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I know many people here believe that Meganobs are not a good unit. But I come with an idea...
Small squad, 3 meganobs one with a combi-scorcha and one with a combi-rokkit (for wound allocation) and then put them in a dedicated Trukk.
That's 165 pts, and is a fairly versital unit that can both take out MEQ's as well as weak swarms and strong vehicles. And if you don't want to be a cheaty-face, you can just as easily not take the combi weapons and drop it to 155 pts.
Can you please give me the downside to this unit? It seems like a solid unit to backup a speed freaks style army.
They lose 1 model and break on their crappy Ld.
Tissue paper transport.
Insta-glibbed by anything S8.
No invul save.
The way I run my meganobz w/ 2 combi-skorcha and 2 comni-rokkits in a larger unit of five with a bosspole megaarmor warboss and a trukk. The warboss provides the much needed LD boost. Mad Doc Grotsnik is also a good addition. While a small squad of three doesnt sound like a bad idea, their weaknesses pointed out by the eariler poster make them far less attractive. The Mad Doc has all of the solutions to these problems however. I use it as a similar 'surgical strike force', waiting for a target of opportunity to bring the trukk out of hiding. The ramshackle rule is actually a good benefit if you get good rolls. On a side note, I'ld keep the trukk plain and cheap. I aonly upgrade with a rokkit, mostly because I don't like BS.
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Don't use combi-rokkits, their aim isn't good enough. Combi-skorchas are a must have for meganobz though.
Mega nobz are fantastic, no matter what anyone says. I've lost count of all the times they've trashed a unit 2-4 times their cost. That many massed powerklaws will wipe out nearly anything, and they're resilient enough to beat infantry as will. All this and kombi-skorchas too. What's not to love?
No invulnerable save, paper thin transport, and lack of a bosspole? For 175 points, who cares? A unit of trukkboyz don't have invulnerable saves and also have a paper thin transport. Sure, the boyz have a bosspole, but the meganobz have 12 powerklaw attacks on the charge, and 3 combi-skorchas.
If you want to add some resiliency, do what I do, and have the big mek w/KFF ride with them, while carrying a bosspole. That doubles the resiliency of the transport, gives them a bosspole, and you can even give him cybork if you want at least one model in the unit to have an invulnerable save.
I prefer them over nob bikers, since a solid nob biker unit costs about 475 points (615 if you include a warboss, as many people do) and meganobz cost between 175-265 points. Orks are all about being cheap and killy. ^_^
So we're making the 175 point unit 260 points, adding an IC with poor armor who is a lynchpin of your army, and you still don't see a problem? Please don't compare them to Trukk boyz, they suck too. It's the whole open-topped AV10 thing, that and the low numbers and Ld.
Meganobs don't do anything Nobs or Boyz can do better:
-Killing MCs? They insta-pop you, no invul saves.
-Killing dedicated assaulters? They insta-pop you or ignore your armor, they have invulnerable saves.
-Killing troops? Boyz do it for cheaper.
-Killing walkers? Ha ha, no.
I love Meganobs, I use them all the time. I just wish they didn't suck so hard. Every time, I wished they had an invulnerable save and a bosspole. They can kill Tactical Squads and Crisis teams like crazy, but what can't? The real units Orks have problems with: TH/SS Termies, vehicles, real assaulty units like Berzerkers, and so on kill Meganobs just as readily as normal boyz.
I forgot vehicles. Meganobz are THE best Ork unit for taking out vehicles. 12-20 powerklaw attacks will take out anything.
There is no 'perfect' way of keeping a big mek w/KFF safe without hiding him and rendering him useless. If he's moving up with the vehicles, then he might as well be in the unit that needs a bosspole the most. As long as the trukk isn't in front, I've found that they're relatively safe, especially if there's a higher priority target, like a battlewagon with a deffrolla, in front.
The combi-scorchas are what give meganobz the advantage over regular boyz, especially if the enemy has a 4+ armor save or better. I've wiped out entire squads of tripped out genestealers that way without even having to assault. If I'd assaulted with slugga boyz instead, I probably would've lost the entire squad without killing a single nid.
Yes, monstrous creatures will easily kill the meganobz, but what else are you going to do against Carnifexes with a 2+ armor save? Just surrender? Warbosses and other nobz are going to be killed just as quickly, and regular boyz can be tied up for an entire game, trying to finish off a large MC with a single powerklaw. Meganobz will make sure the MC isn't going to be around for long, and if they die in the process, it's not the end of the world.
