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  1. #1
    Skyy9432's Avatar
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    Footslogging nobz

    Back again! One of my next purchases for my ork force will mor than likely be another purchase of teh AoBR set. This is 99% to help out a SM friend bulk up his force, but i figured more units can never hurt... especially boyz ^^ But one group I'm not thrilled about getting more of are nobz.

    One thing i wanted to ask you all though, is that I run a footslogging army. I've tried my nobz each game, and only in 1 have they ever made themselves worth their effort. I have seen a post on keeping them as cheap as possible whilst making them hell to kill thanks to super-wounds.. I'll quickly quote it here:

    1. Pain Boy
    2. Waaaugh! Banner
    3. Bosspole
    4. Powerklaw
    5. Powerklaw + Ammo runt
    6. Powerklaw + Kombi-Skorcha
    7. Big Choppa
    8. Big choppa + Ammo Runt
    9. Big Choppa + Kombi-skorcha
    10. Normal Nob

    Give them all 'Eavy armor, and they have a 4+ armor and 4+ Feel no pain. However, I would urge you to drop cybork bodies. I would posit that an intelligent ork player will pretty much never be in a situation to *need* a 5+ invulnerable save...here's why. Your nobs start in a battlewagon and need no saves. As they trundle and bounce their way up the field, they're in an AV14 front armor vehicle, which is getting 4+ cover saves from the Big Mek with the KFF who is in 6", and the sides of the battlewagon are protected by other battlewagons or trukks, meaning that there are no side armor shots against you. If you work out a lascannon shot; between the rolls to hit, glance/penetrate, cover save, damage chart....the chances of a lascannon shot meaningfully affecting you are less than 3%. Melta doesn't really matter. On Turn2+, you have a 27" assault range, and if someone meltas you, you're in range to assault anyway. So your Nobs are in a vehicle until it either A.) gets blown up or B.) You voluntarily get out to assault.

    If A Happens, you get 4+ armor saves. The battlewagon either gets wrecked or exploded. If its exploded you're in 4+ cover from the wreckage and crater, and if its destroyed, you can deploy behind and around it to give yourself either 4+ cover or denied visibility. Either way, you have at worst a 4+ save. Beyond that, as you work to get into close combat you can either move from cover to cover, or dump someone less important out of their vehicle and put the nobs into it. You STILL have no need of a 5+ invulnerable save.

    That just leaves close combat. With a 27" assault range, YOU decide what to assault. Since you have Ghazghkull and burnas to deal with really scary things that ignore armor saves, you can spend your Nobs wisely on MEQs and things without massed powerweapons. Just no reason to take it on this unit in a mechanized list.
    This guy seems to make a pretty appealing case for the unit... 333 for 10 nobz. But his examples rely on battlewagons and trukks, which I have no intention of fielding for a good while. (Trukks in smaller games maybe)

    I was just wondering what your guys thoughts were for footslogging nobz. Granted they can get focus fired down, but even when they get into CC they are I3. The amount of things out there that will just hit first is terrifying! Granted, with 10 separate nobz it will take 11 successful wounds to kill one... but can thy really make their huge points cost back with this?

    Last edited by Skyy9432; 31st January 2012 at 18:15.
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  2. #2
    Cowardly Warboss Ann's Avatar
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    I've run my nobz mostly in a trukk, but I've also done footslogging nobz and had some pretty good success with them, especially when I give them a unit of grots as a cover shield, putting some of the grots out in front of the nobz and some of the grots in with the nobz so that the grots get a cover save too. I run them and if they are within striking distance, declare a Waaagh! and more times than not they do something effective. If they do get focused fire and chewed up, well, I often find that means one of my other good units doesn't get chewed up and gets to do something effective or my fast attack gets to do a lot because the focused fire that is usually thrown at them early in the game is going to the nobz. So far I've done this against Tau, Imperial Guard, and Marines (space and chaos) with mostly good to reasonable results, though I haven't tried to give each nob a set of different items so as to optimize wound allocation because most of the people I play with consider this to be cheese (I'm not judging, just saying what people I play with have grumbled at me when I've mentioned it! *smiles*) and since my army seems to do just fine anyway, I don't give in to the temptation though I often would like to.

