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Nob Biker’s Kryptonite
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Old 03 Apr 2009, 11:15   #1 (permalink)
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Default Nob Biker’s Kryptonite

Nob Biker’s Kryptonite
by Zenai a.k.a. Warlord Nezfang Skargut

Da Boyz are here
The cry of Waaargh is shouted on a thousand worlds as
the Orks rampage through the universe on their holy war.
Smoke-belching Ork Gargants stamp across the battlefield,
smashing all resistance and leaving a trail of destruction in their wake.
Nobz control and direct their forces as the boyz
charged madly at the enemy, bolters blazing.
Stormboyz march in precise ranks, Madboyz gibber and prance,
Painboyz administer their own unique brand of mendin'.
Great Battlewagons lurch over the ravaged landscapes,
escorted by flotillas of whooping Orks revving their bikes and buggies.
Behind the front, Weirdboyz channel the psychic energies
of the battle-crazed army into blasts of pure psychic power.
Huge herds of Gretchin and Snotlings are driven into enemy
ranks to overwhelm by sheer force of numbers alone.
Surely no other race in the universe loves war so much as the Orks.

Let’s admit; people are having trouble with these speedy little buggers. I, myself, am a Nob Biker player but I’m always a good sport and am willing to share my knowledge of Nob Biker’s Strength and Weaknesses. In this article, I will discuss on how to beat Nob Bikerz with the various armies of 40K.

[hr]

Basic Strategy
Shooting
Nob Bikerz will shrug off small arms fire and even medium strength weapon if they’re not AP2 or less. Forget weight of fire. You need pure destructive firepower to kill a Nob or those ignoring Cover Save such as Flamer weapons. When choosing a Range weapon to kill Nob Bikerz, you have to consider whether it can ignore 2 of its 4 Saves (The 4 Saves being Armor, Cover, Invulnerable and FNP Save). Most weapons would high value strength would ignore the FNP automatically and would be AP4 and below so it would ignore the Armor Save thus leaving only the Cover Save. E.g. Battle Cannon shoots, successfully wounds, its Strength is double that of the Nob’s base Toughness so it ignores the FNP, its AP3 so it ignores the Armor Save thus leaving only the Cover Save and as an added bonus, it instant-kills the Nob. Flamer weapons especially Heavy Flamers though it doesn’t seem much if the Nobz has Cybork Bodies (which gives their Invulnerable Save) but a 5+ is better than a 4+ for you. How much wounds you can cause or specifically, whether is it worth it to take Pot-Shots. This is the case where you have maybe a Devastator Squad and you’re choosing between Lascannon and Plasma Cannon. The Lascannon can instant-kill a Nob Biker but it has to get past the constant 4+ Cover Save or even 3+ if the Nob Bikerz turbo-boost. Plasma Cannon can cause more wounds as it is a template weapon and will more likely to kill more Nobz. Also in this case, fielding Plasma Cannons is cheaper point-wise than Lascannons. Missile Launchers is a cheaper alternative and able to switch to Anti-Horde once the Nobz are gone.

Close Combat
Neither GEQ-stat units unless equipped with Power Fist ain’t gonna work nor having horde units like Ork Boyz or Tyranid Gaunt Swarm to try tar-pit or flood the Nob Bikerz with hundreds of attacks will work. The Nob Biker will only feel next to nothing and the swarm/mob will just be destroyed in the Sweeping Advance as the Nob Bikerz raise their Big Choppaz and Power Klaws and start to wipe the floor with them. You have to get dedicated CC units such as Space Marine Assault Terminators or Tyranid Carnifexes. One of the important similarities is that they can be equipped with high strength power weapons e.g. Monstrous Creature itself or Thunderhammers. Also crucial is whether they can deliver the blow before they die e.g. Genestealer’s Initiative or able to shield themselves from the Power Klaws e.g. Space Marine Storm Shields (Yes, the Cheese~y 3+ invulnerable Save for all occasions!).

