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Tactica: Beating nob bikers  [RSS]
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whitedragon
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Moz wrote:Just the concept of a contestin' pole... Legality, morality, whatever aside. Love it.



My contestin' pole is bigger...wanna measure?

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biztheclown
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Do people not usually take the cybork bodies on the nobz/nob bikers? Seems like those invuln saves would really buff them not to lose combats against the stuff that can beat them. My trukker nobz always take them.

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Shep
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wuestenfux wrote:Well, my EC army could take on Nobz Bikers rather easily: DPs lash them to bunch them up and then Obliterators shoot them with plasma cannons.


With all due respect, the size of the biker bases coupled with the 3+ cover save they'd have and the fact that those shots don't cause instant death, means that your technique would have a lower yield than you'd realize. Not speculation, I play with nob bikers and 2 of my regulars play obliterators.

My chaos friends are sneaking defilers back into their lists as an answer.

Nob bikers aren't so bad if you have...
soul grinder/defiler/leman russ in multiples.

I have started playing a few fun games with my guard army again. No dropping no infiltrating, but using the new "inquisitorial chimeras" in place of the regular codex chimera. Nob bikers need to be aware of how trashed they are when playing against guard. I played with 3x leman russes, 6x lascannons, 3x chimeras filled with 3x4 meltas, and 3x hellhounds. Not a popular list yet, but come May, its going to be all over the place. 3 battle cannons 6 lascannons and about 8 meltas at a time into nobs is game over. Orks are going to have to dial back on the "all in" attitude for nob bikers when the IG book hits.

If you don't have strength 8 pie... Just unload high strength shots into them, Moz had a great point to remember, on turn 1, you are going to dump your whole army into a unit. And its going to lose like 1 model. Don't worry... Next turn a bunch of wound allocation could mean him losing his painboy, or both his claws, or just have a bad run and lose 5 or 6 guys off of 9-10 saves. Once they have declared a charge, they aren't going to have that 3+ cover on your turn, so your output will increase. Get that first unit off the table asap, and the ork player will have lost a lot of board control. He's only going to have 4 turns to make his points back and just 1 unit to do it with.

I usually subscribe to the "kill one nob biker unit, then kill grots" philosophy. He'll have one slow scoring unit that'll be anchored to an objective, and his remaining nob biker unit will have to try and kill your units off that are dispersed and being difficult, while at the same time needing to be free to score objectives as early as turn 5.

More on this later, back to work :(
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biztheclown
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Shep wrote:
I usually subscribe to the "kill one nob biker unit, then kill grots" philosophy. He'll have one slow scoring unit that'll be anchored to an objective, and his remaining nob biker unit will have to try and kill your units off that are dispersed and being difficult, while at the same time needing to be free to score objectives as early as turn 5.


This makes a ton of sense to me.

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J2FcM
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Can we meld in some discussion of optimal all-comers equipped nob biker units?
ie. any other opinions on the number of PKs? It seems 4 + WB w\PK seems popular.
What about 'Uge Choppas, combi rokkits and burnas?

I was thinking of loading up several combi rokkits with loadin runts. 6 Nobs with that would average out about 4 rokkit hits. Is 4 rokkits connecting worth the +60 points?
burnas got any worth, or what about ammo runts to use with the dakka dakka guns?
Eavy armor seems to be a no no, but Cybork a yes yes.
How many go bare bones and use choppa + slugga? Maybe mix in some 'Eavy Armor just to make each nob unique?

this is like literally the only list that is motivating me to re-start playing 40k, as I love the low numbers, and tons of converting!

OK. you're right.
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Both Eavy armour AND Cybork are yes yes....every time.

combi-scorchas are extremely useful in the unit. 2-3 per unit is a good number to use in order to seperate nobs into seperate wound taking groups.

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um, you don't need eavy armour as the bikes come up with a 4+ save and a 4+ cover save.

but yes, cybork is always on there.

methoderik wrote:I started reading this thread, but then I just quit and started stabbing myself in the eye with a No. 2 pencil because it was not quite as painful.
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budro wrote:um, you don't need eavy armour as the bikes come up with a 4+ save and a 4+ cover save.

but yes, cybork is always on there.


good call, my bad, I dont have the codex with me....I just knew they have a 4+ save.