    The tactic of giving each nob a different set of items so as to optimize wound allocation is something that I'm a little unclear on. I'm going to be doing a challenge ladder with many people I don't know, so I think I'd like to try this tactic in that. Let us assume the nob unit you listed above. Am I wrong to think that if you have one of the models take a wound in turn one, and then in turn two you take another wound you have to remove the wounded model? Also, can you have an unsaved instant death wound go on a wounded model in your every-nob-different unit if there are unwounded nobz available? I find the text and examples on p. 26 of the rules a little unclear.

    thanks,

    Ann

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  3. #3
    Skyy9432's Avatar
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    Originally Posted by Ann View Post
    I've run my nobz mostly in a trukk, but I've also done footslogging nobz and had some pretty good success with them, especially when I give them a unit of grots as a cover shield, putting some of the grots out in front of the nobz and some of the grots in with the nobz so that the grots get a cover save too. I run them and if they are within striking distance, declare a Waaagh! and more times than not they do something effective. If they do get focused fire and chewed up, well, I often find that means one of my other good units doesn't get chewed up and gets to do something effective or my fast attack gets to do a lot because the focused fire that is usually thrown at them early in the game is going to the nobz. So far I've done this against Tau, Imperial Guard, and Marines (space and chaos) with mostly good to reasonable results, though I haven't tried to give each nob a set of different items so as to optimize wound allocation because most of the people I play with consider this to be cheese (I'm not judging, just saying what people I play with have grumbled at me when I've mentioned it! *smiles*) and since my army seems to do just fine anyway, I don't give in to the temptation though I often would like to.

    The tactic of giving each nob a different set of items so as to optimize wound allocation is something that I'm a little unclear on. I'm going to be doing a challenge ladder with many people I don't know, so I think I'd like to try this tactic in that. Let us assume the nob unit you listed above. Am I wrong to think that if you have one of the models take a wound in turn one, and then in turn two you take another wound you have to remove the wounded model? Also, can you have an unsaved instant death wound go on a wounded model in your every-nob-different unit if there are unwounded nobz available? I find the text and examples on p. 26 of the rules a little unclear.

    thanks,

    Ann
    When you run ours in a trukk, is this with a footslogging army? I've toyed with th idea of putting them in a 35 point bunker and moving them as normal with the rest of the mob, then unloading and attacking... but it just seems like a waste of 35 points without a vehicle designed list :/ I see your point about the drawing of fire stopping my other units being shot at, but for their hefty points cost are they really a practical 'target dummy' compared to getting their points worth in, say, boyz? That unit of 333 points for 10 models (20 wounds). for 333 points, you could potentially get 55 boyz. So 55 wounds and a hella-lot of spare guyz to attack, unless they ravage 55 in a single shooting round (fair enough, T-Shirt saves)
    They just don't seem to hold up to their points cost, th only thing thy have going for themselves in my eyes is i4 letting them bring MEQ's down with them.


    I've not properly tried it myself yet, but I decided that when I get another AoBR, I'll convert my entire nob mob to feature this list and try it. The way I believe it works is that nob1 takes a wound, and won't again until every other nob has taken a wound. This sounds too good to be true, so i'm probably wrong here, but it's just the way I've seen them used in batreps. To answer your other question... I'm not sure. if what I said before is true, then I;d assume it would go on a guy waiting to be hit, leaving the wounded one. (Remember, I have yet to try wound allocation myself)

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  4. #4
    Cowardly Warboss Ann's Avatar
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    Yes, I've run the nobz in a trukk in an otherwise footslogging army mostly of grots and boyz and found that the trukk often spells the difference between them getting in close or not, especially if I go first in turn one. the trukk certainly gives the nobz credibility as a spearhead threat in an otherwise footslogging army. Also, an added benefit, the trukk acts as a bit of a shield because you have to deal with the trukk first to extract the nobz and the Str 3 hit they suffer when the trukk explodes is usually pretty trivial. Personally I've found it worth the 35 points in many of my games. I played a 1000 point game last night and my unit of 10 nobz pretty much drew the attention of my husband's entire space marine army for three turns before they finally all died after taking out his terminators on their run toward his command post. It let me really do a lot with my remaining units.