Space Marines
Terminators – Overall one of the best Elite Space Marine unit. Their 2+ Armor Save able to withstand the huge amount of Choppa (including Big Choppa) attacks and their 5+ Invulnerable Save is able to protect Terminators somewhat from the Ork’s signature CC weapon; the Power Klaw. Comes standard with Power Fists (except for the Terminator Sergeant), Terminators are able to instant-kill a Nob Biker which is one of the main tactics to kill Nob Bikerz; Instant-Kill them! Another thing about Terminators is their range weaponry particularly their heavy weapons. Whether you’re deep-striking or not, Terminators are able to dish a fair amount of firepower when on the tabletop. Heavy Flamer does quite well if the Nob Bikerz are within range as it ignores their Armor and Cover Save, leaving only their FNP and a great opening before assaulting them. Assault Cannon are viewed as one of the best weapons to be equipped on Terminators but against Nob Bikerz, it’s not very effective. Cyclone Missile Launcher just got a Cheeze-Boost from GW and I would gladly recommend as a weapon to be considered when fighting against Nob Bikerz. Firing it at Nob Bikerz will ignore their Armor Save and FNP thus leaving only the Cover Save as well as instant-killing any of the Nob Bikerz that failed it’s Roll to Save.

Assault Terminators – The breathens of the Terminators and though without the range weapons available to the Terminators, they make up for it by being equipped with the best CC weapons e.g. Lightning Claws and Thunderhammers. Though it seems tempting enough to arm them with Lightning Claws, the sad truth is that the Nob Bikerz will just absorb the wound and sought to clean your Assault Terminators when their Power Klaw comes into play. The 5th Edition Space Marine Codex has given the Storm Shield a massive (if not, cheese~y) boost; 3+ Invulnerable Save! The Thunderhammer and Storm Shield combo is what I highly recommend if one goes against Nob Bikerz. Thunderhammers are able to instant-kill a Nob while the Storm Shield will protect them from the Nob Biker’s Power Klaws.

Librarian – I admit they seem not to hot on their own but since when they’re fielded alone? They’re Support Units thus you will use them to support. One of the main attractions of the Librarian is their Psyhic Power, Null Zone. Using this along with your Thunderhammer-armed Assault Terminators and you will find Nob Bikerz are dying like flies. Another attractive Psyhic Power is Vortex of Doom. This Psychic Power is a great opener before assaulting Nob Bikerz but the problem is; it’s a Heavy attack thus you can’t move and assault if you want to use this Psychic Power. Solution; Terminator Armor. It will let you move, use Vortex of Doom and then assault. Furthermore, it will help your Librarian survive better the choppin’ it will get once your opponent realizes it’s a major threat for his/her Nob Bikerz. A Storm Shield is an optional upgrade as you just want your Librarian to survive long enough for the Thunderhammers to start making contact with the Nob Biker’s face.

Chaplain – Another Support unit of the Space Marines but he being more of a CC-Monster. Its Liturgies of Battle allows you to re-roll Roll to Hit (assuming you charge first) and combined this with Thunderhammers, your opponent is gonna need to roll a lot of Invulnerable Saves. Again, Terminator Armor will help the Chaplain weather the hits from the numerous Choppa attacks.

Land Raider Redeemer – Admit it; Deep-Striking is a bad idea if you can’t take enough firepower to take down the Nob Bikerz before the next turn in which they will just mop you up. Choosing when and where is vital. Now, you got your Elite Unit with a Support HQ but how you gonna deliver them? Land Raider Redeemer! Why this variant? Firstly; it has the armaments to deal with Nob Bikerz; Flamestorm Cannon (Ignores Armor and Cover Save) and Twin-Linked Assault Cannon (If Rending, ignores Armor Save and FNP). Oh, sure the Land Raider’s 2 Twin-Linked Lascannons can instant-kill a Nob Biker but if they Turbo-Boost, you’re going to need to get pass that 3+ Cover Save. I rather have them make their FNP and cause more wounds with the Flamestorm Cannon. Secondly; AV14/14/14, Nob Bikerz are gonna have a hard time trying to smash it open and getting to your Terminators. Just remember try to keep moving (at least 1”) so they don’t auto-hit the Land Raider and more likely to pop it.

Dreadnought – As a Nob Biker player, I personally hate them. Why? They can instant-kill my Warboss along with my Nob Bikerz and I have to hit its Front AV as well as they hit at Strength 10 on Initiative. Yeah sure, my Nobz can penetrate it (On the charge, 4+ with Power Klaw or 6+ with Big Choppa) but it’s harder than you think. They could easily tar-pit my Nob Bikerz so other nearby units can come to the rescue and try to surround my Nob Bikerz. Plasma/Assault Cannon both have their merits but I’m more inclined to have them equipped with Plasma Cannons. Keep the Dreadnought CCW, the Nob Bikerz are going to assault it anyway and that Missile Launcher/Twin-Linked Autocannon won’t help you in CC.

