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		<title><![CDATA[Latest posts for the thread "Nob bikers"]]></title>
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				<title>Nob bikers</title>
				<description><![CDATA[ I want to ask everyones thoughts on the viability of nob bikers, as I have grown pretty attached to my Nob biker detachment over the years. <br /> <br /> Warboss (Pwklaw, cyborg body, attack squig, boss pole)<br /> Nob biker with cyborg body<br /> Nob biker with cyborg body and ammo runt<br /> Nob biker with cyborg body and big choppa<br /> Nob biker with cyborg body and Pwklaw<br /> Nob biker with cyborg body, Pwklaw and Waaaagh! banner<br /> Painboy biker with cyborg body<br /> <br /> The main quires I have are concerning cover saves, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, wound allocation, ect.<br /> <br /> So basically, have they been nerved or improved? ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 16:10:46]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ No idea on ork rules, or anything to do with them for that matter, but Nobs have 2 wounds, right? Remember seeing it from a Youtube bat rep.<br /> <br /> But anyway, the new edition makes you use the T in brackets (). So Bikers get +1 toughness and you use that total in everything.<br /> So you can avoid <span class="glossaryitem" onmouseover='gp(269);'>ID</span> with the nobs, and if they have 2 wounds, thats pretty good<br /> <br /> Not much help, but just letting you know]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 16:30:31]]> GMT</pubDate>
				<author><![CDATA[ Zambro]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ 4+ cover due to special rule exhaust cloud still holds even though now most cover has changed... wargears says 4+ so its 4+ <br /> <br /> toughness it now increased by +1 for all purposes so nob bikers only killed to str10 for instant death... warboss is toughness 6 for all purposes so immune to str10 instant death<br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> now nerfed to 5+ but works for anything that doesn't casue instant death ie anything under <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 you get 5+ cuybork and <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> <br /> <br /> overall bikes got a nice buff though wound shenanagins are lessened so i'll be takign 10 nob bikers some that just go up front and in the middle for look out sir rolls]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 16:33:27]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ how would the look out sir shenanigans work?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 17:22:43]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Check your rulebook, but basically they all count as characters. <br /> <br /> So I fire 10 bolters at a squad of nob bikers.<br /> You allocate one to the closet guy, he fails his save.<br /> You allocate the next one to him, but I <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> with another nob on a 4+. If I pass, it goes to the other guy. If I don't, the first guy dies.<br /> Rinse repeat. <br /> <br /> Not quite as good as Wound allocation in all ways, but in some ways better. (You can force the <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> wounds onto choppa / slugga.)<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 17:25:54]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ what if I shove the war boss out front? Then I can wound allocate on a 2+<br /> Granted its more risky, but he can't be <span class="glossaryitem" onmouseover='gp(269);'>ID</span>'d, and hence I can drop him back if he loses a wound.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 18:47:01]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Correct. It could take a while, but if you have a couple of Nobz with no extra upgrades as dedicated "wound buckets", then that could help speed things up early on.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 18:51:01]]> GMT</pubDate>
				<author><![CDATA[ Marshal_Gus]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ i am now runnign a screen for my nob bikers. a warboss on a bike out front i have 2 models one with a big choppa one with a <span class="glossaryitem" onmouseover='gp(107);'>pk</span>. he rides out front along with 4 regular nob bikers with only cybork upgrades. the warboss look out sirs anythign under <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 to them and takes his 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> and 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 19:08:56]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Which works great until someone attacks you from behind.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 19:21:17]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ ------<span class="glossaryitem" onmouseover='gp(279);'>WB</span>-----<br /> 1--2---3----4---<br /> -5--6--7--8--<br /> ----9---10----<br /> <br /> wb is warboss<br /> <br /> 1,4,9 and 10 are sacraficial nob bikers with the good stuff in the middle <br /> <br /> 1 and 4 protect the warboss mostly from up to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 <br /> <br /> <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 on warboss<br /> <br /> 9 and 10 take wounds for 5 6 7 8 ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 19:48:42]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Okay, great! Glad to know they work!