    I agree that in a horde army having more boyz instead of nobz isn't necessarily a bad thing. The main thing I like about the nobz is the fact you can load them up with things like klaws, which can do a number on many things that boyz have a harder time against, at least in my admittedly limited experience as a 40K player.

    Yeah, I'll be curious to hear what some of the more veteran players have to say about the wound allocation thing. It seems a potent thing to do that would make a good unit even better.

    -- Ann

    p.s. I'm curious, if you go without the nobz what do you use with your footsloggers when you go up against people who field a lot of tanks? Walkers?

    Last edited by Ann; 31st January 2012 at 19:01.
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  5. #5
    Skyy9432's Avatar
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    Originally Posted by Ann View Post
    Yes, I've run the nobz in a trukk in an otherwise footslogging army mostly of grots and boyz and found that the trukk often spells the difference between them getting in close or not, especially if I go first in turn one. the trukk certainly gives the nobz credibility as a spearhead threat in an otherwise footslogging army. Also, an added benefit, the trukk acts as a bit of a shield because you have to deal with the trukk first to extract the nobz and the Str 3 hit they suffer when the trukk explodes is usually pretty trivial. Personally I've found it worth the 35 points in many of my games. I played a 1000 point game last night and my unit of 10 nobz pretty much drew the attention of my husband's entire space marine army for three turns before they finally all died after taking out his terminators on their run toward his command post. It let me really do a lot with my remaining units.

    I agree that in a horde army having more boyz instead of nobz isn't necessarily a bad thing. The main thing I like about the nobz is the fact you can load them up with things like klaws, which can do a number on many things that boyz have a harder time against, at least in my admittedly limited experience as a 40K player.

    Yeah, I'll be curious to hear what some of the more veteran players have to say about the wound allocation thing. It seems a potent thing to do that would make a good unit even better.

    -- Ann

    p.s. I'm curious, if you go without the nobz what do you use with your footsloggers when you go up against people who field a lot of tanks? Walkers?
    May have to try it then! May I ask, Do you charge it right ahead for some serious threats that the enemy must deal with ASAP, or just drive it 6" a turn, maybe adding another to make up for the distance you fell behind while the rest of your boyz ran? Just seems like they'd be mashed going ahead without backup, but given that trukks can hardly run like their grot shields they'd be slowed right down.

    personally (some may see this as bad, but it works for me ^^) I obviously have each boyz mob with a PK. After about 30 wounds on th unit and the PK is dead. That give sthem potential, but obviously I want them stuck into infantry. I fiedl 3 squads of lone koptas, each with TL-rokkits. These can start 12" up, scout 24", then move another 12", shoot, and potentially assault a decent unit. They get shot down pretty damn fast, but if I field them with buzzsaws and they get a charge off... say goodbye to that tank before you've even drove it.
    I have 3 kanz, they use grotzookas but if I decided to I could proxy them as rokkits. Also, my dread is usually fielded with 1 extra CC arm, and his s10 can make short work of a vehicle if he's angry enough.
    Luckily, I've never faced a mass-vehicle list so i can't say how effective this tactic would be against them :/

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  6. #6

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    Nobz can footslog as well as any boyz...

    Move + run every turn until you get close enough to assault. Don't ever bother to shoot unless you just don't need any more movement before assaulting.

    Take roughly one Power Klaw per 3 nobz.

    Toss in the Warboss... he gives them a bit of punch, they give him some protection... and with him in the list they are a scoring unit.

    Waaagh! Banner is a must...

    They should be expensive... few units in the game can go up against them in assault and come out on top. You're going to cause trouble for somebody.

    But they are going to be a target too... adding back that cybork body gives them an invulnerable save against things that deny armor (and thus deny FNP)

    This can be good or bad. If you can, stick some Lootas or other unit in there that your opponent will fear more. Something to take the heat off of them.