Venerable Dreadnought – As above but it being WS5 and having the Venerable Special Rule which just made it harder to destroy. Again, same configuration as above.

Ironclad Dreadnought – OK, I reeeeeeeeeeeeeeeeeally hate Walkers with Front AV of 13. Furthermore, this fella comes with 2 DCCWs (actually, a DCCW and a Seismic Hammer but still…). I won’t recommend more than its default equipment. Maybe it’s Ironclad Assault Launchers but that’s the most.

Devastator Squad – As oppose to facing Nob Bikerz in CQC, Devastators will rain deadly fires from their consecrated heavy weapons. The idea here is to place them on a piece of terrain preferably on a multi-level terrain so they Nob Bikerz can’t reach them as well as having clear line of sight of the firing lanes. Recommended heavy weapon; Missile Launchers and Plasma Cannons. Missile Launcher are quite cost effective for what they do and highly recommended if one is trying to find a cheap way to deal with Nob Bikerz. Krak Missiles are able to instant-kill any Nob Biker while able to switch to Frag Missiles to deal with the horde element of the Orks. Plasma Cannon, though not able to instant-kill a Nob, can cause more wounds as well as ignoring their Armor Save and FNP like the Missile Launcher. As insurance, the Sergeant should be armed with a Power Fist.

Vindicator – Nob Bikerz are going to get close and personal so either they’re going to screw you or you do it yourself. So, don’t be afraid to shoot them if they’re that close. Strength 10 Ordnance can kill a lot of Nob Bikerz especially the Warboss Biker if you can get pass the 3+ Cover Save, of course. Place it somewhere on terrain so the Nob Bikerz has to do a Dangerous Terrain Test so it causes a wound or two on the Nob Bikerz if they’re unlucky enough.

Recommended Units and Setups
1) Librarian in Terminator Armor with the Psychic Powers Null Zone and Vortex of Doom attached to a 5-men Terminator Assault Squad which are all armed with Thunderhammers and Storm Shields in a Land Raider Redeemer
2) 10-men Devastator Squad equipped with 4 Plasma Cannons as well as the Sergeant equipped with a Power Fist.
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Old 03 Apr 2009, 11:17   #2 (permalink)
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Default Re: Nob Biker’s Kryptonite

Imperial Guard
<Pending until new Imperial Guard Codex is released>

Daemonhunters
<Pending until new Daemonhunter Codex is released>

Witchhunters
<Pending until new Witchhunter Codex is released>
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Old 03 Apr 2009, 11:21   #3 (permalink)
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Default Re: Nob Biker’s Kryptonite

Chaos Space Marines
Daemon Princes – Beside Walkers, Monstrous Creatures are highly feared by Nob Bikerz for their own CC prowess especially one that comes with an Invulnerable Save. Against Nob Bikerz, I recommend 2 setups; 1) Mark of Slaanesh and the Psychic Power Lash of Submission a.k.a. Lash prince and/or 2) Mark of Tzeentch as well as the Psychic Powers Warptime and Wind of Chaos. First setup being one of key power-gaming unit for Chaos Space Marines as it allows the player to choose when and where to engage the Nob Bikerz with which unit. Second setup is actually when you want to get into CC as the MoT boost your Invulnerable Save to 4+ so it can weather the Power Klaw hits. Truth to be told; Daemon Princes alone will not beat the Nob Bikerz but rather you have another Daemon Prince as well as a Greater Daemon to work together to fight the Nob Bikerz.

Greater Daemon – Another Monstrous Creature available to Chaos Space Marines. They’re quite cheap and it gives another MC to deal with Nob Bikerz. It has a good-enough Invulnerable Save and can deal quite a number of attacks. Basically, it will work along with 2 other Daemon Princes to pummel the Nob Bikerz.

