all big choppas or a 5man squad with killsaws (or maybe 4saws and 1 choppa). The big choppas greatly benefit from the "Full speed, ladz" strat to bump them up to S8 and if you face a lot of marines (of the non DG variety) then they can genuinely do decent work. S8 AP-1 D2 also double as a decent vehicle killer in a pinch. Running them with killsaws makes them a lot killier which is great, but price is becoming an issue so run them in smaller squads and hide them away as more of a counter charge then (and once again DG nerfs them hard).


compelling arguments. Im still trying to wrap my head around the best way to tie up enemies in turn 1 with Evil Sunz, i just thought about Choppa Nobz. But im still open to all suggestions.

Usually i can make turn 1 charges with Evil Sunz but not always and i dont always get in from the best angles. The Bikers, be it nobz or warbikers have enough speed to guaranteed reach the enemy on turn 1 in most cases, so id like to use them, or someone else, to simply tie up the enemy and stopping them from shooting my main army and moving up the field. By charging turn 2 with my main army of bonebreakers etc, i at least can get in to a better position.

But maybe what im looking for is just regular Twin big shoota deffkoptas for exactly this purpose? but at the same time, i need them to survive the counter attack after ive made my charge and they get to strike back.

This message was edited 8 times. Last update was at 2021/03/04 10:00:52


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

- About Dawn of War 3 
   
Made in gb
Stabbin' Skarboy





crewe

Deffkoptas should just go back to being (jet)Bike keyworded. If Outriders and even ATVs are Bikes then a Deffkopta should revert back to being one too.

* and if Deffkoptas DO get a new plastic kit, id like to see them get unique weapon options that differentiate them more than just flying Warbikes. Spinnin' Blades having AP1 to begin with, their own shoota variant thats like a shorter range Supa Shoota or even an Assault like Deffgun, Kopta Rokkits having more hitting power/accuracy and some Mek weapons too like bringing back the Kustom Mega-Blasta or a Tellyporta Blasta. Hell Id love it if they can even get their old Buzzsaw and Bomms back.

This message was edited 2 times. Last update was at 2021/03/04 10:29:35


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Battlewagon Driver with Charged Engine




Look, making T1 charges with Evil Sunz isn't hard. There are several buggies, bikes, deffkoptas and da jumpers that can all make that happen. The problem is more if you actually want to, a lot of armies can't bring all their guns to bear on T1 unless you've moved up the board significantly so whatever made that charge will die, guaranteed. Doing the same thing T2 might actually work out and you've frontloaded the damage enough that they are too hampered to recover (either by virtue of having little left on the board or just being too squished back in their own DZ).

But man, as an Evil Sunz player myself I can tell you that that plan backfires 50% of the time. Often they just break through our all too squishy defenses and you're left with scraps trying to hold on to a few points so they don't score 15VPs on primary turn 4&5. It's a gamble, and not a great one in many cases.

On the flip side however, orks are not one of these elite armies that can hide out of LoS T1 so if they go second it's no real danger. So you will give up casualties against a gunline if you go second so how aggressive your fast units should be one T1 is super matchup dependent IMO. Some stuff, like the new Deathwing Dark Angels you should just move up all the way and not charge so you'll move block them. They're slow, shoot little but hit way harder than anything of ours and can tank hit for days. Blocking them and denying them the board is the best solution I've come up with (unless you want to run 18 smasha guns). The new DG are a super tricky matchup IMO as almost all our CC is damage 2 or d3 and therefore sucks against them, they also lower toughness and can make you fight last. All of those things makes you want to bring zero melee units but unless you're list tailoring then you probably have between 500-1000 points of hammers in your list. Making a T1 charge against them with anything in the Ork codex is suicide and just giving up points.. But they're fairly slow and not super shooty, so hold with the melee stuff and engage on your own terms.


Automatically Appended Next Post:
 deffrekka wrote:
Deffkoptas should just go back to being (jet)Bike keyworded. If Outriders and even ATVs are Bikes then a Deffkopta should revert back to being one too.

