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There was that odd sound again. The Brother Captain barely noticed it as he brought his blessed weapon down upon the wicked Ork's abdomen, cleaving the Xeno in half, right across the middle. A bizzare 'medic' Ork did his best to tend the upper half of his fallen comrade, but it mattered not. The honorable Terminator Captain merely finished him off as well, impaling him upon his force weapon with a single jab.
Damnation! What was that sound? The Captain pushed it out of his mind, and rushed foward as quickly as his bulky armor would allow. He could see only one Ork remaining, who fought with a rusty, oversized power klaw, and bore a grotesque Orkish banner upon his back.
However, neither the Brother Captain nor the Ork had time to attack. The Captain's fellow Grey Knight bretheren intercepted the Ork first, easily making short work of him, with a volley of short, powerful jabs. The battle was finished, and the Orks were obliterated, securing yet another glorious victory for their immortal Emp...
The Brother Captain could stand it no longer.
"WHAT IS THAT INFERNAL NOISE?!"
The fellow Grey Knights gestured behind the Captain, allowing him to finally see the source of the noise. It was a single remaining enemy, armed with a crudely oversized axe.
The Ork, while wearing an expression of equal parts frustration and rage, swung his weapon once more, and yet again bounced off the Captain's armor, without leaving so much a scratch. With a dismissive shake of his head, the Captain thrusted his blessed weapon forward, quickly ending the pathetic creature's life.
With a slight breath, he oppened a channel back to the mothership,
"The objective has been secured. There was one casualty, due to an Ork powerklaw, but there has been no other incidents of significance."
The raspy voice of an Inquisitor droned back to the Captain, through his earpiece,
"Have you encountered any 'elite' Orkish units, as of yet?"
The Captain took a last look at his fallen opponent's extravagant dress and above average size, but after recounting the battle itself, he quickly replied,
"No Sir, just regular Orks."
It's difficult for me to just come out and say 'Nobz aren't worth it' without it seeming like the first shot in an endless war, so I have to clarify the statement with a few additional provisions:
1. We're only talking about regular Nobz here, not Meganobz or Biker Nobz.
2. It's not that Nobz can't be effective. They just can't be COST effective.
3. All these statements are being made after an abundant amount of playtesting, and not simply after math-hammering.
Yes, I've been playing groups of Nobz since the release of the new codex, and I've never been impressed with them. I will gladly sing the praises of meganobz and biker nobz, but the regular nobz have brought me nothing besides heartbreak.
In order for any unit to truly be 'worth it', they must be able to do something that cheaper units in the army can't do just as well.
Meganobz have no real equivalent, and not only provide a great source for powerklaws, combi-scorchas and dedicated battlewagons, but also work well as a retinue for independent characters, especially if said character has a bosspole (the lack of a bosspole and waaaaaugh banner option are the meganobz's only true weaknesses, otherwise I'd use nothing else). They work either in transports or in large units in horde armies, as 6th edition's equivalent of a kan-wall army.
Biker Nobz are a more 'killy' version of regular warbikers, and are some of the most resilient and powerful units in the Ork army. Granted, you have to pay a lot for this advantage, twice as much as a warbiker.
So what makes them better than regular nobz? Whereas a biker nob costs twice as much as a warbiker, a regular nob costs over three times as much as a normal boy. Both nobz and biker nobz are both about twice as powerful as their normal equivalent, making regular nobz the less cost-effective choice.
Nobz simply don't have a niche in the Ork army. No matter what your reason is for using them, you'd be better off with something else, either meganobz, biker nobz, or regular slugga boyz.
I know what you're thinking: but I got all these nobz from the Assault on Black Reach set!
Can't you just use them as slugga boyz or convert them with Lego Bionicle parts into Meganobz? No? Fine! If you really must use nobz, then use them this way:
7-8 Nobz with 2-3 powerklaws, 1-3 combi-scorchas (on nobz with powerklaws), painboy, cybork armor, waaaaaaugh banner, bosspole, and transport.
Do NOT use any of the following upgrades:
'Eavy armor (not worth it, since they already have cybork)
Big choppas (denying armor saves is far more important than higher strength)
Combi-rokkits (a 1 in 3 chance of getting a single rokkit hit once per game? No thanks)
Twin-liked shootas (meganobz get these for free)
Seriously though, regardless of the situation, you'll always be better off with a more specialized and cost effective Ork unit (grots included). Just because you get a something in a set doesn't mean you have to use it.
I mean, the Space Marine players get powerfist/storm bolter terminators from the Assault on Black Reach set, but you don't see any of those being used, right?
What? They do? Hmm...maybe I should post in the Marine forum next week. ^_^
Last edited by mynameisgrax; July 16th, 2012 at 20:23.
"Any job worth doing, is worth doing with a powerklaw."