Chosen Chaos Space Marines – Basically, they bring a whole lot of special weapons particularly Plasma Gun and Meltagun. How you do you deliver them? Basically, in a Rhino or just make them stand beside something that the Nob Bikerz want to kill and use them as a counter-attack unit. They’re just there to soften up the Nob Bikerz with plasma and melta fire as well as act as a sacrificial unit a.k.a. Speed bump. It’s just something to consider.

Chaos Terminators – Nothing much to say other than what have been said about Terminators except that the Marks are the stuff that sets it apart from their Loyalist counterparts. Preferably these guys are to be armed with Power Fists. Enough said about these. If you’re not expecting these guys to survive the Nob Bikerz, Mark of Khorne will give them an extra attack in which will increase the chance of killing more Nob Bikerz. Mark of Tzeentch if you want to tar-pit the Nob Bikerz until your Daemon Prince(s) and/or Greater Daemon come and joins in the fight. Mark of Nurgle is not worth as the Nob Bikerz will, most of the time, charge you and wound you on a 4+. Mark of Slaanesh is not recommended unless you’re giving them Lightning Claws which I already said it’s better to be armed with Power Fists. Again, Deep-Striking them is a bad idea and preferably put them in a Land Raider so you can choose when and where you want to fight or unless you’re going for a larger number of Chaos Terminators and/or Land Raiders are too expensive.

Chaos Lord - Second best HQ for a Chaos army. They're suppose to be CC-Monsters but even then, Nob Bikerz can kill them outright. Since you got a squad of Chaos Terminators, how about a Chaos Lord to supplement them? If you're thinking of giving him a Power Fist, you might as well got another Chaos Terminator or two. Daemon Weapon is what makes Chaos Lord stands out as it gives a massive number of attacks. One particular Daemon Weapon I would like to point out is the Blissgiver as any wounds from this Daemon Weapon will cause Instand Death! Certainly a bonus against those Multi-Wounded Nobz. The other Marks certainly have their benefits but MoS is one of the better options.

Credit goes to BigToof for his contribution to this section of the Tactica.


Chaos Dreadnought – Chaos Dreadnought are kinda ‘special’. For just 100 Points, you get an insane CC Monster with 2 DCCWs. Quite cost-effective for what they’re going to do. Despite their Crazed Special Rule, DO NOT LEAVE THEM ALONE. This goes for any other units for any other army that are going to have a Go at the Nob Bikerz. Nob Bikerz are insanely strong and able to pick off any lone wolf without a sweat. Best to stay together and fight together.

Khorne Berzerkers – At best mediocre but still they’re the best of the Cult Troops to deal with Nob Bikerz. Another thing is that Zerkers are used in combination with Lash Prince. Once again, choose when and where. I don’t think they need a Rhino since Nob Bikerz are going to come up to their faces. This is where you want to field up to 20 of them (16 if you want to go with Sacred Numbers Fluff). There should always be a Skull Champion with a Power Fist (Duh!). So, choose when and where; your Zerkers should be the one charging so you can wound them on a 4+ and their WS will not allow the Nob Bikerz to hit on a 3+ (if they have WAAAGH! Banner, of course and if they don’t have a WAAAGH! Banner, you hit them on a 3+!).

Chaos HavocsSee Space Marine’s Devastator Squad

Obliterator Cult – Relatively cheaper than Chaos Havocs for what they do. They’re like the Swiss Army Knife of the Chaos Space Marines; being able to switch to any kind of heavy weapon but I would like to give particular attention to Plasma Cannons (which the Chaos Havocs can’t be equipped with). Again, they’re better than Lascannons as it can cause many more wounds on many more Nob Bikerz. And if they’re assaulted by Nob Bikerz (actually, you should be placing them somewhere safe e.g. on top of a terrain’s second floor), their TEQ-stats are able to give the Obliterators enough protection to deliver their Power Fists attacks.

Chaos VindicatorSee Space Marine’s Vindicator

Chaos Defiler – Somewhat a horrific offspring when a Dreadnought humps a Vindicator. It gives the best of both worlds but its leave something to be desired. It was a mediocre WS and BS as well as an average Front AV (Remember, in CC, Walkers are always hit on the Front AV). But it does five a nice Ordnance weapon that can instant-kill a Nob Biker and able to withstand an assault from them. Their default weapons; Twin-Linked Heavy Flamers and Reaper Autocannon can be replaced by an additional DCCW. I would take out the Reaper Autocannon definitely but the Heavy Flamer is up to you as the Nob Bikerz will be close enough for you to use the Heavy Flamer and it’s far too dangerous to use the Battle Cannon this up close (compared to the Vindicator in which you have no choice).

