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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ I am facing a space marine player tomorrow. Fairly casual game.  I think this could be devastating if it goes off right.<br /> <br /> <br /> ++ Battalion Detachment +5CP (Orks) [132 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 1726pts] ++<br /> <br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> +<br /> <br /> Big Mek on Warbike [6 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 114pts]: Kustom Force Field, Power Klaw<br /> <br /> Warboss on Warbike [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 118pts]: Kombi-Skorcha, Power Klaw<br /> <br /> Warboss on Warbike [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 118pts]: Kombi-Skorcha, Power Klaw<br /> <br /> + Troops +<br /> <br /> Boyz [9 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 72pts]<br /> . Boss Nob: Choppa, Slugga<br /> . 11x Ork Boy W/ Slugga & Choppa<br /> <br /> Boyz [9 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 72pts]<br /> . Boss Nob: Choppa, Slugga<br /> . 11x Ork Boy W/ Slugga & Choppa<br /> <br /> Boyz [9 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 72pts]<br /> . Boss Nob: Choppa, Slugga<br /> . 11x Ork Boy W/ Slugga & Choppa<br /> <br /> Boyz [9 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 72pts]<br /> . Boss Nob: Choppa, Slugga<br /> . 11x Ork Boy W/ Slugga & Choppa<br /> <br /> Gretchin [3 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 60pts]: 20x Gretchin<br /> <br /> Gretchin [3 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 60pts]: 20x Gretchin<br /> <br /> + Elites +<br /> <br /> Kommandos [6 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 90pts]<br /> . Boss Nob: Choppa<br /> . 9x Kommando<br /> <br /> Kommandos [6 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 90pts]<br /> . Boss Nob: Choppa<br /> . 9x Kommando<br /> <br /> Nobz [21 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 230pts]<br /> . Boss Nob: Big Choppa, Slugga<br /> . Nob: Big Choppa, Slugga<br /> . Nob: Big Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Power Klaw, Slugga<br /> . Nob: Power Klaw, Slugga<br /> . Nob: Power Klaw, Slugga<br /> <br /> Nobz [21 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 230pts]<br /> . Boss Nob: Big Choppa, Slugga<br /> . Nob: Big Choppa, Slugga<br /> . Nob: Big Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Choppa, Slugga<br /> . Nob: Power Klaw, Slugga<br /> . Nob: Power Klaw, Slugga<br /> . Nob: Power Klaw, Slugga<br /> <br /> + Dedicated Transport +<br /> <br /> Trukk [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 82pts]: Big Shoota<br /> <br /> Trukk [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 82pts]: Big Shoota<br /> <br /> Trukk [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 82pts]: Big Shoota<br /> <br /> Trukk [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 82pts]: Big Shoota<br /> <br /> ++ Supreme Command Detachment +1CP (Orks) [17 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 274pts] ++<br /> <br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> +<br /> <br /> Big Mek [5 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 88pts]: 2. Inspiring Leader, Kustom Force Field, Power Klaw, Warlord<br /> <br /> Warboss [4 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 62pts]: Big Choppa, Shoota<br /> <br /> Weirdboy [4 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 62pts]: 3. Da Jump<br /> <br /> Weirdboy [4 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 62pts]: 2. Warpath<br /> <br /> ++ Total: [149 <span class="glossaryitem" onmouseover='gp(398);'>PL</span>, 2000pts] ++<br /> <br /> The plan is to mob up the two Nobz squads turn one and Da jump them into the enemy. Turn two, I want to charge the kommandos and the trukks into the same section as the nobz. It’s basically meant to throw my whole army at a small section of his army. I guess my question is, will this work? Is there something I’m missing because 20 nobz in your face turn one seems crazy good, (if a little inefficient)?]]></description>
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				<pubDate><![CDATA[Sat, 11 Aug 2018 15:40:27]]> GMT</pubDate>
				<author><![CDATA[ Snottyjo3]]></author>
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				<title>Re:[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ Mob up/warpath/da jump is one of the better plays for orks, but using it on nobz is risky - if you fail the charge or your opponent has a good screen you are putting almost a quarter of your army's points in rapid fire range so they will die. As with pretty much anything for orks <span class="glossaryitem" onmouseover='gp(258);'>atm</span>, boyz do it better - for about half the points of your nobz you could take 40 boyz (30+10) with 2 power klaw nobz, these guys will put out more attacks and can potentially be reinforced by mobbing up again every subsequent turn with additional boyz mobs arriving by trukk. Another benefit of having enormous boyz mobs is that you can conga line them back to any character auras while still having lots of models on the front line to do some fighting - swapping your big meks for waaagh banners and painboyz will make them hit harder and last longer. Potentially finding a way to shoehorn ghazkull into the list as well for another +1 attack (making your boyz nobz have double the number of attacks as unbuffed nobz mob nobz with warpath + greentide + great waaagh). If you keep on mobbing up, but take shoota boyz over slugga boyz there might even come a time where dakka dakka dakka becomes effective...