* and if Deffkoptas DO get a new plastic kit, id like to see them get unique weapon options that differentiate them more than just flying Warbikes. Spinnin' Blades having AP1 to begin with, their own shoota variant thats like a shorter range Supa Shoota or even an Assault like Deffgun, Kopta Rokkits having more hitting power/accuracy and some Mek weapons too like bringing back the Kustom Mega-Blasta or a Tellyporta Blasta. Hell Id love it if they can even get their old Buzzsaw and Bomms back.

Yes, if even the Custodes jetbikes are in fact bikes and not vehicles then deffkoptas shouldn't be either. That'd help solve quite a bit of their issues in and out of itself..

This message was edited 2 times. Last update was at 2021/03/04 10:36:47


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

The point of Nob bikers is to kill harder stuff. If you want fast choppas to take the field and take objectives, stormboyz are definitely better, because they can have obsec like deathskulls and can go into through the buildings for cheaper price. And 9 bikers with 2 dakkaguns can delete some screens pretty fine.

I see the sence in mixed squad o 9bike squads maybe.

Nob bikers can have Squig Tyres, so 9bike evil sunz squad have 18” move + 4,5 advance + charge.

So if go first, you can hit T1 charge and ad +1S and hit like a hammer.
If go second, choppas can die and the rest with saw or big choppas will charge afterwards.

The question is, how to keep them alive after first charge. Are they able to kill what can kill them? Let' s say take 2-3 squads of 9?

DG is terribly slow and lack the shooting. I played twice againts them with my buggies (different player every time) and it was pretty simple. Dragstas shoot down the Mortarion no later than T2. The rest screen the field to let him drop his terminators or what is it in the corners / edges / his own deploy and than just shoot him down from the distance. One player droped it in T3 seeing he' s not able to move his units to the field until the rest of the game and the second holded to T5 was not able to do a lot. But maybe these was just easy opponents? I don' t know...

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

yikes looking over the prices of Nob warbikers though as i felt a bit frisky and thought maybe id get some.

AAAAND maybe i wont be getting them any time soon. One package of nobz on warbikes is literally more than 3x as expensive as a package of warbikers.

If i have to get a full stack of 8 nobz on warbikes, thats a lot of money!

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

- About Dawn of War 3 
   
Made in us
Battlewagon Driver with Charged Engine




Buy three boxes of warbikers. You get a nob in every one of those so that's 3 down. Buy a nobz kit and use the arms, heads and torsos of them to make another 5 nobz on warbikes. That'll net you 8, the last one you could use a normal boy torso but try and bulk him up with some shoulder pauldrons etc.

It might require some snipping to get enough handlebars in nob arms but use your imagination, to scrounge up some extra. Maybe the runtherd stick arms etc?
   
Made in dk
Longtime Dakkanaut




Danmark

PiñaColada wrote:
Buy three boxes of warbikers. You get a nob in every one of those so that's 3 down. Buy a nobz kit and use the arms, heads and torsos of them to make another 5 nobz on warbikes. That'll net you 8, the last one you could use a normal boy torso but try and bulk him up with some shoulder pauldrons etc.

It might require some snipping to get enough handlebars in nob arms but use your imagination, to scrounge up some extra. Maybe the runtherd stick arms etc?


good thinking friend. Kit bashing, the way forward. Ive never been a great kitbasher up till this point.

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

- About Dawn of War 3 
   
Made in us
Tough-as-Nails Ork Boy





Maine

I agree with Pina. I play a speedfreeks list, and have a pretty extensive bitz box so I kitbased my killsaw nobs without buying the FW ones.

But honestly, I doubt if any opponent would bat an eye if you just used regular warbikers and said they were nob bikers.

God is real! 
   