Well, they maybe they deal less damage then regular ork boyz, but I use them because they last longer then the regular orks. When ork boyz stay in combat they slowly die and become weaker, while the nobz will live longer and their attack power will remain longer stong. And if you give your Nobz a transport you can pick your own fights, meaning that you can evade the power fists in the army, or other mean close combat unit such as assault terminators.
I must say I like your posts and the stories. And agree with you on the nob mobz that other units can make the job better and still be cheaper.
But there are other things that normal nobz are worse at than biker nobz and mega nobz and thats movement and taking fire.
The biker nobz have a "safe" 12" movement cause of the bikes. Cause if the transport gets blown up, then the nobz is forced to walk all the way to the oponent.(since there poor SV it isn't a good way to get there) And here the mega nobz do a bit better cause their 2+ SV so if the transport gets blown up they can still walk their way to the oponent and still take some fire.(even though they walk slow)
So I would rather spend a few more points to get 4+ cover save, the 12" garented in movement and they have a pretty good shooting too cause of the dakka gun. Or take the cheaper and get some cool looking mega nobz.
Thanks for making these post keep it up. I enjoy reading them.
Good stuff, though I think its time I put together an Anti-Grax list using all these articles
Foor Slogging Slugga Boyz
Stormboyz w/ Zagstrukk
I miss anything?
Hmmm, don't have an HQ article to make it a pure Anti-Grax list. Though maybe a Big Mek on a bike would do
Last edited by Monkeyclops; April 28th, 2009 at 21:57.
Monkey's Killer Kan WiP (Updated 4/29)
Actual wound wise they might be less effective than normal boyz but they have an enormous fear effect, at least when I play them anyway. Most people I play against thoroughly hate them for their PKs and resilience. If you can make your enemy react in fear of your units then you are in control of the battlefield....
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Been here nearly 10 years and still haven't managed 500 posts.
I cannot disagree more.
The absolutely best unit in my gang of Orks is the Nobz mob. They CRUSH everything they get near.
Actually, all they ever do is win the game for me.
Big Choppas are great. 'Eavy Armor is great. I just don't think you know what you're talking about, Grax.
But then....if you guys never used them then maybe I won't read strats from other players on how to stop them. So yeah...don't use them!
My mob is:
9 Nobz with Waagh! banner, bosspole, 'Eavy Armor, 3 Power Klaws, one Big Choppa.
Painboy with grot.
Basic 35 point trukk.
That's it. I'm seriously thinking of gluing some cybork stuff on them but haven't yet and really have never needed it.
Meganobz, on the other hand, are not as good. They aren't as fast and are often dead before they get a chance to attack. I've got my fifth one right here on the painting table waiting for a touch of flocking to be complete, so it's probably unit size that's hurting them.
For once, Grax.. I disagree.
Nobz are pimp. Their basic attack results may be less effective than an equal points worth of Slugga Boyz.. but then again, Slugga Boyz don't benefit from.. well.. being Nobz!
Waaagh! Banner. A great purchase in my books. Not a necessary one, but good if you've got the points to spare. Now you can hit those pesky WS 4's on '3's. Boyz are still stuck with their silly ol' 50/50.
Power Klaws. I rarely add more than two to a Mob. Maybe three, but that's pushing it.. Nobz don't need more than 2-3 of these beasties! 8 PK attacks is MORE than enough to squash /anything/ you come into contact with, especially with the added choppa attacks from the rest of your Nobz... they're the perfect all-comers in CC! I've often run headlong into Dreads or Vehicles with a single PK, only to find my attacks sourly dissapointing.. 4 attacks just doesn't do it without a good roll or two. But 8 (or 12) certainly seals the deal, you're almost garunteed to roll on the Damage Table enough to go beyond Shaken/Stunned, and start inflicting serious damage.
Painboyz. They're already tough as nails.. add the extra save to the mix and you're bouncing off a lot more wounds than before! Granted, yes, FNP can be bypassed by a number of ways.. but thats why you don't just go running about all willy nilly!
Battle Wagons. Need I say more? I do? No, I think not.. Okay, fine, MORE Battle Wagons! There, happy?
Sure, they do less damage to common foes than their equivolent in Boyz.. but they're tuffer, scarier, and can handle a greater variety of foes than a full mob of Boyz. And besides.. when haven't we had enough Boyz on the field already!? If you're to the point in your list that you've found yourself without a box full of Boyz, you're doing something wrong before you've even been given the chance to consider Nobz.
Plus... Battle Wagons!
I've recently become a fan of this thing called Dubstep. And you should too.
Datsik & Flux Pavillion - Crunch (Youtube)
Da Moo Kowz is da drinkinest Orks of dem all!
Like a lot of units that don't seem cost effective the nobz mob does much better in higher point games. Now that my nob bikerz have put the fear of god into my opponents a nobz mob isn;t as high on the threat-o-meter. So long as you have something scarier in your army and you didn't blow TOO many points on the nobz mob they could be the kill-strike you need.