<br /> <br /> On top of this, these nob bikers (slightly tweaked) plus some grots are my standard school league list, and in 5th they mullered everything they could lay their hands on, they were nigh unstoppable. <br /> I was wondering whether they still hold the same competitive edge in 6th, or whether I should swap out 1 or 2 bikers for some Lootas. ]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 15:36:37]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ They look better now than before by quite a bit. I think they will be a dominant force for a while.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 15:56:28]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ okay, great!<br /> one question: what about fliers?]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 17:38:00]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Dakkajets. ]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 18:16:02]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Re:Nob bikers</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> you could swap couple of bikers to Lootas, they are always awesome, especially now when they can glance enemy tanks to death.<br /> In the flyer section dakkajet seemed decent, popping 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> s6 shots a turn (18 on the Waaaagh!!! - turn). Haven't tried it yet, but it seemed fun atleast <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 19:29:59]]> GMT</pubDate>
				<author><![CDATA[ Ezki]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ i meant taking out fliers, but i suppose your advice fits in with that. <br /> how many points are the 3 planes <span class="glossaryitem" onmouseover='gp(17);'>btw</span>?]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 21:11:25]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ I know. Dakkajets are your answer. Get in those shots in the rear and you can do some damage. ]]></description>
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				<pubDate><![CDATA[Wed, 4 Jul 2012 21:26:56]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Re:Nob bikers</title>
				<description><![CDATA[ Plus they seem to be the only thing for orks that can hit other fliers on a 4+.<br /> Don't have the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> with me, but if I remember correctly dakkajet is 110pts + extra supashoota 10pts.<br /> Couple of points more (5?) for the fighta ace upgrade so you can shoot other fliers easily.<br /> The other planes cost few points more.]]></description>
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				<pubDate><![CDATA[Thu, 5 Jul 2012 07:55:59]]> GMT</pubDate>
				<author><![CDATA[ Ezki]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Flyers are not listed on Fighta Ace, last I recall. Just Jetbikes and Skimmers. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't update it, I don't think.<br /> <br /> The other option is allied Guard for cheap Hydras or Vendettas (this is what I may be doing).<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Jul 2012 12:53:13]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ So any idea on a list? what should I drop for the 120 points?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Jul 2012 21:56:15]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ <blockquote><div><cite>pretre wrote:</cite>Check your rulebook, but basically they all count as characters. <br /> <br /> So I fire 10 bolters at a squad of nob bikers.<br /> You allocate one to the closet guy, he fails his save.<br /> You allocate the next one to him, but I <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> with another nob on a 4+. If I pass, it goes to the other guy. If I don't, the first guy dies.<br /> Rinse repeat. <br /> <br /> Not quite as good as Wound allocation in all ways, but in some ways better. (You can force the <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> wounds onto choppa / slugga.)<br /> </div></blockquote><br /> <br /> How is it that they are all characters??  The way I see it a painboy is a character in a nobz unit just like a nob is a character in the boyz unit.  But nobz cannot be characters in nobz units.  I think the way you describe the shooting is correct though.  But if they are characters that has implications in challenges.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 01:56:58]]> GMT</pubDate>
				<author><![CDATA[ Geemoney]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ In the back of the rulebook in the Appendix it has all the lists of units for each army and it lists Nobs as Characters. All the time. No matter what unit they are with. If they are in a unit of nobs then they are all characters, similar to paladins.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 02:34:31]]> GMT</pubDate>
				<author><![CDATA[ Billagio]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ I see...]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 03:16:37]]> GMT</pubDate>
				<author><![CDATA[ Geemoney]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ No army list ideas?]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 07:17:27]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Well, I'd be inclined to run a full squad of Nob Bikers led by a Waagh Boss as ally detachment.<br /> <br /> What main force would you take using Nob Bikers as allies?]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 17:05:28]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Nob bikers</title>
				<description><![CDATA[ I've been geeking out over 2W T5 Nob bikers lead by a T6 Warboos biker  as well!<br /> <br /> I'm considering running them as a death star ally with my Crons, night fight to get in to position and pound away.<br /> <br /> Orcs:<br /> Warboss + 5 Nobs + Nob Painboy clocks in just over 500<br /> <br /> Crons:<br /> 2 Chariot Sythe Lords<br /> Pulse Teks<br /> Couple of warrior blobs with Ghost arcs<br /> Handful of scarabs<br /> 2-3 annihilation barges<br /> <br /> Makes for a pretty nasty 1850 list.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 17:59:52]]> GMT</pubDate>
