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I have got myself 6 of them to go with Ghazghkull but i am really struggling to see how they can affective when they have no Invul save.
They cost the same as a SM termi and come with a simular build (PF/PK and a gun)
They both come with a 2+ armour save
But the Termi's come with a 5+ invul save.
What i dont understand is why nob's can by cyborg bodies to get it but Mega nobs can't.
I really want to use this unit in my battlewagon but with most armies either having a mass of powerweapons or AP2/1 guns I just dont see how they will be successful.
The unit is too expensive to be a distraction.
I know one of our HQ can let them buy CB but that will be buying 2 HQ's to make them work (which is not posible as the Big mek with KFF is a must!)
any help would be great
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
Best way to use meganobs is to run them at the enemy and shout "Distraction!"
Do not stick them with Gazza. Instead, run them seperately and in a trukk. Pick your spot in the enemy lines, make sure that it isn't a death star unit and they will be fine. Charge in and make a mess. Your opponent will have to divide his fire to take care of 6 meganobz that can wound abuse (ish) or start refocusing his powerful units if he wishes to take them apart in combat.
Now, whilst all that is going on, gazza and the rest of hte lads can get busy with taking apart the rest of the army. Seeing the amount of powerfist-less tactical marines out there, the mega nobz should be fine for a good while, forcing his characters to get into gear and really alter his plans. At which point the rest of the trukk boys can run interfearance and the Kans can go a turn or two without being shot.
The Meganobz will die. Accept it. The best thing you can do is take advantage of the havoc that they create.
Yes, the Meganobz really should get the option for invulnerable saves (or serve as upgrade for nobz full stop) as they used to be able to in the previous book. It's a sign that the book itself is beggining to show it's age. Not as much as the Tau or the Necrons (prior to this book) or even the Chaos space marines. But there are a few inconsistencies that are beggining to creep to the surface.
If you really want to take them with an invulnerable save (bear in mind that they do have 2 wounds a piece instead, don't know if you picked up on that) then mad dokk grotsnikk is the only way to go. And yes, a unit of 6 Meganobz with invulnerables, feel no pain and Gazza does sound like a real pain.
Last edited by SILKiam; November 21st, 2011 at 11:28. Reason: Oops...
Great tips, SILKiam. Another option is to play with the squad size. Depending on the army you're facing, fewer meganobz might still be enough to get the job done, as well as get locked in to combat so your opponent can't shoot them instead of wiping units and being left in the open. Using their transport as a screen from enemy fire/assaults can also help. Try dropping them on a flank early in the game and slowly crushing inward against enemy units. This can be a useful way to control your opponent's unit positions to your advantage.
Manz + Ghaz work really well against targets without a lot of power weapons, but the manz melt away when you face something tough. What I like to do is, split them off during the pre-waaagh movement phase and engage the tough stuff with ghazzie while you send the manz to take out something squishier. Ghaz can handle himself, and the manz can do what they do best - bullying stuff that has no business fighting them.
Unless your fighting a Army that has nothing but power weapons than Mans are pretty good. And like whats been mentioned before, Grotsnik + Manz = awesome. That being said If your bringing Mega Nobs to break apart one half of the enemy you need Boyz and Norm Nobs to bash the other half. IMHO Mega Nobs should have been able to get a Mega pain boy too, at least kept the Pain Boss HQ choice, now its just Grotsnik, while good, can be expensive and unnecessary.
Oh, come on, they shouldn't have an invu save. Nobz can buy cybork bodies because they can take painboys. It would be just broken if Meganobz had an invu for just 40 or 45 points per model. They have 2 wounds and 3 attacks on their profile, while Termies have 1 wound and 2 attacks. The lack of an invulnerable save makes them vulnerable to S8+ AP2 weapons, but bolter shots don't even touch them! If Meganobz had an invu, they would be freakin ork Paladins!! And Paladins cost 55 points, not 40 or 45, while their damage output is about the same! (3 meganob attacks with WS4, 2 paladin attacks with WS5). Paladins also have DS, but it's not really a good tactic. Moreover, their transport costs 200+ points and, with some extra weapons (f.e. psycannons), the squad point cost is 550-600, while a 6 meganob cost with a battlewagon is 350 points. Let's not mention trukks and grotsnik...
Well, it somewhat seems to me that they were mainly included because the models existed. And while the lack of easily acquired Cybork Bodies is sure a bother (it still is just a 5+ anyways), the missing option for a bosspole is just as problematic, if not even more.
Though that it due to the fact that the mob rule seemingly hasn't taken into account units limited to smaller numbers (as it is, nobz flee from battle earlier than regular boyz which is a bit odd if one thinks about it)
It ain't easy bein' green... :-)
Meganobz have existed in 40k since 2nd edition - it would be a little weird for them to abandon them now. Although I do most definately feel that they didn't handle the unit too well - it is missing some critical options from the regular nobz that would have made them a much more viable squad (hell, I still don't understand why flashgits aren't a simple upgrade for the Nobz) in the long run.
But thats 40k for you.