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New to 40K and orks. Wondered if anyone could give me advice on the best way to equip a unit of Nobz. What i had in mind is:
Trukk as dedicated transport
Also any tactics that work well with using Nobz would be greatly appreciated. Thanks!
Last edited by MattS; November 21st, 2010 at 15:40. Reason: spelling error
When it comes to equipping nobz, the question is: are you going to play games with wound allocation? It's legal, to be sure, but a bit of a jerk move. (Basically, you'd be taking advantage of the wound allocation rules to get a unit of nobz that can soak up a good number of wounds without losing any models.)
If you do want to do it, the idea is to maximize the number of differently-equipped nobz. If all ten of your nobz are completely unique in equipment, you could theoretically take 10 wounds without losing any models. In practice that's hard to do (if you're going to be pulling this stunt, expect your opponent to be a big stickler about having upgrades represented on the model!)
For example, you could do:
Nob w/PK, bosspole
Nob w/PK, waaagh banner
Nob w/'eavy armor
Nob w/twin-linked shoota
Nob w/kombi-rokkit (the only time you'd ever ever want a kombi-rokkit!)
Nob w/kombi-flamer, 'eavy armor
10 unique nobz in one unit.
The biggest problem here is that you can't use 'eavy armor to differentiate your nobz if you want them all to have it! Rather than 'eavy armor, though, why not go with cybork bodies? Same cost, and it reduces your opponent's incentive to bring armor-piercing stuff against your nobz. Anything that ignores armor saves also negates that tasty FNP roll. With cybork bodies, you get a 5+ invul save that's negated by almost nothing, and may save your rear against power weapons, missiles, and all that jazz.
Another consideration is cost. 10 nobz with no upgrades at all is 200 points. With the painboy and power klaws, you have a 300-point unit; by the time you've got them armored (cyborked?) and differentiated, you're looking at a 400-point mob of nobz. That's a HECK of a lot of points for a ten-model unit. Have you considered reducing the number of nobz in the unit? Two or three power klaws are enough to do a number on anything that's not also a death star unit, and well-equipped nobz are expensive as heck to use as ablative wounds.
The final consideration is transport. You should not even consider putting a 350-point unit in a 35-point trukk. If your opponent has even two functioning brain cells, he will shoot your trukk (with the anti-tank that pretty much all armies have to have, which will not be put to much trouble by the rest of your army, not least of which because you can't be too mechanized if you're running a 400-point nobz mob!) If your nobz are stranded halfway across the board from the enemy, they will be quite lucky to get stuck in by the end of the game; even if they don't die, they aren't contributing much.
You may be able to solve both of these problems together. You can take a smaller unit of nobz, and use the savings to upgrade that trukk to a battlewagon and stick a deffrolla on the front. Now the nobz' transport has a much higher chance of making it across the battlefield, and your opponent will be faced with two choices once they're there - do you focus on the nobz, who have power klaws and a mean disposition, or do you focus on the wagon, which is a lot 'arder but can dish out the S10 hits with that rolla? Both units will be tough enough that one lousy round of firing is unlikely to wipe them out - and if your opponent just piles every gun he has into the effort, well, the rest of the boyz ought to be on 'em everywhere else...
I run my nobz on bikes with a full 10 man squad completly decked out. I run 4 pk's and 5 bc's with a painboy and cyborks. Most things my nobz get stuck into with are in big trouble not to mention the tl dakka guns blasting into squads before my assault. Its a 655 point unit, but leaves the other player no idea what to deal with, either everything else getting ready to break stuff or my hungry deathstar unit. Just my thoughts on it hope it helps.
Ultramarines 12W/7L/2D 4000points Waaagh! Whut 9W/5L/1D 18000points
Blood Angels Razorspam 2W/1L 2500points Vampire Counts Never played No idea lol!
I personally use:
5 Nobz + 1 Pain Boy Total 265
3 big choppa
2 power claws
and use a Trukk + red paint job to get a close as possible, its not the hardest of units.... but sometimes the ramshackle rule sometimes comes in handy and gets you a lot closer and into combat faster.however last game i played using my nobz + trukk they ended up pulling a 360 and driving further away than when they started......
