Ork Tactics - Meganobz - Warhammer 40k 10th Edition
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- Опубліковано 16 вер 2024
- 40k Ork Tactics 10th Edition - Index Orks
Meganobz
What's better than a Nob?
A MEGANOB!
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I run 5 meganobz with twin killsaws in a trukk with MA Big Mek every game. Putting’ ‘Ard as nails on them means the amount of firepower to shift them leaves the rest of the boyz free to roam. Also helps that these are beautiful models.
I agree, Meganobz are awesome minis.
@@6Stevo For the Big Mek, The Kustom Force Field or the TellyPort Blasta?
You know, there was an old piece of lore where Meganobz could bring their comrades up when they fell. And I like how they've brought this back with the new Big Mek.
So do I. Great to see Orks have a properly hard to shift unit in the army.
I do think the Big Mek’s Fix Dat Armor ability is very powerful, it isn’t powerful enough to compare them to Terminators in a unit of 2-6 when Terminators can be in units of 5-10, and can pair up with two characters rather than one.
That does sound very powerful indeed!
Time to put my meganobz on the painting table and finally get them done. It's their time to shine
Same here!
Space Marine Terminators can gain sustained hits whenever a Librarian in Terminator armor pairs up with them, and get plus one to hit when benefiting from the Oaths of Moment rule. Not to mention, they never suffer the penalty to hit rolls.
I will take your word on that bud. Not really looked at Space Marines much yet.
I stopped playing 40K at the end of 8th, but my youngest son (now 23) has got back into it, and is pushing me down the road too. These videos are really helpful for someone in my situation, and I’m lucky to have a number of the old metal meganobs. These guys will be coming onto my table and with an accompanying KFF Big Mek in mega armour.
Oh good for you. This edition is really good so far. Feels like a return to form.
I couldnt decide, so I went with both bigmek and warboss in MA in two different squads :D
Now that's the Orky way to do things! 👍
I LOVE these videos.
Thanks so much!
Another great vid, personally I love Meganobz. For Orks it's so rare to have highly survivable infantry is so rare.
Couldn't agree more.
Outstanding data.. thank you so much for taking the time to do these videos!
Glad you like them!
Was worried we weren't gonna get the new review out soon but leave it to the boss to find the best time
🥰
Thank you , Stevo .
🐺 Loupis Canis .
Thank you too
@@6Stevo My pleasure , cheers .
Hi Steeve , nice to see you again!
I'm in 100000% with your opinion.
Mig mek is broken with 5 man meganobs on his unit, protect from long range, reroll his kmb on 1, heal and spawn 1 git ever cf, just enought to get closer and do spend enemies time and resources on it! I love equip them with pk and ks so they benefit with 7 atks on waargh with the stratgem they make devastating wounds onn 5 and 6.
Lets get a bit on numbers:
If set with ghazkull. 235 pt
2 mans MN for batl wagon? 65 pt
Battlewagon. 185 pt
Total. 485 pt
Ghaz with 5 man MN. 400pt
But on feet they will suffer and die before come closer.
Bigmek with 5 MN in a truk 315 pt
Still worth max speed and cover on ranged heal and respawn.
This must nt be legal 😂😂😂😂
You do realise they can only hit with either the pk or the ks. Not both. In melee you can only use one weapon.
@@6Stevo Dat is a BAD realize my frend thanx 😅🤣🤣🤣🤣 i'm still learnig play haha
@@andytiozzo4381Grey Knights can be upgraded to regen models like the Big Mek.... for EACH unit.... No character required.
I feel you. I haaaate what they did with the kombi-weapons, both for Orks and Space Marines. Way to fix what wasn't broken, GW!
Yeah and it looks like we're stuck with it for a while.
I love Meganobz. Flirting with the idea of 3 full units with leadership support; one being Ghaz
Ooooh! That'll be brutal!
I play the Goffs so I love me Ghaz have ever since he came out in the Armageddon campaign. But he’ll be sitting on Da shelf this edition. With his crazy high capacity that he takes in BattleWagons you’ll be waking him and the number of anti tank guns will just blow him and his bully boys away. Warboss with 6 MegaNobs in a battle wagon that just torpedoes into the enemy line for me.
That'll work well for sure!
