newbi ork nob squad question...

SkelettetS

New member
Hi, i little silly question from a huge wh40k-dummie. im currenlty working on painting a play-able squad of nobz for display and having no clues whatsoever what is "leagal" in the game. is it ok to mix weapon-choies as you please within the squad? can i have (for example) one nob with claw, one with two handed axe och one with pistol/axe in the same gange?

thanks :)
 

CELPainting

New member
Nobs can mix and match in almost any way you want, so the short answer is yes you can.

The longer answer is...
From a competitive standpoint, Power Klaws are very common, but a blade and a pistol, or a big choppa, are both ok options.

Most Nob squads you see in game include a Painboy... but they are not required.

If you take a Painboy, everyone can become a cybork, which I think is always a good choice in game, but as I recall, its everyone or no one... thats and riding a bike, are the only all or no-one options I can recall right now.
 

SkelettetS

New member
thanks a lot CEL. my plan is to include a painboy, but i guess cyborks are no-go if i already built and painted two of the guys then... to bad :/ good to hear that i dont have to worry about the weaponry tho!
 

Undave

Flockwit
Painboys are great but upgrading to cyborks makes the unit far too expensive in my opinion. You've already got a 4+ save from eavy armour (certainly worth an extra 5 points each) followed by a 4+ feel no pain and two wounds apiece making a very survivable unit even without the cybork invulnerable save. You'd be better sinking those points into more boyz to join in wiv da ead kickin'.

Always take a Waaagh banner if you can as the extra pip of WS for a measly 15 points is a complete bargain especially when you consider it carries over to any characters which accompany the unit. Combine this with a simple slugga/choppa combo and you have a hefty number of attacks with a very respectable chance of landing your target. Klaws are heavy hitters but will double the cost of any nob you put them on. Big choppas are a good way to bolster the strength of your nobz for a smaller points outlay. They aren't as good at getting through heavily armoured foes like Marines but they'll clobber a vehicle without much effort and you won't be striking last all the time. Upgrading to ranged weaponry isn't all that useful to be honest. Shoota/skorcha combos are OK for a bit of close in fire support but you have to be careful that you don't kill all of the nearest models leaving you out of charge range. If you want massed firepower at range that isn't really what nobz are for, a unit of shoota boyz will get the job done better at a fraction of the cost.

If you just want the squad for display and aren't really planning on actually using it in a game then a mix of weapons would enhance the general Orkines of the whole thing. A Nob is probably going to... aquire the killiest thing he can get his hands on without worrying what the rest of the mob is carrying round with them.
 

SkelettetS

New member
Thanks a lot undave, i really appreciate the info!

If you just want the squad for display and aren't really planning on actually using it in a game then a mix of weapons would enhance the general Orkines of the whole thing. A Nob is probably going to... aquire the killiest thing he can get his hands on without worrying what the rest of the mob is carrying round with them.

yeah you really got a point there :D my plan to begin with was a total mix of weaponry, just to enhance the chaotic orkiness. wasent too shure it was legal in the game tho. sadly i had planed a really cool cybot-cybork too, but i guess ill live without it.

what about their smaller helpers then, are there any limitations for them? (im thinking of ammo-runts and painboy assistants). do the actually have a purpose "in game" or are they just for cooleness-factor?
 
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Undave

Flockwit
There's no reason you couldn't just pop a cybork in there, as long as your opponent knows one way or the other what the squad is then it won't matter. Then again if you aren't gaming it doesn't matter at all. Maybe you could just cybork up the dok as if he'd been "eksperimentin'" on himself.

As for grots they come as wargear and the models just act like counters in the game. They don't have their own stat line and aren't counted for casualties etc. Feel free to use as many as you want.
 

evil tendencies

Cake or Death?
Grots like ammo runts and stuff are cool models, for sure, but they offer dubious benefits. For example, a free re-roll might be nice, but with BS 2, chances are that your new die won't be a hit either. Grot orderlies have a little better chance of being useful, but if you're sweating one failed FNP save, you've probably already done something wrong.

It's too bad really; the models really deserve rules that encourage players to use them.
 

Undave

Flockwit
I don't know, ammo grots are fairly useless unless you have a few points to spare but I normally take an orderly or two. Nobs are going to get shot up as they're a choice target, you can't stop that, so if 5 points means preserving an extra 5 attacks from a charging mound of Ork then I reckon it's worth it. If there are 10 wounds incoming and I save half with my eavy armour, half again on my FNP leaving maybe 2 unsaved I'd certainly like another go at cancelling out at least one of those and keeping my guy alive.
 

SkelettetS

New member
cheers undave and E T.

thank again for info!
I hope to get some pics of the painted stuff in the WIP section soon. manymanymany hours to go before the whole gang is finished, but now i at least i know a little bit more about nobz "in game"... :)
 
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