I'm not sure what you mean by 'dedicated assaulters'. If you mean units with a lot of power weapon or rending attacks, then yes, the meganobz aren't the unit to use against them, but if the enemy simply has a lot of normal attacks, then the meganob armor should protect them long enough to get to the powerklaw phase. If the enemy has a lot of attacks that strike at initiative one, then I'm willing to bet that they spent a lot more on their unit than you did, and the damage you do will cost him a lot more.
Yes, termies with storm shields will be tough to beat, but again, do you really have a better plan? If you're going to play Orks then you're going to have to accept that most of your army is going to die each game. All you have to do is make sure that your opponent loses a bit more. ^_^
I stick the KFF Mek in a shoot wagon either full of Tankbustas or Shoota Boyz. They rarely get out and he stays nice and safe
Boyz do a better job of nailing Carnifexes, as would regular Nobs. The key is their ablative wounds (invuls don't hurt either). Every Meganob a Carnifex kills is 3 less powerklaw attacks, every boy he kills doesn't affect your PK at all. Hell, even 19 boyz charging can stick a couple wounds on him. I stick a kombi-skorcha on ==My== Warboss or Nobs so I'm never lacking.
Dedicated assaulters would be just that, units made to smash faces in assault. Bloodletters, Termies, Berzerkers, Harlequins, and so on. They generally go before the Meganobs and will either wipe them or severely cripple them, since they have no ablative wounds or invulnerable save. Normal boyz or shooting tends to perform better thanks to their numbers. TH/SS Termies are death on a stick to Nobs of any stripe, but massed fire or attacks kill them much more readily.
On paper they seem a very good unit but in my experience your opponent will thank his luck stars that they have no invunreable saves. Anyway thay can bve a one hit wonder against enemy squads but on the upside awesome against tanks, but i would preferit if the unit was in a battle wagon with a few more models added for ld tests etc. Overall a normal nobz unit with eavy armour, a painboy plus a waagh banner and a few power claws (no to mention cybork bodies!) seems to be the most potent combo and with a warboss in there they can take on most things as mine have gone through many units.
Eh, I don't like the KFF in a battlewagon with shoota boyz. It makes the battlewagon too tempting of a target, and it cuts a big shoota/rokkit out of the unit of shoota boyz. I'd put him in a unit of trukkboyz first. I still prefer him with the meganobz, simply because he can give them a bosspole.
Again, 'dedicated assaulters' is too broad a term. That's like saying 'dedicated shooters' and putting railguns and mortars in the same list. They have very different jobs. Meganobz have a lot to fear from assault units that have power weapons, but not so much from anything else, not when the meganobz are so cost effective.
Again, I feel you're comparing the Meganobz to a standard that simply doesn't exist within the Ork army. What are these situations where shoota/slugga boyz would outperform the meganobz? Could you please show the math?
By my calculations, skorchas are at least as effective as shoota shooting, and more so if the enemy has 4+ or 5+ armor, which the skorcha would ignore. The meganobz would also get 12-20 powerklaw attacks on the charge, where the boyz would only get 3-4.
Regular nobz come closer, but in order to be effective, they need about 8 with 3 powerklaws, painboy, cybork, 3 combi-skorchas, waaaaugh banner, and bosspole. That's going to cost about 385 points when you factor in the trukk.
The regular nobz would then get about 25 attacks with strength and WS 5 on the charge, and 12 powerklaw attacks, with a 5+ invulnerable save (or they can all have a 4+ armor save for 40 points more). For 265 points, the meganobz would get 20 powerklaw attacks with WS 4, and a 2+ armor save.
To me, they come out at least equal in power, only with the nobz being a bit more resilient, and the meganobz being a LOT cheaper. By the time you give regular nobz all the trimmings, they cost almost as much as assault terminators in a land raider, and you know what? The regular nobz would still get their asses kicked by Harlequins and Terminators. A 5+ invulnerable save is not going to be enough to turn the tide of battle for them.
In short, if you're going to shell out the points for nobz, they might as well be biker nobz, who can't lose their means of transportation. Personally, I prefer the far more cost effective meganobz.
If you don't like Meganobz, then don't use them. Good luck popping those Land Raiders. ^_^