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Moz
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Warbike gives you a 4+ armor save, so heavy armor is a waste.
Cybork 5+ invuln is good for the mirror match, but I get by fine without otherwise. If you're taking that 5+ invuln (against a fist or powerweapon), you're not taking your Feel no pain and you're already waaaay down on the resilience curve from your normal 4+/4+. I found that with a 5+, they don't get any better at doing what they do and can't do, but you might get tempted to stretch their limits and get burned when you can't pull off enough 5+ saves.

My advice is to buy 120 points of something else useful and just avoid situations where you feel you need the cybork body.

Combi-weapons are your unique-model bread and butter. Just remember that a combi-rokkit/skorcha does not get the 2 weapon bonus in closecombat, even though you still have a choppa. I've already seen plenty of people confused about that with Nobs.

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Gorilla Serialist
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'Eavy armour is redundant because they're on bikes.

I think this is about the best you can make a nob bike squad and it's what people will have to look out for on the battlefield:


10 nob bikers 716 points
Painboy w/ bike, cybork body, stikkbombz, grot orderly
Nob w/ bike, cybork body, stikkbombz, power klaw, bosspole
Nob w/ bike, cybork body, stikkbombz, power klaw, waaagh! banner
Nob w/ bike, cybork body, stikkbombz, power klaw, skorcha kombi-weapon
Nob w/ bike, cybork body, stikkbombz, power klaw
Nob w/ bike, cybork body, stikkbombz, skorcha kombi-weapon, big choppa
Nob w/ bike, cybork body, stikkbombz, skorcha kombi-weapon,
Nob w/ bike, cybork body, stikkbombz, rokkit kombi-weapon, big choppa
Nob w/ bike, cybork body, stikkbombz, rokkit kombi-weapon, big choppa, ammo runt
Nob w/ bike, cybork body, stikkbombz, rokkit kombi-weapon, ammo runt

As you will no doubt notice, every single model is different so this squad can soak up 10 wounds before it even loses a model (more with a Warboss).

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Winning army had Cybork Armour.

Cybork armour makes you resiliant against things that FnP will not work against.

Combi-weapons go onto PK nobs.....they dont get a bonus anyway.

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Gorilla Serialist wrote:'Eavy armour is redundant because they're on bikes.

I think this is about the best you can make a nob bike squad and it's what people will have to look out for on the battlefield:


10 nob bikers 716 points
Painboy w/ bike, cybork body, stikkbombz, grot orderly
Nob w/ bike, cybork body, stikkbombz, power klaw, bosspole
Nob w/ bike, cybork body, stikkbombz, power klaw, waaagh! banner
Nob w/ bike, cybork body, stikkbombz, power klaw, skorcha kombi-weapon
Nob w/ bike, cybork body, stikkbombz, power klaw
Nob w/ bike, cybork body, stikkbombz, skorcha kombi-weapon, big choppa
Nob w/ bike, cybork body, stikkbombz, skorcha kombi-weapon,
Nob w/ bike, cybork body, stikkbombz, rokkit kombi-weapon, big choppa
Nob w/ bike, cybork body, stikkbombz, rokkit kombi-weapon, big choppa, ammo runt
Nob w/ bike, cybork body, stikkbombz, rokkit kombi-weapon, ammo runt

As you will no doubt notice, every single model is different so this squad can soak up 10 wounds before it even loses a model (more with a Warboss).



How effective are those skorchas? It would seem you could take the boldened\underlined Nob in the quote, and give him a Rokkit instead... maybe add an ammo runt + another banner

OK. you're right.
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here's my more conservative pass for a max unit (i don't think max units are necessary either)

warboss/cybork body/attack squig/power klaw/bike

nob/bike/painboy
nob/bike/bosspole
nob/bike/waaagh banner
nob/bike/power klaw
nob/bike/power klaw/kombi-skorcha
nob/bike/power klaw/kombi-rokkit
nob/bike/huge choppa
nob/bike/huge choppa/kombi-skorcha
nob/bike/huge choppa/kombi-rokkit
nob/bike

I don't have my book handy, but i bet that is a bit cheaper, if you wanted to see something on the other end of the spectrum.
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Deadshane1 wrote:Winning army had Cybork Armour.

Cybork armour makes you resiliant against things that FnP will not work against.

Combi-weapons go onto PK nobs.....they dont get a bonus anyway.