    Otherwise they will be lascannon fodder...

    - d4c -

    Originally Posted by Architech View Post
    "The true test of power is not in being right, but in making others think you are"
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  7. #7
    Cowardly Warboss Ann's Avatar
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    Originally Posted by Skyy9432 View Post
    May have to try it then! May I ask, Do you charge it right ahead for some serious threats that the enemy must deal with ASAP, or just drive it 6" a turn, maybe adding another to make up for the distance you fell behind while the rest of your boyz ran?
    I try various things for variety and it also depends on what army I'm playing against. I also have the admittedly strange habit of roleplaying in 40K so I might change my tactics to reflect the arbitrary decision I have made about the nature of my army and/or its commanders. Usually though I just go the full 18" it gets for being a fast vehicle and decide that its role is simply to get my guys where I want them to go as fast as possible with the expectation of it being blown up on turn 1 or 2. Occasionally I've been able to take advantage of it being open-topped to launch an omg-don't-shoot-me protective assault but most people don't fall for that one very often or the nobz get carried away and kill off the guys that are supposed to be protecting them from getting shot. If I am going second I generally try to start my trukk behind some terrain or I put stuff in front of it to act as a cover save and then move it out of the way and roar past at 18".

    Yes, I do the nob with a klaw in my 30 boyz units too. Solid tactic. Bosspole too, obviously. Yes, I use the deffkoptas too - they are very nice to have. I started play with the Assault on Black Reach, and have found them very useful. I also equip them with the rokkits. Mainly at first I did so for WYSIWYG but I find they are useful in the anti-tank role as you say. (Blew up hubby's whirlwind before he even got to move last night!) I have also tried them with klaws and found them less useful due to their small numbers though the klaw would make them even more useful in the anti-armor role, as you say.

    In my limited mass-vehicle list fighting with foot sloggers, I have found the walkers and rokkit coptas quite useful. The boyz are useful too even though they can't usually do much to a lot of the vehicles they go against other than tie them up (walkers) and get in their way and slow other vehicles down a little. The only problem there I've run into is that the tanks just tank shock their way through my boyz as if they weren't there, but that is where the nob with the klaw comes in as he chases after them screaming insults and trying to pry important-looking bits off the back as they try to roar away.


    Originally Posted by Skyy9432 View Post
    Just seems like they'd be mashed going ahead without backup, but given that trukks can hardly run like their grot shields they'd be slowed right down.
    Yes, trukks do tend to get mashed up without protection but if you get one turn of movement you are often half way across the board and if you get two turns, well, that's potentially 36" or you could do 12" on the second move, jump out and still be able to assault.

    -- Ann

    p.s. I agree with everything that dc4 wrote about nobz in his post. I've seen people really load up on the klaws but that seems a waste of points to me because you need nobz to kill off to protect the guys who spent the points on klaws, after all.

    Last edited by Ann; 31st January 2012 at 19:40.
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  8. #8
    Thats Mr Snegz to you sneggy's Avatar
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    I'd like to point out eavy armour and cybork bodies cost the same.
    You want a 4+ save you get vs light weaponry but lose vs almost everything which will insta death a nob and power weapons (lets be honest almost every unit carries a power weapon nowadays)
    Or a 5++ save you get vs everything.

    I know I would take the cybork option everyday.

    Tarion'maseth-But you know that when it's time to party, you want the keg, not the 6-pack :Wink:
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  9. #9
    Cowardly Warboss Ann's Avatar
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    Originally Posted by sneggy View Post
    I'd like to point out eavy armour and cybork bodies cost the same.
    Yes, that cybork option is quite nice. And the "feels no pain" you get from the obligatory painboy is quite nice too. I was thinking that a painboy would be the next model that I'd buy for that very reason. You get "feels no pain" against the small stuff and the 5+ save against the big stuff. I've been doing the heavy armor thing so far.