				<author><![CDATA[ Royoken]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ I am thinking at 2k, two max deathstars and a trio of Dakkajets, with a small Grot unit. Its gimmicky, but is fast and highly mobile and killy, it should catch folks off guard. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Warboss<br /> Power Klaw, Warbike, Attack Squig, Cybork, Ammo Runt<br /> [153]<br /> <br /> Warboss<br /> Power Klaw, Warbike, Attack Squig, Cybork, Ammo Runt<br /> [153]<br /> <br /> Troops:<br /> (10) Nob Bikers<br /> Painboy, Cybork, 2x <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, Waaagh! Banner, Bosspole<br /> [600]<br /> <br /> (10) Nob Bikers<br /> Painboy, Cybork, 2x <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, Waaagh! Banner, Bosspole<br /> [600]<br /> <br /> (19) Grots<br /> Runtherd<br /> [67]<br /> <br /> (19) Grots<br /> Runtherd<br /> [67]<br /> <br /> Fast Attack:<br /> Dakkajet<br /> Supa Shoota<br /> [120]<br /> <br /> Dakkajet<br /> Supa Shoota<br /> [120]<br /> <br /> Dakkajet<br /> Supa Shoota<br /> [120]<br /> <br /> [2000]<br /> <br /> Something like that. Gimmicky, but gruesome. Those two scoring T5 deathstars with <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>!, 4+ Cover, 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> & Invuln, and 4+ Armor and 2W seem absolutely unstoppable. The old answer was the Thundernator - but not anymore! Yes, S8 will wound easily, but with a 5+/5+, we can actually save ourselves instead of just taking a model off the table for every wound. Just steer clear (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>) of Medusas and things like that. <br /> <br /> The trio of Dakkajets are there expressly to Waaagh! and gun down enemy aircraft. Most of them will be at most AV12 and 2-3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, meaning enough Supa-Shoota shots can strip their <span class="glossaryitem" onmouseover='gp(661);'>HP</span> with glances. <br /> <br /> Obviously, the Gretchin just go into cover on your home objective (put it in ruins!) and hope for the best. Maybe your opponent will be so busy wasting time on your twin deathstars that they forget about the little ones.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 19:11:19]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Love the 2000 point list. <br /> Allies wise, what can orks ally with?<br /> and what would you the for a 600 point list?<br /> <br /> oh, and em-en-oh-pee, your grot tactics aren't perfect. What I do it don't deploy them; sit them in reserve. hold them in reserve as one as you can. In the last few turns run them onto the objectives. they die less often <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 22:29:02]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Nob Bikers certainly gained some strengths in 6th edition-- most notably immunity to Instant Death from strength 8 and 9 weapons-- but they also lost out on some other nice things. In particular, small arms are much stronger against Nob Bikers than they were in 5th edition. Previously, you got a 3+ turbo-boost save followed by a 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save; now, you have only a 4+ warbike exhaust save followed by a 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save. This means that, in practice, small arms will have double their previous effect against Nob Bikers.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 00:45:35]]> GMT</pubDate>
				<author><![CDATA[ Kingsley]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ 3+ Turbo on turns you don't do anything - so not a constant. I think being able to take that 5+ against any wound that isn't double toughness really helps. A 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is nice, but no one shot you with anything that you got any save beyond 5+ Invuln anyhow, because a Lascannon and Melta would do the trick, so small arms weren't wasted. The fact they are T5 with a 4+/5+ will keep them from dropping fast and they hit hard, especially the Boss and the two Klaws.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 00:54:45]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ I tried out a game with my 600pt force vs some dark eldar, and was inevitably slaughtered (dark elder are almost designed for killing nob bikers <span class="glossaryitem" onmouseover='gp(72);'>imo</span>) but I always was slaughtered by them, so thats okay. I actually did better than I usually do <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>.<br /> <br /> So, has anyone got tactics for killing dark elder with them?]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 08:23:02]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ <blockquote><div><cite>em_en_oh_pee wrote:</cite>3+ Turbo on turns you don't do anything - so not a constant. I think being able to take that 5+ against any wound that isn't double toughness really helps. A 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is nice, but no one shot you with anything that you got any save beyond 5+ Invuln anyhow, because a Lascannon and Melta would do the trick, so small arms weren't wasted. The fact they are T5 with a 4+/5+ will keep them from dropping fast and they hit hard, especially the Boss and the two Klaws.</div></blockquote><br /> Comparing T4(5) and 3+/4+ in 5th ed with t5 and 4+/5+ in 6th ed is a pretty good trade-off. If you use them causing havoc, they should do very well.