Made in gb
Rampagin' Boarboy





United Kingdom

I must say, I'm loving the kill bursta the moment. That and my smasha guns absolutely carried me through my most recent game against my friends DG.
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
 Blackie wrote:
Beardedragon wrote:
That reminds me, if you guys had to go for either warbikers or Nobz on warbikes, which would you choose?

possibly for an evil Sunz army


Nobz on warbike all with special weapons. Which combination is up to you and available points, but don't field slugga/choppa models, or at least no more than a single one. Personally I'd give 2-3 PKs and 3-2 big choppas to a 5 man unit. I wouldn't bring more models as Blast weapons would tear them apart too easily.

Last ork bat rep posted on Tabletoptactics had 2x5 Evil Sunz units of biker nobz, all stock except the squad leader with the klaw. The player used them to charge tanks (chimeras) without even scratching them. So if you want stock bikers for their speed, shooting without penalties and tarpit something early game just bring regular ones.



i saw that battle, but its not that likely that the only thing you face is a horde of tanks. If he had played against anything other than Imperial guard hiding all troops inside chimeras, then the choppa nobz would have worked decently.

But that chimera play definitely countered his Nob Bikers heavily. But there could be a lot of other scenarios in which they would be useful


Barring the new codex which "might" (doubt it) address the problem of bikers and nob bikers being too expensive, a Warbiker right now is 27pts and a Nob biker is 30pts. Keep in mind a boy is 8 and a nob is 17. So apparently for a boy a warbike is worth 19pts but for the nob its only 13pts. Unless they receive somewhat hefty buffs in durability/dmg output than a more reasonable price for these guys would be closer to 18 and 22. Keep in mind Space Marines between 8th and 9th doubled their ROF, doubled their CC attacks in the first round, doubled their wounds, and gained doctrines while only going up 3pts. I would argue for a boy to gain double the wounds and 3x the dakka with a 4+ save and +1 T is worth 8-10pts but with the "You aren't a Space Marine" tax, probably going to end up closer to 16.

A counter argument would be "yeah but Tacticals weren't used because they weren't good!" And I would agree...and also point out that in the competitive scene you aren't seeing warbikers and nob bikers taken, hell in local competitive games you aren't seeing them taken. Why take 1 warbike for 27pts when I can take more than 3 boyz who have more wounds, are harder to kill (overkill effect) and have 3x as many CC attacks which is where the real dmg is done for orkz right now. On the flipside of that, if a Warbike was only 2 and some change times more expensive than Boyz, there would be an argument that the trade off is closer to being competitive.


On another note, i'm glad i'm not the only person who doesn't like tankbustas as a general concept. If they could benefit from strats inside vehicles I would like them a lot more, but at the moment they are at best a suicide squad that doesn't do as much dmg as opponent's equivalent units. 3 eradicators with upgraded weapons cost 155pts, 9 tankbustas are 153. Those 3 eradicators average 4 shots with upgraded rifles and 4 shots with a multi melta. Each gets 2.66 hits. Against T7 that is 1.7 wounds and T8 its 1.33 Each wound is -4 AP so likely penetrates most armor AND the rifles do D6+4 dmg each and the multi-melta is D6+2 if at half range. So against T7 the rifles are averaging 12.75dmg and the multi-melta is average 9.35, Against T8 its 9.9 and 7.3 So T7 those 155pts of eradicators average a grand total of 22dmg and T8 its 17.

Those Tankbustas on the flipside are 9 shots for 3.5 hits and 5.5 rerolls if its against a vehicle for 2.13ish more hits, total of 5.6 hits, against T7 that is 3.7 wounds and T8 its 2.8. The weapon is only -2AP so against 3+ armor that is a 5+ save meaning those 3.7 turn into 2.5 and the 2.8 turns into basically 2. So you are average 6-9 dmg vs T7 and average 6dmg vs T8.

Put it another way, Tankbustas do significantly less than 50% the dmg of Eradicators for the same price while also being significantly less durable (9 T4 6+ save wounds vs 9 T5 3+ wounds).