    -- Ann

    p.s. Skyy, I've also had some success against other horde orks by putting nobz in an assault vehicle such as a looted wagon with a skorcha. If it fails its "Don't Press Dat!" roll then I roll forward 12 toward the enemy, which is usually to the good. Plus the extra point of armor makes my nobz immune to many army's small arms fire whereas trukks can be destroyed by lucky or massed Str 4 weapons. If you are lucky enough to roll up to the enemy, you can in the last turn move 6", fire its skorcha, and then have the nobz bail out of the open-topped vehicle and assault. The LW usually dies before it can do this, but it is fun when you can pull it off. As a variation, I put a trukk full of boyz in front of the wagon to act as a shield and then give my enemy two targets to worry about - the less dangerous boyz in the front or if they go after the nobz I often get the cover save.

    Last edited by Ann; 31st January 2012 at 20:24.
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  10. #10
    Skyy9432's Avatar
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    Nobz can footslog as well as any boyz...

    Move + run every turn until you get close enough to assault. Don't ever bother to shoot unless you just don't need any more movement before assaulting.

    Take roughly one Power Klaw per 3 nobz.

    Toss in the Warboss... he gives them a bit of punch, they give him some protection... and with him in the list they are a scoring unit.

    Waaagh! Banner is a must...

    They should be expensive... few units in the game can go up against them in assault and come out on top. You're going to cause trouble for somebody.

    But they are going to be a target too... adding back that cybork body gives them an invulnerable save against things that deny armor (and thus deny FNP)

    This can be good or bad. If you can, stick some Lootas or other unit in there that your opponent will fear more. Something to take the heat off of them.

    Otherwise they will be lascannon fodder...
    Well i do plan on getting lootas, and by getting extra nobz free with AoBR I'll have noguh to run the mob of 1 I posted earlier in the thread for ultimate wound allocation. It has 3 PK's a BP and a waaagh banner ontop of the wound stuff to make them viable, so they seem like a good field

    I try various things for variety and it also depends on what army I'm playing against. I also have the admittedly strange habit of roleplaying in 40K so I might change my tactics to reflect the arbitrary decision I have made about the nature of my army and/or its commanders. Usually though I just go the full 18" it gets for being a fast vehicle and decide that its role is simply to get my guys where I want them to go as fast as possible with the expectation of it being blown up on turn 1 or 2. Occasionally I've been able to take advantage of it being open-topped to launch an omg-don't-shoot-me protective assault but most people don't fall for that one very often or the nobz get carried away and kill off the guys that are supposed to be protecting them from getting shot. If I am going second I generally try to start my trukk behind some terrain or I put stuff in front of it to act as a cover save and then move it out of the way and roar past at 18".
    I may try both tbh ^^ I'm still scared of sending them on their own. Granted, I can pull off a charge, rip apart some stuff... but it's the counter charge that scares me. One the other hand, if they survive the counter charge (I doubt it personally) I can keep them locked in combat for a turn 2 or 3 assault from my boyz. But it just seems like an expensive kamikazee tactic atm ^^
    How would you say they fare against big things like MC's and daemon princes etc? A vehicle means you couldn't lash them and if they can deal 4-5 unsaved wounds before the opponents turn, there's noting they can do bout it.

    Skyy, I've also had some success against other horde orks by putting nobz in an assault vehicle such as a looted wagon with a skorcha. If it fails its "Don't Press Dat!" roll then I roll forward 12 toward the enemy, which is usually to the good. Plus the extra point of armor makes my nobz immune to many army's small arms fire whereas trukks can be destroyed by lucky or massed Str 4 weapons. If you are lucky enough to roll up to the enemy, you can in the last turn move 6", fire its skorcha, and then have the nobz bail out of the open-topped vehicle and assault. The LW usually dies before it can do this, but it is fun when you can pull it off. As a variation, I put a trukk full of boyz in front of the wagon to act as a shield and then give my enemy two targets to worry about - the less dangerous boyz in the front or if they go after the nobz I often get the cover save.
    May try this! I have 2 Lwagons for boomguns, but proxy can never hurt if you clarify with the opponent

    Cheers for restoring my faith in the nobz unit guys!