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 09:13:32]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Use them causing havoc?<br /> Is that a technical term? Or literally just 'cause some havoc in the enemy lines'<br /> <br /> Also, thinking about tactics, turbo boost no longer has any benefit to the cover save for bikers - as such, wouldn't it be a better tactic just to move 12" first turn, shoot and then charge second turn?]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 11:34:51]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ <blockquote><div><cite>walker90234 wrote:</cite>Use them causing havoc?<br /> Is that a technical term? Or literally just 'cause some havoc in the enemy lines'<br /> <br /> Also, thinking about tactics, turbo boost no longer has any benefit to the cover save for bikers - as such, wouldn't it be a better tactic just to move 12" first turn, shoot and then charge second turn?</div></blockquote><br /> Just causing havoc in the enemy lines.<br /> Both tactics are viable depending on enemy and deployment.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 15:22:48]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ yeah, i guess if the enemy are right near the back of the board i'd need a turbo boost to get into combat 2nd turn. <br /> With Deldar i'm just going to have to shoot down the raiders and massacre the contents. <br /> Also, what warlord traits should I go for?]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 15:53:32]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ I would be interested to see how Nob bikers do in this edition.  I shelved them after they were getting <span class="glossaryitem" onmouseover='gp(269);'>ID</span> by psydreads.  I may have to bring them back out.  That 2000 point list looks like a lot of fun...  20 nob bikerz and 3 flyers with some grots... yes please.<br /> <br /> As far as Dark Eldar go...  their a pain in the ass anyways.  Lootas would make quick work of them...  also your dakka guns would bring their vehicles down pretty quick.  <br /> <br /> please keep me posted on how your Nob Bikers perform.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 16:50:01]]> GMT</pubDate>
				<author><![CDATA[ Bad_Sheep37]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ I wish I had them to run - it is a list I am dying to play, but don't have the funds for it. I know its light on scoring units - but if you wipe out your opponent in massive sweeping assaults on their side of the board, you shouldn't worry too much, right?]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 18:33:21]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ Well, it will be definitely fun to play them as an allies detachment. Send them into the thickest melee. They can hold their own, or into a parking lot causing havoc.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 21:21:42]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ <blockquote><div><cite>pretre wrote:</cite>Which works great until someone attacks you from behind.</div></blockquote><br /> <br /> Having played 2nd edition, I can tell you it's much more complicated than that. If one's opponent isn't extremely careful, one can fairly easily target specific models in an opposing unit by moving one's own units closest to the desired targets. I remember playing a kid who had a Space Wolf army with my Dark Angels. He had two special-weapon terminators and I had two multi-melta attack-bikes. He had the termies in a loose formation and I moved my bikes to target the specials and killed them both in the first shooting phase. The kid wanted to quit right then.<br /> <br /> Even with a conga-line formation, people will be able to move past the beginning of your line and target the models you don't want targeted. Unless you've got a big, honking unit, you aren't going to be able to hide the good stuff, especially against anything remotely fast.<br /> <br /> In addition to hosing  recent tactics, this change will hose recent unit builds; that single Storm Shield upgrade is going to be of much less use henceforth.<br /> <br /> Sorting out which armies, units, upgrades, and tactics are going to work well is all a great deal more trouble than I feel like going to these days . I'm thinking of playing my power-blob <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and my Kan-Wall Orks for a while. As much as anything else it's just because I don't take either one very seriously.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>walker90234 wrote:</cite>i meant taking out fliers, but i suppose your advice fits in with that. <br /> how many points are the 3 planes <span class="glossaryitem" onmouseover='gp(17);'>btw</span>?</div></blockquote><br /> <br /> Orks aren't much worse at shooting flyers than they are anything else. Twin-linked Dakka guns should be well suited for the task. The general abundance of twin-linked weaponry the Orks possess should serve them well against flyers. Ork Buggies should be awesome against flyers.]]></description>
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				<pubDate><![CDATA[Sun, 8 Jul 2012 01:37:24]]> GMT</pubDate>
				<author><![CDATA[ pzbw7z]]></author>
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				<title>Nob bikers</title>
				<description><![CDATA[ so, thinking about 1500 points, I definitely want the nob bikers.<br /> HOWEVER what should I pour the other 900 points into? <br /> Either more orks (that previous ork list) OR an allies detachment. I'm thinking necrons or tau<br /> thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jul 2012 17:01:45]]> GMT</pubDate>
				<author><![CDATA[ walker90234]]></author>
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