However, I once witnessed a beast of a nobz mob led by a warboss rip through typhus with terminators and abaddon with khorne berzerkers. Of course, in every battle we play now that chaos player won't let the nobz get anywhere near him and usually blows apart their trukk and throws everything he has into killing them, usually with good success since defilers can just blast away at them instant killing them.
Also, while nobz usually outperform and outlast regular boyz mobz the best way to put them to use is with a warboss. It makes them a capturing unit and can usually get those key kills to win a combat for you. Of course, that's even more points and might force you go without the much more exciting SAG... *le sigh*
All that having been said, take nob bikerz...
P.S. Your bit of fluff (which I always love btw) touched on an important point. Could we get just one regular power weapon. It doesn't have to be +2S or even +1S. Want to make it cost more? Go for it! But please just one legitimate power weapon. Not everyone is cool and goes to war in leather chaps like we do...
Last edited by Zatnugg; April 29th, 2009 at 02:46.
"Orks have to be followers of Nurgle! They're green, smell bad, and just want to spread the fun!"
It really all comes down to cost effectiveness, and also what I like to call, the 'Abaddon Effect'.
I never said that Nobz can't do a lot of damage. They certainly can. Hell, equipped right, they can tear through just about any unit in the game. My point was, they weren't 'cost' effective. Point for point, there are much better units, regardless of the niche you're trying to fill.
Even if you want resilience, you're still better off with regular slugga boyz. For the price of one nob you can have 4 slugga boyz (again, we're assuming the nob has some kind of armor). The nob has toughness 4, 2 wounds, and might get an armor/FNP save, depending on what they're fighting. The 4 boyz have toughness 4, 4 wounds total (adding them all together), and although their saves are not existent, they bring twice as many wounds (and in larger groups, fearlessness) into the battle.
Also, unlike biker nobz or large units of boyz, Nobz won't last on foot, which is a problem if the trukk they're riding in is taken down. Granted, Meganobz have this problem as well, but Meganobz can be in small/cheap units and still be effective, limitiing your losses.
Bossgorestompa, if you're only using 2 powerklaws, then why not use a trukk with 11 slugga boyz (with powerklaw, ram and bosspole) and attach a warboss with a powerklaw, 'eavy armor, cybork and combi-scorcha? This costs about 251 points, and includes 2 powerklaws, good leadership, and a template weapon. A small group of 6 nobz with painboy, cybork, 2 powerklaws, waaaaugh banner, combi-scorcha, bosspole, trukk and ram costs 295 points has a lower leadership score, and less than half the number of wounds and non-pk attacks.
Cossack, I'm afraid I'm not sure where you're coming from. Your own experiences may vary, but I've played the Orks a lot, and have not only used the Nobz on numerous occassions, but have watched other people use them as well, and they simply pale in comparison to Biker Nobz and Meganobz. Again, I'm not saying they're bad. I'm saying that there are far better options. It also might come down to what armies you regularly face. Armies with plenty of anti-armor and power weapons/fists usually devour nobz, especially Tau, Space Marines, and other Orks. Against these armies, cheaper Mega Nobz, or more resilient Biker Nobz would especially be preferrable.
A lot of people love Nobz, but I think it has more to do with the 'Abaddon Effect' than anything else
The Abaddon Effect is the unshakable belief that a unit is great simply because it does a lot of damage. Chaos players suffer from this more than any others, leading them to build 'super units', designed to destroy anything that comes near them.
So don't go near them. I recently played against a Chaos player who sunk most of the points in his army into a single unit: Abaddon, several pimped out assault terminators, all in a Land Raider transport. Despite having practically no way to destroy Abaddon, I didn't really need to. It was an objective based mission. I simply steered my army away from his, took out his transport, and forced him to hopelessly try to slog his way across the board towards my hordes, who sat on the objectives and won me the game.
Nobz are indeed powerful, and given enough powerklaws they can do a nearly unlimited amount of damage, but in 40k you don't need to have all your power compacted into a single unit, and with Orks it's especially unwise, since our vehicles are so fragile.
That's why biker nobz work really well and nobz don't. You can't strand biker nobz out in the middle of nowhere. You can either wipe them out, cause them to panic, or kill them all, but you can't take away their bikes.
Thanks for all the feedback guys, and I'm glad you like the articles (whether you agree with them or not ^_^).
Don't worry, Monkeyclops. I'll do an article on an HQ next time.
Last edited by mynameisgrax; April 29th, 2009 at 21:31. Reason: forgot one thing
"Any job worth doing, is worth doing with a powerklaw."
yeah, well....that's the whole point!The Abaddon Effect is the unshakable belief that a unit is great simply because it does a lot of damage.
I'm all for killing stuff and didn't choose to play orks to be subtle.
And I disagree that "4 boyz = 1 nob". There are things that nobz can do that boyz can't.
Meganobz strike last. That's one of two huge weaknesses they have. The other is that they are slow. Regular nobz have neither of these problems, and I don't use them to shoot.