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  11. #11
    Ugh's Avatar
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    @skyy ... ok I have read all the nice flattery concerning Nobz from the quite established gents and ladies ... so now its time for good ol Ugh to comment not quite as dandy about the said Nobz.
    In my oppinion the best Nob is the Nob leading a mob of Boyz, equipped with a Klaw and a Pole. I recon you know what kind of Nob Im talking about ... hehe .... There is nothing in the Ork Dex that beats face like mobs of Boyz ... either Shoota or Choppa layouts ... both have their uses. I think Nobz are too much of a pointsink compared to how easy it is to whap them over.
    I would go for more Boyz anyday .... the Nobs from AoBR are actually pretty good for conversions ... so I wouldnt hesitate getting the box.
    Thats my 2 cents of ramblings ....
    Cheers

    Last edited by Ugh; 1st February 2012 at 10:21.
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  12. #12
    Cowardly Warboss Ann's Avatar
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    I agree with Ugh that the nob leading a unit of boyz is quite nice for the reason that unless your name is Telion or something along those lines you can't single him out and get rid of his klaw. I've noticed that my warboss is usually only good for one round of krumping in close combat before he is dead because he is an independent character but that upgrade nob can often get many rounds in before he is finally dispatched or runs away.

    Personally, I like fielding nobz and a big part of the reason is that my boyz-based horde army takes too long to move and makes it so we don't finish our weekday games. I'm thinking of getting some movement trays but I'm not sure that would work out very well because I do need to keep the boyz spread out because of templates and they tend to muck about in terrain a lot which would make the trays hard to use or no real savings on time.

    So I have a nob-based army that only has a few more models than my husband's equal point space marine army and my huge horde army for the longer weekend games. Also, one thing I don't like about my boyz (and I really like them, don't get me wrong) is that they don't do well against some of the heavier armor that people almost always field when they know I'm playing that list. The nobz, on the other hand, with their klaws (str 8, str 10 on the charge and against vehicles you can charge every round since you are not locked in combat) can at least have a good chance of wrecking a vehicle - even AV 14 (land raider *cough cough*) - with the multiple klaws they bring to the fight and they still rock against infantry.

    Still, there is no denying Ugh's point that nobz are expensive though if one wants to cast points sink concerns to the winds one can mount them on bikes and make people really sad.

    -- Ann

    Last edited by Ann; 1st February 2012 at 17:16.
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  13. #13
    Mouldy Ork Warboss Xander's Avatar
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    For me personally, i would get them Nobz from AoBR then lop off one of their arms and bang the warboss PK on him. Chuck him in-front of a mob of boyz and he will be more use than i have ever found (the somewhat spendy) Nobz mob's to be. Mine have always died a pretty nasty death from hails of fire, which could have been directed toward a bunch of boyz (costing much less).
    Having said that, in one of the first games i ever played they did rock da house, and were the only unit left standing...(i would still go boyz!).
    Failing that, bung in some Kanz to draw fire and run them up the flank, or keep them in reserve and plop them down when the enemy is watching the Kanz too closely. May work.
    Xan

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  14. #14
    Cowardly Warboss Ann's Avatar
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    Good points, Xan.

    One thing about the nobz is they can have an anti-armor capability that boyz often lack, and if you field both the nobz and the boyz, you can present your non-mechanized opponent with some ugly fire allocation decisions. I've often put a three unit super unit which was grots in front, then boyz and then nobz with everyone getting a cover save, and then some fast attack (especially) and some long range heavy support to harass the stuff that likes to pare down the main infantry formation otherwise. Doesn't always work of course (what does?) but I've found it to be fun and often it works out pretty well.

    I find that grots are sometimes useful for footsloggers that you want to protect. Put the grots out in front of the nobz so either the enemy takes a turn or two to kill them off while you get in some unmolested running with your nobz or your nobz get a cover save. Also, if you work it right by putting half the grots behind the nobz and half in front, the grots get a cover save too though I've often found that unit coherency issues often force me to bunch my guys up too much when I do this, though if you keep them in a line-style formation it is often less painful with the blast templates though heavens help you if some guy with a flamethrower manages to get a flank shot when you are doing this.

