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So I plan on getting into some tournaments this year, maybe even the GT up in Chicago, and I was curious about how people have been facing off agains the Nob Biker list.
We don't have anyone who plays that list at my store, so I haven't had a chance to see it in action, but from everything I've read it's one of the toughest builds to beat out there.
I'm capable of fielding just about anything marine wise that doesn't involve bikes or landspeeders. So what suggestions have you got?
Nights Justice Space Marines
Eldar Eth Kariel Craftworld
Spear of Kurnous - High Elf Expeditionary Army
I'm not entirely sure what/how a Nob Biker does, having only faced footslogging Orks this far, but I'd suspect they have a fairly high toughness, what with being Nobs and having Bikes?
I guess I'd apply some A.) Plasma shots and B.) Sternguard Veterans, using Hellfire Rounds, and C.) A Scout squad employing the same with a Heavy Bolter (Hellfire Shell, page 66) and sniper rifles.
The Scouts in particular can start picking at the enemy while they're still on their own table edge (given that they're bikes this is not for long so I'd like to think one should use that short time well), although I have to admit I'm only assuming now that they are dangerous because of a high Toughness value. Hopefully someone more experienced with these nasties will come to your rescue shortly.
Well currently my local group is testing out their lists for the summer tourney season before we start painting, and I've found that so far:
Assault Termies: Great for Nob Bikers, fantastic at causing instant death, but get bogged down against horde armies, so I'd pass on these.
Chapter Master: Orbital Bombardment on the first turn before they get a cover save leaves them with only a 5+, unfortunately, it's one use, and I like mobility, so I'd leave it at home.
Sternguard: Lots of shots are great, but not with a 4+/5++/4+/4+++ Save, and two wounds, you'll need about 60 shots to kill a single one!
So the only thing that I can recommend that will work best in an all-comers enviornment like what you're playing in is the humble Demolisher Cannon. The Vindicator is the single best tank you have in your arsenal for a tournament. Able to Instant Kill Nobz, but still take out masses of Boyz, while blowing away Marines and even Terminators, I cannot recommend this tank more for a Tournament. I run 2 with a Land Raider Redeemer, and between the 3 of them, you've got a nice wall of armor to make your opponet quiver.
Assault Termies and Vindicators are the only two real viable options, with Assault Termies (in a Land Raider) being the better option. Jumping out of the Raider gives them mobility which they'll need to keep the Nobz from just running away from them. Storm Shields provide protection against the power klaws and the thunder hammers bypass pretty much all their defenses.
Vindicators work also by virtue of the Demolisher Cannon's high strength and AP. The only downside is that once you're close enough to shoot them, they're basically within charge range of your Vindicator. So any you don't kill will be shredding your Vind. on the next Ork turn. Additional shooting support, or an ablative shield of bodies around your vindicator are necessary if you plan on getting a second shot off.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
Bingo, Assault Terminators and Vindicators are your best bet to handling Nob Bikers.
We're talking 11 models, 10 of which are T5 with 2 wounds, 4+ armor, 5+ invulnerable, FNP, constant 4+ cover with option to turbo-boost, and each model is equipped differently for wound allocation purposes. Combine that with a T6 boss and you have a hefty unit. You have to inflict 11 wounds on the unit before removing models and did I mention the T5, 4+/5++ and FNP?
TH/SS Termies can shrug off their powerklaws with a 3+ invulnerable and smack those Nobs silly, instantly killing them. The Warboss presents a problem, but a Dread can squash him in 1 round usually.
Vindicators are another good option. S10 insta-kills everything, so all they have between safety and grisly death (or grizzly deaths) is a 4+ or 3+ cover save.
To handle the Nob Bikers, you will need vehicles and bait. Lure them in, obliterate a unit, then counter with your method of choice. You may need to expend multiple squads to kill them, but since the unit costs upwards of 700 points it's always worth it.
If you get assault termies, you might also want to consider Shrike for your HQ to make them fleet. Then they can chase down practically anyone.
I love it i'm a raven guard player i run redeemer 2 vindicators in a armoured spearhead whit three drop pods 2 are dreads.
1 tact to capture objective after its been cleared in 2nd 3rd 4th turn armed with melta gun and mutli-melta to take advantage of close range anti tank.
Its a little bit power gaming but still sometimes the ravens need to bring out the spearhead and it distracts opponents to the drop pods coming in first turn giving target threat overload.
Causing frantic tactics resulting in mistakes thus raven gaurd have done there fluff thing hitting enemy on multiple fronts.
I think the redeemer is a good choice if you can get it close enough. The Str 6 flame weapons will wound on 3's and no armor save or cover save. They may still get an invul plus their FNP however. Is their invuln save simply from turbo-boosting, or is there another source? Squads with multiple power fists (or groups of squads) are the only things I have ever found to be effective against them. Oh yeah, and Dante with Honor Guard AND Death Company because they get to re-roll misses every round and have lots of power weapons plus rending for the DC. The Dante combo worked well for me in the Ard Boyz this year!
Once a Marine, always a Marine.
The invulnerable comes from cybork bodies, so against the Redeemer (which wounds on a 3+) they get 5+ invul and FNP. I wouldn't recommend it.
DC could do some damage to a smaller unit, but if it's big and they're built for wound allocation those DC will go splat quick with no lasting damage to the Nobs (they can take 10 wounds before losing a model!)
Not sure how well an Ironclad dreadnought would fair against Nobz; If they're bare boned, a few power claws and nothing else i think it would be an option , if they don't get the charge ... which is unlikely.
Still; 1/2 the power claw attacks would miss, 1/3 of the remainder would actually damage , of which only 1/2 of those actually stand a chance of hurting the dreadnought. But you'd also have to close the gap between the bikers and dreadnought , easier said than done.
However if you add a Waaagh banner and a Warboss more power claws etc, it may not prove as efficient. But under this situation ; You're playing a very high point game , which would mean you could focus fire them down , or you're playing in a lower point range and you opponent has little or nothing else.
"The things that appear are a vision of the unseen"
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