The thing with Ghaz is that unless the opponent is dropping Mortals on him and his bully boyz, you can just keep tanking all those high damage low volume anti-tank hits with Makari's 2++ and laugh all the way to the bank (until you roll that 1, of course). And all the high-volume low AP shots? Well, you have a bunch of 30 point T6 2+ (more like 1+ when in cover) Meganobs eating those. Yeah it's a slow and pricy unit but god damn is it a pain to shift (especially with 'Ard as Nails) and hits like a bag of bricks. Mega Nobz with +1 to hit AND to Wound just kill everything that's left after Ghaz is finished havin' a word wiv 'em. Running Ghaz with a Green Tide should be great with Makari's Lethal Hits aura, but then you risk losing it if you use him to tank. It'll honestly make Beast Snagga Boyz even scarier VS vehicles and monster than what they already are as they can they can re-roll the hit to fish for those Lethals.
By the way, what's there in the game that isn't wounded on 2+ by Ghaz? S14 with a +1 to wound doesn't leave you with much, really. A Gargantuan Squiggoth and a Stompa for Orks but what else? And hell, even those are taking wounds on 2+ in the WAAAGH! Anything below T8 is getting wounded on 2+ even if they have a -1 to wound, which is crazy!
I know this was about the Meganobz but man, Ghaz is jut a really interesting unit right now and I'm itching to try him out!
I hadn't even looked at the Big Mek in Mega Armour to be honest, I had no idea he was that useful now
He is seriously good huh? Great miniature too.
@@6Stevo tempted to tweak my list for a game tomorrow now
Keep the vid's coming, slow and purposeful.
The Kommandos vid won't be far away. Keen to get on with some more units.
TIME TA GET STUCK IN TA DA FHICK OF IT LADZ!!! WAAAAAAAAAAAGGGGHHH!!!!
Waaaaaaagghh!!
Another informative vid... Can't wait for your video on KOMMANDOS!
Coming soon!
I feel like MegaNobz should have the option to go up to 10 because Terminators are very tough all on their own. They have the baked in 4++, are toughness 5, and have the ability to pair with a Librarian in Terminator armor to give them a 4+ FNP against mortal wounds.
It would be nice.
I didn't think about the claw saw combo. I might have to give that a try
I'm not convinced by it myself.
I think the standardized combi-weapon template is easily the dumbest idea GW has had in quite a while. The idea that a Kombi-Rokkit and Kombi-Skorcha do the exact same thing makes absolutely no sense at all.
Agreed. They went a bit far with the simplification there.
I do hope they sort the Kombi weapons out with the Codex. They seem a bit meh at the moment. Being able to bring one of these back each command phase is going to be spicy indeed.
The survivability is this units best quality for sure.
But yeah, GW, please fix Kombi weapons!
Iv played two 1500 point games with a big mek and 5 mega nobz in a trukk agents my buddy's ad mech. The first match he tried to focus off the mega nobz and he didn't manage it with two turns of his army shooting them so I do agree there quite tanky. The second game he ignored them and they managed to get right into his kattaphron breachers during the waaaagh and crumped 6 of them plus his manipulus between all the kombi shooting and the power klaws... Im not Allowed to use them ageist his ad mech again tell his codex comes out there simply to much for his army which was not the case at all in 9th. So Id say there the single most buffed unit in orks from 9th to 10th thou I will admit ad mech not the strongest army to compare too right now.
Oooooh nasty! Now tell your friend to stop acting like a panzie Git and av a proppa fight!
I have faced seemingly impossible to kill units in the past. I don't attempt to ban them, i just formulate new plans and lists to bring them down.
There is always a way.
What do you like to run the Big Mek w/? The KFF or the Tellyport Blasta? Or situational? Thanks
I have sooo many of these Boyz from 9th. I feel like I need to use the as often as possible
3 units of 6 would be rather nice!
Ghaz got my head spinning with all those special rules! Not sure about his buffs if they really compliment each other or not. Do you need +1 to wound with devastating hits? Do the devastating hits combo with the mortal wounds?
It won't affect the devastating wounds but it will increase the standard wounds.
Great video!! I would use the big mek in mega armour. and drop them in one of my evil sunz truck. get them up close real quick.
Good plan!
Great stuff, tanxs fur da vidz!
WAAAAAAAAAAAAAAAAAGH!
Waaaaaaaaaaaaaagghh!!