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Spoiler:
SemperMortis wrote:
Beardedragon wrote:
 Blackie wrote:
Beardedragon wrote:
That reminds me, if you guys had to go for either warbikers or Nobz on warbikes, which would you choose?

possibly for an evil Sunz army


Nobz on warbike all with special weapons. Which combination is up to you and available points, but don't field slugga/choppa models, or at least no more than a single one. Personally I'd give 2-3 PKs and 3-2 big choppas to a 5 man unit. I wouldn't bring more models as Blast weapons would tear them apart too easily.

Last ork bat rep posted on Tabletoptactics had 2x5 Evil Sunz units of biker nobz, all stock except the squad leader with the klaw. The player used them to charge tanks (chimeras) without even scratching them. So if you want stock bikers for their speed, shooting without penalties and tarpit something early game just bring regular ones.



i saw that battle, but its not that likely that the only thing you face is a horde of tanks. If he had played against anything other than Imperial guard hiding all troops inside chimeras, then the choppa nobz would have worked decently.

But that chimera play definitely countered his Nob Bikers heavily. But there could be a lot of other scenarios in which they would be useful


Barring the new codex which "might" (doubt it) address the problem of bikers and nob bikers being too expensive, a Warbiker right now is 27pts and a Nob biker is 30pts. Keep in mind a boy is 8 and a nob is 17. So apparently for a boy a warbike is worth 19pts but for the nob its only 13pts. Unless they receive somewhat hefty buffs in durability/dmg output than a more reasonable price for these guys would be closer to 18 and 22. Keep in mind Space Marines between 8th and 9th doubled their ROF, doubled their CC attacks in the first round, doubled their wounds, and gained doctrines while only going up 3pts. I would argue for a boy to gain double the wounds and 3x the dakka with a 4+ save and +1 T is worth 8-10pts but with the "You aren't a Space Marine" tax, probably going to end up closer to 16.

A counter argument would be "yeah but Tacticals weren't used because they weren't good!" And I would agree...and also point out that in the competitive scene you aren't seeing warbikers and nob bikers taken, hell in local competitive games you aren't seeing them taken. Why take 1 warbike for 27pts when I can take more than 3 boyz who have more wounds, are harder to kill (overkill effect) and have 3x as many CC attacks which is where the real dmg is done for orkz right now. On the flipside of that, if a Warbike was only 2 and some change times more expensive than Boyz, there would be an argument that the trade off is closer to being competitive.


On another note, i'm glad i'm not the only person who doesn't like tankbustas as a general concept. If they could benefit from strats inside vehicles I would like them a lot more, but at the moment they are at best a suicide squad that doesn't do as much dmg as opponent's equivalent units. 3 eradicators with upgraded weapons cost 155pts, 9 tankbustas are 153. Those 3 eradicators average 4 shots with upgraded rifles and 4 shots with a multi melta. Each gets 2.66 hits. Against T7 that is 1.7 wounds and T8 its 1.33 Each wound is -4 AP so likely penetrates most armor AND the rifles do D6+4 dmg each and the multi-melta is D6+2 if at half range. So against T7 the rifles are averaging 12.75dmg and the multi-melta is average 9.35, Against T8 its 9.9 and 7.3 So T7 those 155pts of eradicators average a grand total of 22dmg and T8 its 17.

Those Tankbustas on the flipside are 9 shots for 3.5 hits and 5.5 rerolls if its against a vehicle for 2.13ish more hits, total of 5.6 hits, against T7 that is 3.7 wounds and T8 its 2.8. The weapon is only -2AP so against 3+ armor that is a 5+ save meaning those 3.7 turn into 2.5 and the 2.8 turns into basically 2. So you are average 6-9 dmg vs T7 and average 6dmg vs T8.

Put it another way, Tankbustas do significantly less than 50% the dmg of Eradicators for the same price while also being significantly less durable (9 T4 6+ save wounds vs 9 T5 3+ wounds).
But is that "Tankbustas are bad" or "Eradicators are too good"?