    Anyway, going to be doing the first game of the challenge ladder at my local game store today and will be fielding a unit of 10 nobz, though I'm keeping it WYSIWYG so they aren't all different (for wound allocation; that and I'm a little unclear on the fine points of every-model-different-unit wound allocation still) and I don't have some things in the unit that I wish I could have like the Waaagh! banner, which I'll be cobbling together soon.

    My nobz today are:
    1. Klaw, Bosspole
    2. Shoota-Skorcha Combi-weapon
    3. Big Choppa
    4. - 5. Klaw
    6. - 10. Slugga & Choppa
    Dedicated Transport: Trukk with ram. I sometimes put a rokkit on the trukk but usually not since the job of the thing is to move flat out until the nobz get into the fight or the vehicle explodes.
    11. Warboss with Klaw and heavy armor. (He's highly cowardly so I put him in with the cadre of nobz who literally carry them over their heads into battle, though he likes to drive and often gets carried away when doing that, so he's going to start out driving the trukk.) Boss also makes nobz a troop choice, which might be nice if we roll an objective game. I've experimented with taking the klaw off the warboss and giving it to a nob because of course in assaults the boss usually dies quickly, but then again when it is stuff like terminators he almost always takes out at least his points before he dies (*agrees with Zan*) ... I usually end up leaving it on him because I have the AoBR boss and he comes with the klaw.

    All the nobz have heavy armor, which has been working out well to middling for me in my games with a few different marine armies. I'd like to do the cybork thing but I can't do it for the whole unit because I haven't purchased a painboy model yet, but he's on the list to be sure right behind the deff dread that I ordered! Fortunately I built some of my nobz with magnetized arms so I can swap out for cybork limbs when the time comes.

    dc4: > This can be good or bad. If you can, stick some Lootas or other unit in there that your opponent will fear more. Something to take the heat off of them.

    Agreed! I've found that dropping a few stormboyz on stuff that might otherwise harass my nobz or using something like deffkoptas (rokkits for marines; maybe toss in a klaw and do the anti-vehicle "green baron" thing as someone said in other post) has worked ok for me in the past.

    Last edited by Ann; 2nd February 2012 at 18:06.
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  15. #15

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    Sorry don't mean to be nit picky just wanted to point out a couple of things

    Originally Posted by Ann View Post
    The nobz, on the other hand, with their klaws (str 8, str 10 on the charge and against vehicles you can charge every round since you are not locked in combat)
    you klaws are Str 9 on the charge, reason being, you double first then add plus 1, not the other way around, unless stated other wise. (Page 7, Box that says Multiple Modifiers just above the picture on the right)

    Originally Posted by Ann View Post
    putting some of the grots out in front of the nobz and some of the grots in with the nobz so that the grots get a cover save too.
    you can't have units giving each other cover saves, if you have units intermingled with each other, then what ever unit has a model closer to the enemy unit that is firing at you will not have a cover save. (page 2 of the 40k faq)

    1850 DE
    1750 Ork
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  16. #16
    Cowardly Warboss Ann's Avatar
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    Yup, you are completely right, CD. You apparently do use the order of operations from elementary Algebra for figuring out the mod's, and you are right about the cover saves too.

    I certainly like these forums - sometimes the advice that one gives seems like it is great until someone else comes along with a better understanding of some of the rules and sets one right. Now I'm going to have to have a talk with the guy at the game store that told me about the "green box" defense for orks where you pretty much mingle your guys together such that they are all supposedly giving each other a cover save. According to the p. 2 rule of the FAQ that wouldn't work and I can go back to simply putting my grots up front like I was doing before. TBH it feels better going back to the old way ... I felt a little cheesy doing the green box intermingling thing.