First up, what Neil took is pretty irrelevant. I took best general with no cybork (and 2 klaws per unit) and at no point in any of my games would I have garnered any benefit from it at all. If you are taking cybork saves in enough volume for them to matter, you are losing. It would be relevant if the cybork armor did 120 points or more worth of work in (most) of his games. If I had the points to spare I'd honestly get all combi-rokkits and ammorunts before I got cybork. A nice big rokkit salvo is great for opening rhinos, dropping an MC, or baiting the mirror match opponent out of hiding.

And combi-weapons have to go on non-klaw units in order to differentiate the unit. Bear in mind that the bosspole usually goes on a klaw due to its value.

My units were as cheap as they come with (11 models w/boss - fearless is very important vs. tankshocks!) still being all unique:
1 Nothing
2 Skorcha
3 Rokkit
4 Rokkit Ammo Runt
5 Big Choppa
6 Big Choppa Rokkit
7 Big Choppa Waaagh banner
8 Klaw
9 Klaw Bosspole
Painboy


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Moz wrote:
Deadshane1 wrote:Winning army had Cybork Armour.

Cybork armour makes you resiliant against things that FnP will not work against.

Combi-weapons go onto PK nobs.....they dont get a bonus anyway.


First up, what Neil took is pretty irrelevant. I took best general with no cybork (and 2 klaws per unit) and at no point in any of my games would I have garnered any benefit from it at all. If you are taking cybork saves in enough volume for them to matter, you are losing. It would be relevant if the cybork armor did 120 points or more worth of work in (most) of his games. If I had the points to spare I'd honestly get all combi-rokkits and ammorunts before I got cybork. A nice big rokkit salvo is great for opening rhinos, dropping an MC, or baiting the mirror match opponent out of hiding.

And combi-weapons have to go on non-klaw units in order to differentiate the unit. Bear in mind that the bosspole usually goes on a klaw due to its value.

My units were as cheap as they come with (11 models w/boss - fearless is very important vs. tankshocks!) still being all unique:
1 Nothing
2 Skorcha
3 Rokkit
4 Rokkit Ammo Runt
5 Big Choppa
6 Big Choppa Rokkit
7 Big Choppa Waaagh banner
8 Klaw
9 Klaw Bosspole
Painboy



Considering that this is a tournement list and the secrets out...easy to build (listwise) army for success...these are gonna be all over next year. I tend to think that 5 powerklaws over your two would be telling when coupled with Cybork armour.

You with 2 Klaws no Cybork...
Enemy with 4/5 claws with Cybork...

I wonder who's taking more instant death hits?

I tend to disagree with you, no offense. Especially when the extra klaws were put into a list specifically FOR other Nob Biker lists...and it worked.

This message was edited 1 time. Last update was at 2008/11/20 21:17:27


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Moz wrote:
And combi-weapons have to go on non-klaw units in order to differentiate the unit. Bear in mind that the bosspole usually goes on a klaw due to its value.



so.. 2 nobs

1 rokkit
2 rokkit + PK

aren't differentiated?

OK. you're right.
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Except that one unit is significantly more expensive, so one example have quiet alot more points to spend on other things.

I dont love the cybork bodies either, but think 2 Klaws might be a little thin esp. against other powerhouse units.
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...and those "other things" in the ork list that you would be picking up instead of more klaws and cybork armour are largely inconsequential.

more boys....that wont hurt the biker nobs at T5 4+ with FnP
lootaz...same story 3+cover and 4+ Fnp before charge
Gretchin...hah!
other things that shoot....
other things that think they can out assault biker nobs....

The whole key behind the biker nob theory is that they're too big and bad for anything else in a 1750 pt army to really deal with, the only other army that has two hard pipe hitting squads like this right now is....another bikernob army.

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ShockandHarrrr
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Sorry if its been covered I've only read the first page..But how would DW termies get on vs them? If they have claws and or TH//SS?
Go easy tho its my first day
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Ozymandias wrote:I'm thinking of running 3 LR Deathwing at Adepticon. It seems like it would have a decent chance vs. this list (and still not do too bad vs. other lists).

What do you think, could a pure termie/LR force give the Nobs a run for their money?

Ozymandias, King of Kings


Moz wrote:No question. Multiple LR + Termies will make it look easy.