Recommended Units and Setups
1) 2 Daemon Princes (Either MoS and Lash of Submission or MoT, Warptime and Wind of Chaos) and a Greater Daemon.
2) Obliterator Cult consisting of 3 Obliterators.

Chaos Daemons
<Pending until Author has more complete understanding of Codex: Chaos Daemons>
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Old 03 Apr 2009, 11:24   #4 (permalink)
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Default Re: Nob Biker’s Kryptonite

Orks
Nob Biker – Simply put; fight fire with fire. For more, please refer to my Nob Tactica; Nobz; The Crème de la Crème of the Orks.

Meganob – Basically, they’re like Terminators but without the BS4 (You can live without it) and the Invulnerable Save (You can’t live without literally!). They come standard with a Power Klaw; good for crushing Nob Bikerz with ease. But the problem with these guys is that they can’t take Waaagh! Banners so the Nob Bikerz (with Waaagh! Banner, of course) will hit them on a 3+. Plus when those Power Klaws come to hit back at the Meganobz, they’re essentially dead just like that. A remedy for this is to attach Mad Dok Grostnik and give them MANz Cybork Bodies for that Invulnerable Save and FNP! But Mad Dok Grotsnik is a double-edge Choppa. For more; again refer to my Nob Tactica; Nobz; The Crème de la Crème of the Orks.

Battlewagon – Your MANz or if you decide to take the normal Foot-slogging Nobz definitely need somewhere safe until they can jump out and start smashin’ Nob Bikerz. You will surely need to get close to the Nob Bikerz and I would suggest taking a Deff Rolla if you so happen to be in Tank Shocking range plus it will just get you closer to those zoggin’ Nob Bikerz! Any unsaved wounds (Remember neither FNP here nor Cover Save) will kill a Nob Biker and any would-be heroes will be cut down as well along with their comrades. Another D6 hits if they decide to Death or Glory, yay! I would advice against having a Shooty Battlewagon as it’s Killkannon lacks the Strength value to instant kill a Nob Biker as well as ignoring it’s FNP.

Deff Dread – Somewhat an Orky version of the Space Marine Dreadnought. Definitely a very choppier Dread than the SM Dread as it can be equipped with 4 DCCWs. Also, quite a cheap unit as it will cost around 100 Points. It already comes with 2 DCCWs and you can choose the other 2 weapons which I would like to focus on is; Skorcha and DCCWs. Both have their merits, no shame having 2 DCCWs, 2 Skorchas or 1 DCCW and 1 Skorcha.

Looted Wagon – Finally, a Strength 8 Ordnance weapon! Problem is; it’s on a wagon (weak AV) and ‘em drivers ain’t sure of ‘em buttons (Refer to its Don’t Press Dat! Special Rule). I would at most give it a Boomgun because I don’t expect to survive THAT long plus it’s going to be relatively expensive. Place in terrain so when the Nob Bikerz come around, hopefully some of them fail their Dangerous Terrain Test.

Recommended Units and Setups
1) Nob Bikerz (each uniquely equipped so to abuse the Wound Allocation System)
2) MANz with Mad Dok Grotsnik (Optional) and a Battlewagon equipped with Deff Rolla.