    Played my ork horde list against 1000 points of space marines in the challenge ladder today. It was supposed to be space wolves but he canceled out at the last minute. The nobz ended up having their trukk blown up by a devastator squad on turn one (marines went first) and turned into footsloggers. They fell in behind the grots, who were in front of the boyz. Without going into details, the nobz did quite well for themselves even without their transport.

    Thanks again for the clarifications. I'll pass them along to my group of friends....

    -- Ann

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  17. #17

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    I never footschlog my death star. Battlewagon with Deff-Rolla then you can ad some IC's to help get you where you are going. Here is my nob deathstar.

    1 Battlewagon - Big Shoota; Armour Plates; Deff Rolla; Lobba
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Big Choppa; Twin Linked Shoota
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Choppa; Twin Linked Shoota
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Slugga; Power Klaw
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Choppa; Shoota/Skorcha Kombi-weapon
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Waaagh! Banner; Slugga; Power Klaw
    1 Nobz - 'Eavy Armour; Bosspole; Cybork Body; Stikkbombs; Slugga; Power Klaw
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Power Klaw; Twin Linked Shoota
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Slugga; Big Choppa
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Choppa; Slugga
    1 Painboy - Dok's Tools; Cybork Body; Stikkbombs; 'Urty Syringe; Grot Orderly

    I costs under 650 and can have both of the armies IC's hang with them. Its sick and exploits wound allocation. If you are going to drop a ton of points on a deathstar best spend the extra points on delivery or put them on bikes which is sicker imo. An absolute must I see people missing from their nobz is the Waagh banner it makes you WS5 hit on 3's people, it is critical and cheap.

    This is a an Ork Cheesestar including the characters that I have used before it seems to make people angrier than the nobz because they don't realize what it can do.

    1 Boss Snikrot - Mork's Teeth
    13 Kommandos - Choppa & Slugga
    2 Kommandos - Burna; Choppa & Slugga
    1 Mega-armoured Warboss - Mega Armour; Attack Squig; Bosspole; Cybork Body; Power Klaw; Twin Linked Shoota
    1 Ghazghkull Thraka - Adamantium Skull; Bosspole; Cybork Body; Mega Armour; Big Shoota; Power Klaw

    You can make the Kommando Cheese star even cheesier by substituting the Mad Dok for the Mega-boss. I usually don't take three named characters though, I am not GK player to do have some sense of decency.

    Last edited by Badarmies2; 5th February 2012 at 12:21.
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  18. #18
    SourImplant's Avatar
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    Originally Posted by Badarmies2 View Post
    1 Battlewagon - Big Shoota; Armour Plates; Deff Rolla; Lobba
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Big Choppa; Twin Linked Shoota
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Choppa; Twin Linked Shoota
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Slugga; Power Klaw
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Choppa; Shoota/Skorcha Kombi-weapon
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Waaagh! Banner; Slugga; Power Klaw
    1 Nobz - 'Eavy Armour; Bosspole; Cybork Body; Stikkbombs; Slugga; Power Klaw
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Power Klaw; Twin Linked Shoota
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Slugga; Big Choppa
    1 Nobz - 'Eavy Armour; Cybork Body; Stikkbombs; Choppa; Slugga
    1 Painboy - Dok's Tools; Cybork Body; Stikkbombs; 'Urty Syringe; Grot Orderly
    Here's a question. Why spend 10 points to give each of these models stikkbombs when you can just add a stikkbomb chukka on the Battlewagon and save yourself five points for another bosspole or big shoota?


    Originally Posted by Architech
    I figured it was an accident...so don't worry about it.
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  19. #19

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    Originally Posted by SourImplant View Post
    Here's a question. Why spend 10 points to give each of these models stikkbombs when you can just add a stikkbomb chukka on the Battlewagon and save yourself five points for another bosspole or big shoota?
    If I am looking for 10 points the stickbombs would be the first to go. This is a saved unit from army builder, and whatever points or config I was running at the time the nobz must have had stickbombs. We also have stupid amounts of cover and area terrain on our table. Realize our play group has been playing 40k for almost 20 years now. We have 20 years worth of terrain split between our 2 houses. At once guys house it takes up an entire closet floor to ceiling.

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