Admittedly, if you're going to tournaments, then yes, Eradicators are a unit to measure against. I just hope GW doesn't see it that way, and will instead tone them down.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in dk
Longtime Dakkanaut




Danmark

Its probably that eradicators are too damn good.

The damage is out of this world.

the only forgiving fact here is that you have like 10 models of tankbustas, so the wounds are spread out over more units. In a world of elite slaying armies, thats not necessarily too bad.

oh, and squig bombs are good too i think

This message was edited 1 time. Last update was at 2021/03/04 19:03:05


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

- About Dawn of War 3 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Eradicators are easily 20-25ppm underpriced, comparing pretty much anything to them is moot.

Thats not saying Tankbustas are amazing though, i do hope we get allowed to put strats on them in vehicles (OpenTopped should flippin' allow auras and strats) because they are tissupapper priced like they can survive a hit or two.
Any unit that can be wiped by generic bolters w/o any real effort should not be that expensive, regardless of their weapons.

This message was edited 1 time. Last update was at 2021/03/04 19:03:41


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Regular Dakkanaut





 JNAProductions wrote:
Spoiler:
SemperMortis wrote:
Beardedragon wrote:
 Blackie wrote:
Beardedragon wrote:
That reminds me, if you guys had to go for either warbikers or Nobz on warbikes, which would you choose?

possibly for an evil Sunz army


Nobz on warbike all with special weapons. Which combination is up to you and available points, but don't field slugga/choppa models, or at least no more than a single one. Personally I'd give 2-3 PKs and 3-2 big choppas to a 5 man unit. I wouldn't bring more models as Blast weapons would tear them apart too easily.

Last ork bat rep posted on Tabletoptactics had 2x5 Evil Sunz units of biker nobz, all stock except the squad leader with the klaw. The player used them to charge tanks (chimeras) without even scratching them. So if you want stock bikers for their speed, shooting without penalties and tarpit something early game just bring regular ones.



i saw that battle, but its not that likely that the only thing you face is a horde of tanks. If he had played against anything other than Imperial guard hiding all troops inside chimeras, then the choppa nobz would have worked decently.

But that chimera play definitely countered his Nob Bikers heavily. But there could be a lot of other scenarios in which they would be useful


Barring the new codex which "might" (doubt it) address the problem of bikers and nob bikers being too expensive, a Warbiker right now is 27pts and a Nob biker is 30pts. Keep in mind a boy is 8 and a nob is 17. So apparently for a boy a warbike is worth 19pts but for the nob its only 13pts. Unless they receive somewhat hefty buffs in durability/dmg output than a more reasonable price for these guys would be closer to 18 and 22. Keep in mind Space Marines between 8th and 9th doubled their ROF, doubled their CC attacks in the first round, doubled their wounds, and gained doctrines while only going up 3pts. I would argue for a boy to gain double the wounds and 3x the dakka with a 4+ save and +1 T is worth 8-10pts but with the "You aren't a Space Marine" tax, probably going to end up closer to 16.

A counter argument would be "yeah but Tacticals weren't used because they weren't good!" And I would agree...and also point out that in the competitive scene you aren't seeing warbikers and nob bikers taken, hell in local competitive games you aren't seeing them taken. Why take 1 warbike for 27pts when I can take more than 3 boyz who have more wounds, are harder to kill (overkill effect) and have 3x as many CC attacks which is where the real dmg is done for orkz right now. On the flipside of that, if a Warbike was only 2 and some change times more expensive than Boyz, there would be an argument that the trade off is closer to being competitive.