Because you're new.

This is your last one though, don't be askin for any more favors.

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EEEK
I'll change my name to Major-Blunder
I'll try for some redemption
http://www.coolminiornot.com/201582 Check out this Amazing looking DW army..
I'm guessing it comes in at 1750 points but belial seems to be kitted out strange. It looks like a shield and sword. Loving the tech marine tho!
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I've never heard of 750 pt units in 40k. I'd probably try a few carnifexes and counter charge with genestealers. Would that not work? One fex and a gaunt unit dies from the mob, then counter charge with 2 more fexes and genestealers. Genestealers let the fexes reroll misses to hit so you have 10 s9 attacks that get to re-roll hits. That's a lot of dead bikers and they all strike before the power claws. Not to mention what the genestealers might do against them (although it wouldn't be as bad as the fexes).
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Isn't it from there the bikers fire off a round of rokkits, and dakka dakka's? What is it, like 3-4 rokkits, and about 21 twin linked dakka dakka shots? or just pure 30+ dakka dakka for lil beasties... since I imagine the owner of the said Warboss nob unit dont want to waste their deadly charge on a crappy carni and tiny runner turdanids.
The whole Nobs will charge this and I will just counter charge with that argument that has been going on in this thread makes me worried about what to spend on extra points more than anything since you'd be running 2 power house Nob units, obviously you'll be on the look out for a "baiting" unit. Isn't that when things get tough?

This message was edited 1 time. Last update was at 2008/11/21 08:18:29


OK. you're right.
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J2FcM wrote: How effective are those skorchas? It would seem you could take the boldened\underlined Nob in the quote, and give him a Rokkit instead... maybe add an ammo runt + another banner


Having a few skorchas around to kill off pesky speed bump units (or make them run) so you can get at the juicier stuff is pretty handy. The rokkits are really just there to make 'em all unique. Even with an ammo runt it's almost a waste of points in my opinion. Adding in a redundant banner just in case the other one dies is a really good idea though so maybe a rokkit nob should be replaced. Same with a second bosspole. This unit Must Not Run.

Getting back to how to kill these things...

The more you know about your enemy the better you can defeat them I guess. One thing you can do (alongside str 8+ weaponry) is try to eliminate that painboy ASAP. Make sure you're getting at least 10 hits on the squad whenever possible so you're forcing him to take saves. Mind War, Sgt. Tellion, Vindicares etc are your friend.

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Killing a painboy in summary:

Mindwar: Ideal... Ld 7 vs 10 (only bork army will save you)

Gift of Chaos: This one shines. You need a 6 to make it so, but doing it for a couple turns with several models and blamo.

Assassin Sniper: Hmmm... sorta ok. Line of site issues and the 4+ cover is annoying.

Any other ways to target the painboy?




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I really hate Gift of Chaos when it's targeted on my biker boss or nobs. I always roll a 6.

the grots though apparently love it as they always roll a 1...

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theblklotus wrote:Killing a painboy in summary:

Mindwar: Ideal... Ld 7 vs 10 (only bork army will save you)

Gift of Chaos: This one shines. You need a 6 to make it so, but doing it for a couple turns with several models and blamo.

Assassin Sniper: Hmmm... sorta ok. Line of site issues and the 4+ cover is annoying.

Any other ways to target the painboy?


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Monolith, Telion, Vindicare, Mind war, Gift of chaos, Boon of mutation, Mind worm.

The mob rule does change the painboys LD though, see p37 of Orks under Weirdboy for confirmation there. So mindwar/worm will become highly effective only once the unit has been whittled down a little.

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Grandmaster would easily take him out. He has a strength 6 force weapon at iniative 5 haha and he'll live to force weapon again with his retinue around.
I really do think 700pt unit is at your own peril, I mean I haven't got anything against it with a 650pt unit of GM+GKT+LRC combo.
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Monolith

Not since 5ed FAQ

Q. Can the AP1 hit from the particle whip be
assigned to any member of a squad or does it
have to be assigned to the model under the
centre of the template?

A. Any model directly under the centre of the
large blast template of the particle whip takes an
AP1 hit. The rules for blast weapons state that the
defending player may remove casualties from the
unit as a whole, not necessarily those under the
template, and this rule still applies here, so the
player can assign the AP1 hit to any model in the
unit.

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