I know some people think the big choppers are pointless but if you get into cc with a unit with no invulnerable save then i found you take them out a lot faster with additional wounds usually on +2 from big choppers.
dont think the eavy armor is worth while if you have a pain boy as you get a +4 save form it unless its a AP1 or Ap2 weapon.
if you have enough spare points for your current 10 nobz what about splitting them into 2 units so will split the enemy fire ?
Last edited by MattS; November 21st, 2010 at 22:07. Reason: spelling error
im converting almost all my orks currently i only have 3+ pain boy giving me a unit of 4 in a trukk w/ Cybork bodies
my whole army is based around war of dakka so i use lots of shoota boys, loota's, looted wagons, converted deff dreads, converted killa cans etc my army currently stands at 2700 ish points usable with 3 killa cans 3 nobs 2 burna's and one more loota's to convert.
my nobs being in a shootie army have TL-Shoota and Uge chopa's while PK is good S8 if memory serves dont have codex to hand as all ym stuff is packed up ready for moving home. it strikes LAST which due to poor armour even feel no pain rarly saves my guys so i decied to try I order Uge choopa is +2S combin with furious charge giving them I4 thats hitting most things at same time with S6.
Striking Last 2/3 S8 attacks
Striking in I order with 2/3 S6 attacks
now both of these will wound 90% of stuff on 2/3+ but as your not always stiking last you have slighty more chance to do damage
PK is great for hitting tanks or anything else armed with a PF/PK
Uge Choppa is great on everything short of AV13+ tanks
dont forget furious charge (added after S bonus for weapons)
this has done me well Vs marines of all types and otehr armies only game they failed was vs tau their trukk went boom and skidded off the board (my own table edge)
Absolutely worth the PK!
Plenty of vehicles have nothing to fear from a unit of regular boyz - anything with back armor over 11 is completely invulnerable to them, as are all walkers. You can give 'em grenades, but that adds significantly to the cost of the unit and normally isn't a paying proposition. But if you've got a nob with a PK in there, that squad has the potential to break any vehicle in the game. The PK will also help significantly against small units of 2+ armor save units like terminators, or against nasty high-T monstrous creatures, and crumping a couple of extra marines is never a bad thing either. (Stuff with low armor saves and regular toughness, well, the boyz don't need help on those...)
The other advantage is that a boyz unit with nob+PK is dangerous no matter how many casualties it has taken. That lone nob can still crack anything short of a Land Raider like an egg, and even AV14 all around isn't completely safe. That affects how your opponent maneuvers - he's got to move vehicles to prevent lots-of-CC-hits-for-free happy fun Nob time, which means he can't fire all his guns, which means other units of your mob get stuck in instead of getting shot up in no-man's-land. For 25 points, and you can put one in every troops unit you have? I'd take TWO if I could.
Nobz units can be equiped pretty flexibly. Most people go w/ painboy and cybork, a few pks, maybe a big choppa or two, and a bosspole. I'm a heavy armor man myself, from a modeling and fluff perspective mainly. The four plus save helps against many opponents and is cheaper. Bikes are popular because of their mobility and toughness upgrades. Battlewagons and trukks also help. I like to foot slog a unit of nobz with my boyz as a nasty countercharge unit. Enemy assaults the boyz mob with a big bad unit meant to kill elites, boyz soak up extra attacks from the charge, the the nobz move in and krump!
Remember, if you have a warboss they can be taken as a troops choice and thus can claim an objective!
Powerklaws are essential for success. I once had a boyz unit that got whittled down to only the nob (who of course had a bosspole and powerklaw). He survived, passed his test, and went on to assault a unit of traitor imperial guard. Epic!
+1 I've had this happen on multiple occasions. The final nob in the boyz squad is a very tough nut to crack, You don't have to roll LD if you win the combat!got whittled down to only the nob (who of course had a bosspole and powerklaw). He survived, passed his test, and went on to assault a unit of traitor imperial guard. Epic!
my trusty nobz unit usually looks like this;
5 nobz plus a painboy- all equiped with cyborks and eavy armour- 2 have power claws and one has a waaagh banner, mounted in a trukk
they are usually acompanied by a warboss to ensure some extra brute force
really though i do need some nobz bikers as an extra hard unit- methinks after my 'resurrected' DE are finished hmmm...