On another note, i'm glad i'm not the only person who doesn't like tankbustas as a general concept. If they could benefit from strats inside vehicles I would like them a lot more, but at the moment they are at best a suicide squad that doesn't do as much dmg as opponent's equivalent units. 3 eradicators with upgraded weapons cost 155pts, 9 tankbustas are 153. Those 3 eradicators average 4 shots with upgraded rifles and 4 shots with a multi melta. Each gets 2.66 hits. Against T7 that is 1.7 wounds and T8 its 1.33 Each wound is -4 AP so likely penetrates most armor AND the rifles do D6+4 dmg each and the multi-melta is D6+2 if at half range. So against T7 the rifles are averaging 12.75dmg and the multi-melta is average 9.35, Against T8 its 9.9 and 7.3 So T7 those 155pts of eradicators average a grand total of 22dmg and T8 its 17.

Those Tankbustas on the flipside are 9 shots for 3.5 hits and 5.5 rerolls if its against a vehicle for 2.13ish more hits, total of 5.6 hits, against T7 that is 3.7 wounds and T8 its 2.8. The weapon is only -2AP so against 3+ armor that is a 5+ save meaning those 3.7 turn into 2.5 and the 2.8 turns into basically 2. So you are average 6-9 dmg vs T7 and average 6dmg vs T8.

Put it another way, Tankbustas do significantly less than 50% the dmg of Eradicators for the same price while also being significantly less durable (9 T4 6+ save wounds vs 9 T5 3+ wounds).
But is that "Tankbustas are bad" or "Eradicators are too good"?

Admittedly, if you're going to tournaments, then yes, Eradicators are a unit to measure against. I just hope GW doesn't see it that way, and will instead tone them down.


Eradicators are the new aggresors. Eventually they will loose the double shooting....one hopes
   
Made in ca
Longtime Dakkanaut




Attack bikes w/ MM are 55 ppm -- honestly, if Eradicators get too close to them, you'd never take another eradicator.

They are more way more mobile, have basically the same defensive profile, and have 2 shots each without any sort of conditional aspect to it.

Because of that, Eradicators sort of have an upper limit, unless you also price up MM attack bikes.
   
Made in dk
Longtime Dakkanaut




Danmark

that ork Codex cant drop fast enough, is all im saying.

given how many open topped vehicles we have, it could be cool to have a special rule that allows us to use stratagems on units in transports.

Given how tankbustas otherwise die to a stiff breeze, they should either be super cheap, more duable, or be able to use stratagems in vehicles.

im also really interested in seeing what they do with gork/morkanauts as well as the Stompa. The Stompa isnt better than a kustom stompa i believe, but now more expensive. So im assuming a point drop.

This message was edited 1 time. Last update was at 2021/03/04 19:22:40


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

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





Prague

Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.

This message was edited 1 time. Last update was at 2021/03/04 20:02:30


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in ca
Longtime Dakkanaut




I've played with Nob Bikers in some of my home games before the FW update.

They did fine. But it wasn't against a serious opponent.
   
Made in us
Battlewagon Driver with Charged Engine




I probably have like (Edit: probably closer to 30) games with nob bikers in 9th alone. I've run them in about every setup imaginable and at a base 30ppm they're alright. Realistically they die way too easy both in shooting and melee but they work as a semi hard-hitting first strike/counter punch. In smaller squads they can also function as a distraction carnifex/harasser.

I've never run more than 18 in a singular game (and that was like 9 too many haha) but I'm sure crafty ork players can get real use out of them. Army composition is going to matter, and if you're in a shooting meta then a KFF helps out a lot. Unfortunately that KFF is narrowed down to a wazbom due to speed basically.

My group of opponents include a couple of really skilled DG players and as I've alluded to in previous posts that new disgustingly resilient nerfs ork melee hard. So sadly they're a less attractive option for me right now but hopefully the new ork codex makes the power stabbas worthwhile as they might be an interesting weapon then. They need to get some sort of bonus on the charge to be truly desirable IMO (barring a big point drop)

This message was edited 1 time. Last update was at 2021/03/04 20:26:14


 
   
Made in dk
Longtime Dakkanaut




Danmark

 Tomsug wrote:
Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.


i have tabletop simulator but i have no idea how the game works. I even downloaded some Mods from that attack turtle youtuber but im not even sure how to get my correct profiles. The garg squiggoths for instance are pre Forge world update.