Tyranids
Hive Tyrant – Almost comes standard for most Tyranid army (Horde ones anyway). A Monstrous Creature and very customizable I must say. Acid Maw is useful as you want to cause as many wounds as you can; fighting with Nob Bikerz is mostly a Do or Die situation – either you kill them or they kill you. Adrenal Glands are definitely in as you want to hit them on a 3+ (just in case they have Waaagh! Banner). Flesh Hooks; at most times, Nob Bikerz are out in the open and they just Turbo-Boosted to gain that 3+ Cover Save so this Biomorphs is optional. I would definitely take Implant Attack as some Nob Biker players would abuse the Wound Allocation System and Nob Bikerz are 2-Wound units. Any unsaved wounds mean dead Nob Biker. Causing as many wounds is essential so Toxin Sacs would increase the chance of wounding a Nob Biker. Winged is definitely a chance for you and your Tyrant to choose when and where they want to the fight Nob Bikerz. Because the Tyrant is of medium Strength, I don’t advice taking any Weapon-Symbiotes except 2 Scything Talons. Instead of the Extended Carapace Biomorph, the Psyhic Power Warp Field is better as you have an Invulnerable Save to protect your Tyrant from any Power Klaw from any of the surviving Nob Bikerz. So, basically make it a CC Tyrant. You know….I just realized that’s a whole Tactica that would explain better about Tyrants here; Alcibiates’s Hive Tyrant Tactica. Basically, you want:
Quote:
The Wraithlord Killer
Hive Tyrant with Wings, Implant Attacks, Acid Maw, Toxin Sacs, Rending Claws, Scything Talons 161 Points
Point for point, this is the best thing I can make to kill stuff with eight toughness. With five attacks on the charge, it averages 3.2 wounds on the charge against eight toughness creatures. Only use this if you know your opponent is going to be fielding a lot of Wraithlords or Talos or something like that.
Carnifex – The Juggernaut of the Tyranid Swarm. Despite this, it should work together with other Carnifexes and Hive Tyrants to as Nob Bikerz can easily dispatch a Carnifex with ease. The Carnifex can come in 2 flavors for Anti-Nob Biker; Shooty or CC. Some of the Biomorphs are already stated above are also applicable to Carnifexes. Again, I point you to Alcibiates’s
It ate my Cheesy-Poofs!
In summary, this setup is what you need:
Quote:
Carnifex with Acid Maw, Adrenal Glands (WS & I), Bonded Exoskeleton, Extended Carapace, Reinforced Chitin, Toxin Sacs, Toxic Miasma, Thornback, Tusked, Scything Talons, Crushing Claws, Flesh Hooks, Regenerate. Points: 264
This is more like it; we’ve broken through the mythical 250 point barrier by adding Acid Maw and Regeneration. Once it gets to this stage, regenerate becomes very useful to try and repair a wound or two in the later stages of the game to keep it going a bit. Acid maw is also a generally useful upgrade with crushing claws-if you roll a poor number of attacks against a wraithlord or the like, you’ll want to ensure that every one of them wounds.
Zenai’s Notes: You got all the usual upgrades you want for a typical Carnifex. The Toxic Sac is to up the Strength to 10 so you can instant-kill the Warboss; the source of the Nob Bikerz Leadership of 9 as well as their Bosspole. The boost to the Initiative so you can kill as many the Power-Klaw-armed Nobz so it gives a better chance for your Carnifex to survive. This where the Regeneration will come and help ‘heal’ your Carnifex to fight the rest of the Ork army. Again, a Wraithlord-Killer. Goes to show how far you want you want to kill a Nob Biker.

Genestealer – The first to defeat my Nob Bikerz. To be more specific; 77’s Tyranid Vanguard. One of things that made Genestealers so dangerous is its ability to dish out a huge number of attacks thus giving it a higher chance of getting Rending attacks as well as their high Initiative. Again, I would but the current Genestealer Tactica didn’t echo my views so here’s my take on Anti-Nob Biker Genestealers:
Genesneakers (That’s what an Ork would call them so…) evolved with Feeder Tendrils (To re-roll failed Roll to Hit), Extended Carapace (Protect against Dakkagunz), Implant Attack (‘Instant-Kill’ a Nob Biker), and Toxic Sacs (4+ to wound a Nob Biker) – 27 Points/Model.

Credit goes to IVEATCH for his contribution to this section of the Tactica.

Broodlord – As if a Genestealer wasn’t bad enough, GW had to go create a Genestealer HQ. Nothing much to say then to give them a retinue and the Biomorphs for both the Broodlord and his her it’s Genestealer Retinue. Again, I remind that these guys should work in synergy with the other Tyranid units.