<br /> <br /> If you don't have loads of boyz to make these changes, some advice for your list would be:<br /> 1. move the 2 meks and excess troops into a second battalion for more <span class="glossaryitem" onmouseover='gp(707);'>cp</span><br /> 2. drop a model or two from each of the trukk mobs to make space for characters - less drops so more likely to go 1st which is vital<br /> 3. inspiring leader is probably the worst trait for orks, take tenacious survivor if you don't have a painboy/legendary fighter if you do<br /> 4. find points for a waaagh banner - if you are planning on ramming your whole army into the same gap it will benefit multiple units so is definitely worth the points<br /> 5. biker bosses can potentially make a turn 1 charge, and <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>'s don't work in melee - swap the biker mek for another biker boss and try to get them in on turn 1<br /> <br /> Edit - forgot turn 1 deepstrike restrictions  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 13 Aug 2018 01:08:55]]> GMT</pubDate>
				<author><![CDATA[ Insularum]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ I Find Nobs to be surprisingly durable, curious how it would go.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2018 01:09:14]]> GMT</pubDate>
				<author><![CDATA[ Echo0455]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ Two huge problems with this:<br /> <br /> a) screens. If enemy has screens you'll be killing that and then you will be blown apart.<br /> b) you have only about 50-50 chance of actually making the charge.<br /> <br /> Nothing you can do vs a so that's enemy list specific. Basically you up against army with screens the best you can do is keep them safe 'till turn 2-3 until you have cleared the screens but with what? Probably need to da jump boyz and try to use them. However with just one weirdboy that's bit risky so to counter that I would try to get 2nd da jump weirdboy. Or change warpath for da jump. I find that spell to be rarely useful. Either I fail charge or I don't even need the extra attack as I kill target anyway.<br /> <br /> For point b it's up to dice god. Basically even against army this can work half the time it will work giving you that charge, half the time that unit will be wiped out. Will be glorious charge when it works though.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2018 05:45:13]]> GMT</pubDate>
				<author><![CDATA[ tneva82]]></author>
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				<title>Re:[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ [quote= As with pretty much anything for orks <span class="glossaryitem" onmouseover='gp(258);'>atm</span>, boyz do it better </div></blockquote><br /> <br /> unfortunately this is this case at the moment, <br /> nobz are cool but if you are only taking sluggas and choppas on them boyz are way better. <br /> can take 3 boyz for every one nob, that is triple the attacks and bodies for the same cost. <br /> <br /> maybe take a elite unit of 5 or so nobz with kombi scorchas and power klaws/big choppas, and bigger boyz blobs. ]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2018 15:15:33]]> GMT</pubDate>
				<author><![CDATA[ Nastavious]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ Hey, so I played a game against guard and everything you guys predicted came to pass. I was able to get first turn by stealing the initiative. I mobbed up the two nobz groups and da jumped them 9 inches from his screening units, and then failed the charge. They took about 50% casualties on the next turn, blunting their effectiveness. The rest of the game went as expected. Charge, wreck face, and then get shot up next turn.  I want to try battle wagons full of boys on the next go around.]]></description>
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				<pubDate><![CDATA[Sat, 18 Aug 2018 13:57:04]]> GMT</pubDate>
				<author><![CDATA[ Snottyjo3]]></author>
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				<title>Re:[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ Glad you got to give it a try, 9 inch charges are always risky though!<br /> <br /> No matter what you throw forward the standard enemy response will be to use a screening unit, then fall back and shoot. You can use this to your advantage somewhat, as you get to dictate what the enemy is doing - you could da jump a really cheap unit turn 1 and your opponent has to deal with it; while thats going on you are moving wagons forward or just running and setting up a better da jump turn 2]]></description>
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				<pubDate><![CDATA[Sun, 19 Aug 2018 07:47:35]]> GMT</pubDate>