Im not sure how it works, but if i did, i would definitely try out the Nob bikers with different variations

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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:
Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.


i've played them a bunch of times for fun, they die way to easily and deliver next to nothing in return. Shooting wise they get 6 shots which ends up as 2.33 hits and against Normal marines that is 1.6 wounds or .5 dmg, against Gravis its even less. So you need 4 Bikes or 120pts to kill 1 tactical Marine. That is a 6 to 1 ratio, in other words, GOD AWFUL.

In CC, they get 3 attacks base with +1 for choppas hitting on 3s so 4 attacks for 2.66 hits, against T4 that is 1.8 wounds and against a 3+ save that is.... 0.6 dmg, so slightly better than their shooting, again it takes a little over 3 to kill 1 Tactical Marine, even more against Gravis.

If your goal is to kill stuff Nob bikers suck. If your goal is to tie stuff up, we have a bunch of other stuff which is better suited to that role.


As far as Tankbustas, Yeah comparing them to eradicators isn't that fair since Eradicators are just nuts, but at the same time take their base dmg that i mentioned. Unless you pop a strat and get lucky you aren't likely to kill a T7 vehicle with a suicide unit which dies the very next turn to minor small arms fire. Tankbustas need a hefty increase in dmg to be a "suicide" unit. Hell, they need a hefty bonus regardless.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
 Tomsug wrote:
Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.


i have tabletop simulator but i have no idea how the game works. I even downloaded some Mods from that attack turtle youtuber but im not even sure how to get my correct profiles. The garg squiggoths for instance are pre Forge world update.

Im not sure how it works, but if i did, i would definitely try out the Nob bikers with different variations


Have you used the workshop in the community tab for TTS? That's basically all you really need, just click the + sign or whereever it says subscribe and type in the Ork army stuff you want to find (it's usually as a compilation of models). To get gaming tables, just type into the search bar for 9th edition warhammer and you should find tables prebuilt for the 9th ed missions. Just drag a box over whatever models you want in your army and you can right click and "save object" for later use. You should be using the mods only for the models and not rules generally speaking because, as you noticed, they usually aren't updated in time.
   
Made in dk
Longtime Dakkanaut




Danmark

 Grimskul wrote:
Beardedragon wrote:
 Tomsug wrote:
Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.


i have tabletop simulator but i have no idea how the game works. I even downloaded some Mods from that attack turtle youtuber but im not even sure how to get my correct profiles. The garg squiggoths for instance are pre Forge world update.

Im not sure how it works, but if i did, i would definitely try out the Nob bikers with different variations


Have you used the workshop in the community tab for TTS? That's basically all you really need, just click the + sign or whereever it says subscribe and type in the Ork army stuff you want to find (it's usually as a compilation of models). To get gaming tables, just type into the search bar for 9th edition warhammer and you should find tables prebuilt for the 9th ed missions. Just drag a box over whatever models you want in your army and you can right click and "save object" for later use. You should be using the mods only for the models and not rules generally speaking because, as you noticed, they usually aren't updated in time.


I just assumed that tactical turtle guy had updated mods since he linked to them and they make tournements. But ill try what you said.

thanks for the help and sorry for my tiny derail as its not related to to warhammer tabletop at all but a video game.

This message was edited 2 times. Last update was at 2021/03/04 20:53:56


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

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





Prague

Beardedragon wrote:
 Tomsug wrote:
Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.


i have tabletop simulator but i have no idea how the game works. I even downloaded some Mods from that attack turtle youtuber but im not even sure how to get my correct profiles. The garg squiggoths for instance are pre Forge world update.

Im not sure how it works, but if i did, i would definitely try out the Nob bikers with different variations


Yeah, it' s pure 90ties feeling. The procedure is = instal discord, check in in TTS Warhammer 40k, there are threats with tutorials and basic data, downlad and add. Switch on battlescribe on pc, make a list, upload to page “battlescribe to tts”, put the code in tts simulator etc.. well honestly, it was a real pain to get in to it... but now I see it like a good investment.