Recommended Units and Setups:
1) Hive Tyrant with Wings, Implant Attacks, Acid Maw, Toxin Sacs, Rending Claws and Scything Talons
2) Carnifex with Acid Maw, Adrenal Glands (WS & I), Bonded Exoskeleton, Extended Carapace, Reinforced Chitin, Toxin Sacs, Toxic Miasma, Thornback, Tusked, Scything Talons, Crushing Claws, Flesh Hooks and Regenerate.
3) Broodlord with Feeder Tendril, Extended Carapace, Implant Attack and Toxic Sac as well as 11 Genestealer with Feeder Tendril, Extended Carapace, Implant Attack and Toxic Sacs.
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Old 03 Apr 2009, 11:30   #5 (permalink)
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Default Re: Nob Biker’s Kryptonite

Necrons
Necron Lord – Rarely seen without in any Necron Army, they play a sort of CC/Support role. Though given an just above average WS and BS, the Necron Lord makes up for it by having an impressive Strength and Toughness. Staff of Light; not a very impressive weapon against Nob Biker especially when it comes to shooting. I recommend that a Warscythe should replace the Staff of Light as it can ignore both Armor and Invulnerable Saves. Chronometron is useful…when you actually best the Nob Bikerz in the first place but it does give a chance to destroy the Nob Bikerz outright when you do a Sweeping Advance. Destroyer Body; in any Nob Biker mob, there would be a Warboss with a Power Klaw thus threatening your Necron Lord and your Resurrection Orb. A Destroyer Body would protect the Lord from being instant-killed by the Warboss’s Power Klaw attacks as well as reducing the chances of being wounded by a Choppa. Gaze of Flame; the less attacks the Nob Bikerz bring out, the better you can survive and win Combat Resolution. Though I think this is more of an optional Wargear. Phase Shifter; every HQ needs an Invulnerable Save even a Necron Lord. Phylactery; I just realized there’s a Tactica on this; comanchieflier’s
Ordo Hereticus Review : Necron Lords


PariahMalVeauX’s Inquisitive Minds Want to Know :: What’s the Deal with Pariahs? can perfectly sum it up on how to use them as a Counter Assault unit. Basically, they’re Strength 5 and carry a Warscythe. This is the best unit to go against Nob Bikerz being able to ignore both the Armor and Invulnerable Save as well as the FNP and in addition to being able to wound on a 4+.

Tomb Spyder – Once again, I refer to MalVeauX’s tactica on Tomb Spyders; Inquisitive Minds Want to Know :: What’s the Deal with Tomb Spyders? Basically, they’re use as a Shield Wall; protecting the more vulnerable Necron Warriors while able to hold their ground against the Nob Bikerz. This is for those who includes Tomb Spyders in their Necron Army.

Monolith – Another army outside the Imperium and Chaos with an AV14 vehicle. Obviously, the Nob Bikerz will be having a hard time getting pass this and trying to pop it. One of the main attractions of the Monolith is its Particle Whip; it being Strength 9 and a Large Template to boot ignores Armor Saves and FNP and blah blah blah. The problem with it is that it’s slow. The Nob Bikerz can ride around it with ease and go for the squishier Necrons i.e. Necron Warriors. Solution; bring 3.

Recommended Units and Setups
1) Necron Lord equipped with Warscythe, Destroyer Body and Phase Shifter and 6 Pariahs
2) Monolith

Eldar
Avatar of Khaine – The God of War for the Eldar race. Not much different from other MCs except it has a 4+ Invulnerable Save! That’s a lot for a MC. Furthermore, it has a God-like (Duh!) WS so unless the Nob Bikerz has a Waaagh! Banner, they will hit the Avatar on a 5+! The Avatar is also armed with The Wailing Doom which is basically a nifty Meltagun in the form of a sword/spear; good for taking out a Nob Biker with a lucky shot.

Wraithlord – Another MC available to the Eldar and the toughest MC around. This Big Guys should be escorting the Avatar (if you have one) around and being the Avatar’s coolies, yo! Other than being a MC with a God-like (more so than the Avatar) Strength and Toughness, they come with a compulsory weapon and a second optional weapon. Going for a Shooty/Dakka Wraithlord? Forget it. Nob Bikerz will shrug it off like bugs. Best you can do is give them a Wraithsword which I highly recommend because the Wraithlord has only 2 Attacks so Wraithsword will help score as many wounds as possible. If you have the points, the second weapon should be a Star Cannon or an Eldar Missile Launcher; each has its own strengths and weaknesses. As for its default weapon, 2 Flamers would suffice as you want to get pass the 3+ Cover Save.