				<author><![CDATA[ Insularum]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/761970/10114661.page"><b>Snottyjo3 wrote:</b></a><br/>Hey, so I played a game against guard and everything you guys predicted came to pass. I was able to get first turn by stealing the initiative. I mobbed up the two nobz groups and da jumped them 9 inches from his screening units, and then failed the charge. They took about 50% casualties on the next turn, blunting their effectiveness. The rest of the game went as expected. Charge, wreck face, and then get shot up next turn.  I want to try battle wagons full of boys on the next go around.</div></blockquote><br /> <br /> Well I would try at least few more times. At least you would get to see what happens if you DO get charge. 1 attempt with something that is 50-50 is bit of a gamble as you will then half the time fail to never see it work then.<br /> <br /> But yeah it's funny idea and on casual enviroment could give you glorious charge half the time but not suitable for competive alas :(]]></description>
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				<pubDate><![CDATA[Mon, 20 Aug 2018 10:59:13]]> GMT</pubDate>
				<author><![CDATA[ tneva82]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ Give the nobz Kustom shootas which are assault 4.  I know Orks aren't that accurate but might be able to shoot holes in smaller screens and charge through them.  I've done it before against tau opponents using bikers. 20nobz is what, 80 shots going into the screen before assaulting. I know they are BS5 but still not bad.  Also regular choppa nobz are already S5.  The choppa gives them an extra attack.  If you warpath them and they end up making it into combat that's 50 S5 attacks for a 10 man squad and 100 of you combined the two squads with mob up.  I think it would be awesome to try.  I just may try it myself.  S5 weapons are sooooo overlooked.  They wound S4 models and below on 3s which is great.<br /> <br /> Also you can use ammo runts as ablative wounds to survive some shooting.  They take the hit for they nobz.  Take one unit with 10 runts and mob to a unit without.  That's ten free wounds resolved on the nobz T4. Might take out some of the sting before assault especially against D2 weapons.]]></description>
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				<pubDate><![CDATA[Tue, 21 Aug 2018 19:21:12]]> GMT</pubDate>
				<author><![CDATA[ TheunlikelyGamer]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ If you're mobbing up, DEFINITELY load one unit up with ammo runts.  Great for eating stuff like autocannon shots that kill nobz. <br /> <br /> I'm not 100% on board on the kustom shoota suggestion.  It's not a bad one, in truth, but kustom shootas are stupidly overpriced for what they accomplish.  ]]></description>
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				<pubDate><![CDATA[Tue, 21 Aug 2018 19:24:48]]> GMT</pubDate>
				<author><![CDATA[ Kap'n Krump]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b2af9ec5e8433085a38551a3c79e1810.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/761970/10119271.page"><b>Kap'n Krump wrote:</b></a><br/>If you're mobbing up, DEFINITELY load one unit up with ammo runts.  Great for eating stuff like autocannon shots that kill nobz. <br /> <br /> I'm not 100% on board on the kustom shoota suggestion.  It's not a bad one, in truth, but kustom shootas are stupidly overpriced for what they accomplish.  </div></blockquote><br /> Well the Kustom shootas are only 4 pts but if that's too much then take regular shootas for free!  20 nobz 40 shots.  Still better then sluggas and they shoot further.]]></description>
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				<pubDate><![CDATA[Tue, 21 Aug 2018 19:35:02]]> GMT</pubDate>
				<author><![CDATA[ TheunlikelyGamer]]></author>
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				<title>[2000] - Orks - Da jump nobz</title>
				<description><![CDATA[ Oh, yeah, 100% take shootas over sluggas all day long.  <br /> <br /> Kustom shootas..........eh.  I'd rather spend the 4 points on ammo runts, and even then only for the extra wounds.  <br /> <br /> My issue with Kustom shootas is that they're half as effective as storm bolters (2 points) for double the price.  And by that I mean a nob with a <span class="glossaryitem" onmouseover='gp(609);'>KS</span> gets around 1 hit for 4 points, whereas anything that can take a storm bolter gets around 3 hits for 2 points.  <br /> <br /> Hell's bells, a thousand son's AP2 storm bolter is THREE points.  <br /> <br /> So, when compared to <span class="glossaryitem" onmouseover='gp(213);'>SBs</span>, a fair price for a <span class="glossaryitem" onmouseover='gp(609);'>KS</span> should be 1 point.  Or, keep the 4 points, but give it 16 shots to make it as effective as an equivalent points cost worth of <span class="glossaryitem" onmouseover='gp(213);'>SBs</span>.  ]]></description>
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				<pubDate><![CDATA[Wed, 22 Aug 2018 15:31:39]]> GMT</pubDate>
				<author><![CDATA[ Kap'n Krump]]></author>
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