Automatically Appended Next Post:
Tulun, PinaColada, SemperMortis - great to hear it!

This message was edited 1 time. Last update was at 2021/03/04 21:13:35


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in ca
Gargantuan Gargant






IIRC, Warbikerz had more of a use as a early game T1 charge tarpit unit back in 8th when we still had the speed freak focused specialist detachment that let them consolidate or pile in 6" rather than 3". I think Jidmah used this kind of list. Now that they're more expensive than before and we don't have access to those strats or that detachment in 9th, warbikers and by extension Nob bikers don't have that niche role anymore and as a platform they just don't do enough in either shooting or CC. Dakkaguns desperately need an AP boost of some sort and warbikes in general need some kind of rule that ups their damage on the charge, a mortal wound proc on a dice roll for each biker similar to our buggies right now would give them something to soften up enemy units before they attack.
   
Made in au
Battlewagon Driver with Charged Engine





That and the more 8th went on the more lethal the game became. At this point they're just too... meh in every sector.
   
Made in ca
Gargantuan Gargant






cody.d. wrote:
That and the more 8th went on the more lethal the game became. At this point they're just too... meh in every sector.


Pretty much. The arms race in lethality and defensive abilities beyond stats and cost efficiency basically makes units like warbikers and nob bikers left in the dust, especially when they have practically no force multiplier or meaningful stratagem support. One outrider or one RW biker can outfight and outshoot 3 of our guys.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Well as I see it, Nob bikers are like teenage sex. Everybody speaks about it, nobody actually played it and if, in very small scale and mostly wrong... isn' t it?

Because this is the repeating topic (not only) here but very few people actually have the models to try it. Just one guy here said he has some models and tryed it like evils susnz with 50:50 success, right?

Let' s do our homework over next few weeks.

Kick on the TTS and try it.


I'm fairly sure that every single ork player who was around for 5th has nob bikers on their shelves, it's not a unit as rare as you think


Automatically Appended Next Post:
 Grimskul wrote:
IIRC, Warbikerz had more of a use as a early game T1 charge tarpit unit back in 8th when we still had the speed freak focused specialist detachment that let them consolidate or pile in 6" rather than 3". I think Jidmah used this kind of list. Now that they're more expensive than before and we don't have access to those strats or that detachment in 9th, warbikers and by extension Nob bikers don't have that niche role anymore and as a platform they just don't do enough in either shooting or CC. Dakkaguns desperately need an AP boost of some sort and warbikes in general need some kind of rule that ups their damage on the charge, a mortal wound proc on a dice roll for each biker similar to our buggies right now would give them something to soften up enemy units before they attack.


Yup, the loss of specialist detachments pretty much killed warbikers for me.
In 8th, their sole strength was being T5/4+/2W which was something most armies couldn't chew through in melee, so you could tarpit large parts of an army in T1 and prevent them from moving out of their deployment zone.

9th however, is a completely different game. Almost every army has a few decent melee units, all updated codices have improved melee abilities (especially characters). Unstable ground, difficult ground and ruins make it difficult to navigate the huge footprint and often makes it impossible to chrage. Even if you manage to charge T1 with the help of squig tires, there usually is something around to blend them in a single turn, and they are just way to expensive for that.

Another perspective: 12 warbikers with a PK are 334, 5 MANz in a battlewagon are 335 points. Let that sink in.

This message was edited 2 times. Last update was at 2021/03/05 13:32:37


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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yeah theres plenty of mass AP1 which even at S4 just devours bikers now and if theyre a melee-capable unit at all and dont have a mass of attacks they probably do 2+ wounds and totally strip armor.

Also we lost the painboy on bike and the ability to give them Cybork invuls which was a HUGE aspect why they were awesome in 5/6th

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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