I definitely love that a warboss with saw boyz is great for krumpin, but a big mek is better with gun guys who can sit on objectives and ruin lives for trying to take it back!! Meganobs are spendy but tasty this edition for sure 😋
Yeah there is some versatility with the unit for sure. We don't have many properly resilient units, so they fill a useful role for sure
Uh, you've seen the Eldar Wraithguard with Spirit Seer dealy? Same thing, 2+ save, T7, one comes back per Comman phase, also dev wound blasters that hit on 3's with -4 ap.
Make em Wraith blades and they get a 4++ and a chance to fights on death.
Big Mek isn't broken, he's just good.
I suspect they are pretty expensive now though. Since yesterdays balance dataslate.
Meganobz dropped in points!
Two... *TWO* MegaNobz? What is GW Smoking?!
This better get fixed in the codex or no go!
That is just the minimum size squad. If you make the big mek you not left with 2 useless minis.
Excited for the Killa Kans
I'm always excited for Kanz!
If only they let us double-up characters on a maximum-sized unit: Mega Armour Warboss (for the damage output) AND the Mega Armour Big Mek (for the resurrection ability) 🤣🤣🤣
Also Stevo..... Will you be covering the Fortifications in the video series? Would be great to know a bit more on how to use the Boss Bunka and the Mekboy Workshop 🤞
I will cover EVERY single datacard mate.
Including all the Legends cards.
A unit of 10 would be absolutely a slog to chew through..ESPECIALLY since they can be attached to Ghaz.
Ooof! Yeah that would be savage!
I thjink I will run mine with kombi skorchas + killsaws, DAKKA ALL THE WAY
Hopefully Kombi Skorchas will make a return in the Codex.
@@6Stevo Oh crap! I just realized there are no options for the kombi weapons anymore... That sucks, sucks a lot!
I will still build mine with klaws and kombi weapons, even though badmoons do like a good krump, it feels wrong to run them with twin killsaws I think, also they look cooler that way in my personal opinion.
I wouldn't say the meganobz a particularly broken compared to other factions, it looks like pretty much everyone's got this ability. I'm disappointed the green tide isn't a thing.
Not so much Meganobz. More the combination of Meganobz and Big Mek.
@@6Stevo Fair enough, most of the "bring a Model back for free" abilities I've come across have been character combos. But I bet there's a fair few that arn't.
Time to repaint my Deff Wing and fix 'em up.
Indeed!
No massive nob jokes....
😏
They are alright but I have dropped the Big Mek my opponets either evaoprates the unit in one go or don't touch it at all so I have not got any mileage out of that particular character. Their defence are not all that, I find the Squighog riders to manage more punishment actually.
The Squighog Riders are fantastic. I have had success with them too.
Look forward to covering them soon.
Bruv saved the best infantry for last
😊
What you think my shooty list?
Not have all the models but almost
001 (1995 points)
Orks
Strike Force (2000 points)
Waaagh! Tribe
CHARACTER
Beastboss (95 points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota
• Enhancement: Kunnin’ but Brutal
Beastboss (100 points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota
• Enhancement: Headwoppa’s Killchoppa
Beastboss (80 points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota
Big Mek with Shokk Attack Gun (75 points)
• Warlord
• 1x Close combat weapon
1x Shokk attack gun
Mek (45 points)
• 1x Kustom mega-slugga
1x Wrench
Mek (45 points)
• 1x Kustom mega-slugga
1x Wrench
Warboss (85 points)
• 1x Attack squig
1x Kombi-weapon
1x Power klaw
1x Twin slugga
• Enhancement: Supa-Cybork Body
BATTLELINE
Beast Snagga Boyz (105 points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 9x Choppa
9x Slugga
Beast Snagga Boyz (105 points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 9x Choppa
9x Slugga
Beast Snagga Boyz (105 points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 9x Choppa
9x Slugga
DEDICATED TRANSPORT
Trukk (50 points)
• 1x Big shoota
1x Spiked wheels
Trukk (50 points)
• 1x Big shoota
1x Spiked wheels
Trukk (50 points)
• 1x Big shoota
1x Spiked wheels
OTHER DATASHEETS
Big’ed Bossbunka (135 points)
• 1x Big shoota
1x Gaze of Gork
Flash Gitz (190 points)
• 1x Kaptin
• 1x Choppa
1x Snazzgun
• 9x Flash Git
• 9x Choppa
9x Snazzgun
Gretchin (45 points)
• 1x Runtherd
• 1x Grot-smacka
1x Slugga
• 10x Gretchin
• 10x Close combat weapon
10x Grot blasta
Mek Gunz (90 points)
• 2x Grot crew
2x Kustom mega-kannon
Mekboy Workshop (80 points)
Morkanaut (350 points)
• 1x Klaw of Mork
1x Kustom mega-blasta
1x Kustom mega-zappa
2x Rokkit launcha
2x Twin big shoota
Nobz (115 points)
• 1x Boss Nob
• 1x Big choppa
1x Slugga
• 4x Nob
• 4x Big choppa
4x Slugga
Very nice!
