[2500] Nob Bikers - Wargaming Forum and Wargamer Forums
 
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post #1 of 6 (permalink) Old 04-15-10, 03:49 AM Thread Starter
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[2500] Nob Bikers

Well, I had wanted to make a Feral Ork army for about two years now and I think that new Boar Boyz kit has convinced me to do so. I can do them as Count-As Nob Bikers, with proper additions of steam power and some primitive shootas and whatnot. Anyhow, here is a list I was tinkering with:

HQ:
Warboss
Attack Squig, Bike, Cybork Body, Kombi-Scorcha, Power Klaw
[155]

Warboss
Attack Squig, Bike, Cybork Body, Kombi-Scorcha, Power Klaw
[155]

Troops:
(10) Nob Bikers
Cybork Bodies, Painboy
- Power Klaw
- Power Klaw, Kombi-Scorcha
- Power Klaw, Waaagh! Banner
- Big Choppa
- Big Choppa, Kombi-Scorcha
- Big Choppa, Bosspole
- Choppa
- Choppa, Kombi-Scorcha
- Choppa, Ammo Runt
[658]

(10) Nob Bikers
Cybork Bodies, Painboy
- Power Klaw
- Power Klaw, Kombi-Scorcha
- Power Klaw, Waaagh! Banner
- Big Choppa
- Big Choppa, Kombi-Scorcha
- Big Choppa, Bosspole
- Choppa
- Choppa, Kombi-Scorcha
- Choppa, Ammo Runt
[658]

(12) Slugga Boyz
Nob
Power Klaw, Bosspole
Trukk
Reinforced Ram, Red Paint Job
[157]

(12) Slugga Boyz
Nob
Power Klaw, Bosspole
Trukk
Reinforced Ram, Red Paint Job
[157]

(12) Slugga Boyz
Nob
Power Klaw, Bosspole
Trukk
Reinforced Ram, Red Paint Job
[157]

(12) Slugga Boyz
Nob
Power Klaw, Bosspole
Trukk
Reinforced Ram, Red Paint Job
[157]

Fast Attack:
(2) Rokkit Buggies
Red Paint Job
[80]

(2) Rokkit Buggies
Red Paint Job
[80]

(2) Rokkit Buggies
Red Paint Job
[80]

[2494]

The Boss and Bikers would be on Boars, while the Trukks would be modified Chariots (expanded to the size of a normal Trukk, but with a steam engine) and the Buggies could be basic Chariots with a primitive rokkit system on it.

Thoughts on the list? How about the overall idea?

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post #2 of 6 (permalink) Old 04-15-10, 05:57 AM
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I like it. After years of playing 40k off and on I just decided to delve into Orks(after a brief thought of Daemons). I'm actually hoping that when(ever) Orks get a new dex, GW brings back some of the flavor army types(although with the current trend it's seems to be a longshot). Anyway...Go Feral WAAAGH!

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post #3 of 6 (permalink) Old 04-21-10, 02:32 PM
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This seems like a really cool idea. Make sure to post some pictures once they come out.
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post #4 of 6 (permalink) Old 04-22-10, 03:43 AM Thread Starter
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Waiting to see the whole O&G release in the next few months before I commit. I need to find a way to make the Trukks, which is a huge hurdle. Once I figure it all out, I will post some shots if I get it going. Also, I need to drop another $500 into my Guard army first, so that will slow this down.

I am going to try to proxy-test this army though, if I get free time after 'Ard Boyz (as in, I don't make it to Semis).

How does the list look as far as viability in a tournament scene?


Last edited by OldHat; 04-22-10 at 04:05 AM.
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post #5 of 6 (permalink) Old 04-22-10, 01:00 PM
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I think your going to have problems with ur trucks lasting past turn 2 and the lack of anti armor is a big worry as you are going to have to assult most vehicals to get guys out of them witch means yur going to run into always geting charged. Shooty armys are going to eat you as you will watch half ur army be on foot after turn 1 and CC armys are going to eat ur bikers as they are not that great when faceing people that know how to deal with them.

Dont get me wrong i like the list i just am not to shure how it will fair in ard boyz
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post #6 of 6 (permalink) Old 04-25-10, 03:40 AM Thread Starter
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Um, my anti-armor consists of a ton of highly mobile Power Klaws, which until the Deff Rolla ruling was how Orks traditionally dealt with armor. I will be on top of them on turn 2 with S9 Power Klaws hitting rear armor in multi-assaults, possibly cracking multiple tanks a turn.

Also, Trukks don't last. No one should expect them to make it to turn three or four. Of course, they will be behind my Bikers, so they should be obscured, which helps.

Now, Bikers are tough as nails. It would take a lot of high Str, low AP weapons at medium to long range to keep me from dropping on them like a ton of bricks. 3+ cover saves should be enough to keep them alive long enough to plow into the opponent. Also, they are great against almost any CC unit. What they aren't good at killing I swamp with Boyz, as per normal Ork tactics.

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