I think I prefer the kustom shoota on them, if i wanna run combi weapons, nobs serm the more attractive option as meganobz are just so few models and few shots, i can see myself missing all of them every turn haha
Now only if we had skorchas and rokkits back.
@@6Stevo skorchas were great
Except kombi Nobs miss out on a proper combat weapon
I believe they are very pillowfisted... Only 3 attacks of damage 2... Or even worst 2 attacks each... I really believe Orks are not at all as good as they where in 9th :(
I think their strength lies in their resilience rather than damage output.
But, with a Warboss and during the Waaagghh they become pretty nasty!
I've no played for a few years, but could you put a warboss and big mek together with them, and have one op command squad style unit?
Not anymore. Either Warboss or Big Mek. Not both i'm afraid.
so far 1 unit is ok if I were to take two I would hath to change my army a lot so big mek and warboss that would give me 13 units over 15 units with wird boy to
Nice!
As it says units of two, does it mean you have to take in multiples of two? Two, four or six? Or can you take just three?
No Meganobz are a bit unusual in that respect. They have a higher choice of unit sizes compared to other units.
Because of the way they're packaged with a Big Mek option. So you can have 2 with big Mek leading them.
@@6Stevo So you can't really build three meganobz from the kit and them be usable?
@@superspecky4eyes you can. I think the allowed squad sizes are 2, 3, 5. I think......
I dunno, I don't think they sound like they put out enough damage 🤷
More a hardy unit that can take a beating.
Because of their resilience, over the course of the game, they are likely to cause alot of damage over time.
We have alot of glass hammers in our faction, so these make a refreshing change.
@@6Stevo I guess the value is to park them in the middle of the table and say to your opponent, hey, look here, you need to kill these things, not all the other stuff
yes thay got lot foe a unit of two but guy who do manets are happy YASH to do all that me got get the new minis got old metel ones and onesd that ues as this but the guns and other daka thay get depens on the ponts you got to but will see ever see em in dawn of war great grafics and sayings
Indeed! 👍
I personally love meganobz and i have ran them with a Big mek in mega armor giving them a 4++ in a trukk in about 8 games now.
They are super tanky to just sit on an objective abd absorb massive amounts of fire power without moving. They are not as OP on the table as they look on paper.
For me i found they just dont hit hard enough im melee. Yes yes they will splater infantry but thats not what they should be used on. They should be ran into vehicles, the problem is their claw is on s9 when many of the vehicles the use to do big damage to in 9th they just dont get it done now in 10th. The s12 saw is awesome but they dont get enough attacks to take down the vehicles that the claws also cant take down.
In my opinion a unit of megnobz on its own is c teir.
Meganobz with mega armor mek in a trukk is A teir
I look forward to trying them out myself soon.
@@6Stevo you are going to love it. The look on your opponents face after they realize they just put over half their shooting into a unit and barely made a scratch is priceless.
Annoyingly, I think Twin-Linked Power Klaws would have been better than the Killsaws. The lower Strenght means they benefit more from re-rolling wounds.
This is true. Xxxxxxxxxxxxxxx
Pretty disappointed when I saw that termies with storm shields have 4 wounds and a 4++ save. I was sure meganobz would be up to 4 wounds as well. No invulnerable save unless you pack a big Mek. I think termies are gonna wreck these guys every time unfortunately.
Hmmn. How much do they cost in points though?
MegaNobz are good and better with the BigMek. Not OP tho terminators are still better
Yeah not really looked into other armies much as of yet.
Not broken or OP at all. Terminators get all the good stuffand even can double up on characters. Meganobs are fine, bringing some resillience. But for damage, they just cant keep up with real combatunits. 2A on 4+ and 2 damage is just not enough to bring down any target, bigger then 5 lonely space marines.
They do have some nice staying power though. Hit hard duringva Waaaaaaagghh!!