Wraithguard – You still start to notice a pattern. Yes, play Iyanden Ghost Warriors. Other Aspect Warriors lack the raw firepower and combat prowess to truly harm the Nob Bikerz. Wraithguard is equipped the Wraithcannon which are AP2 and wounds on a 2+. Their medium Toughness will help shrug off the Choppa hits and hopefully, only a few will fall to the Nob’s Power Klaws before help arrives in the form of the Avatar and/or Wraithlord(s). But you will certainly face auxiliary units like Looted Wagons or Looters accompanying the Nob Bikerz thus it is wise to have a Warlock-cum-Spiritseer to lead the Wraithguards which be given the Psychic Power Conceal to give them a 5+ Cover Save.

Farseer – Directly, the Farseer can do nothing but since when Eldar players use a Farseer for CC? Don’t answer. My point is that they’re one of the best Support units in 40K. Their Psychic Powers is what makes Eldar Eldar! Now, the typical Psychic Powers are Doom, Fortune, Guide and Mind War which I highly recommend. With the Psychic Power Doom combined with the Wraithsword, Wraithlords are able to kill more Nobz as with Avatar that’s joining the fight. Fortune; the Avatar can re-roll its Invulnerable Save so it can stay in the fight longer while the Wraithlords (Avatar included) are able to laugh at the choppas. Mind Wars; it to be used against Painboyz as it’s easier just to kill a Painboy which has a much lower Leadership than a Farseer and Eldar in the general for that matter. Killing the Painboy will make the Nob Bikerz more vulnerable to those Scatter Lasers and Shuriken Cannons now! Definitely something to incorporate into your strategy. Guide is for those Support Weapons that I will discuss later. Warlocks may accompany the Farseer and since you’re playing with Wraithguards and Wraithlords, a Spiritseer will be useful here.

Credit goes to Why So Serious? for his contribution to this section of the Tactica.


Warlock - By him/her-self, nothing. But with a Farseer equipped with Spirit Stones and an Eldar Jetbike as well as the Psychic Power Doom and Mind War in addition to the Warlocks themselves being equipped with an Eldar Jetbike as well as the Psychic Powers Destructor and maybe one Warlock with Enhance instead and maybe another one with Embolden. Quite an expensive setup but so is Nob Bikerz. The Farseer will cast Mind War on the Painboy to kill him as well as casting Doom. The Mounted-Seer-Council will then soften the Nob Bikerz up (after getting rid of that pesky Painboy) with Twin-Linked Shuriken Catapult fire, hopefully killing 1 or 2 Nob Bikerz before assaulting them. By this time, Enhance should be cast. Your Warlock's WS will be on par with the Nob Bikerz, denying them hitting your Warlocks on a 3+. The Witchblades combined with Doom will definitely get all the Hits to wound. With the Painboy gone, the Nob Bikerz will have a real fight on their hands but don't be clouded by arrogance, celebrate when you completely beaten them. It certainly even the odds but keep on your toes and get ready a backup if they fail.

Credit goes to BigToof for his contribution to this section of the Tactica.


Support Weapons – I never seen anyone field one of these before but what’s to stop me? D-Cannons. The other Support Weapons will just be paper weights. D-Cannon fulfils one of the criteria for being an Anti-Nob Biker weapons; it’s AP2 and it’s a template to boot. Not a large one but still better than a single shot. This is where Guide will come in and made your shots more accurate.

War Walkers – If you so happen to field War Walkers with either Eldar Missile Launcher or a Star Cannon or even a Bright Lance (The 2 latter being almost non-existent), then you got yourself some cheap Nob-Killers. The question is to Outflank or not. Well, if they put them on the table, you can certainly well be sure about Nob Bikerz getting well within range of your weapons but you may not survive to shoot a second wave. Outflanking will, at least, give your War Walkers the range it needs to get a second shot at them but you might find yourself way out of range or coming from the wrong table edge. This is sorta depends on the player’s experience.

Falcon – If you have fitted your Falcon with Bright Lances, Eldar Missile Launcher or even a Star Cannon, then it’s a pseudo Nob-Killer. One of the main things is that it can carry up to 6 models; about the size of most Fire Dragons squads. Certainly, the combined the firepower of the Falcon and the Fire Dragons can kill a few Nob Bikerz here and there especially when it’s Exarch has the Crack Shot Special Rule.

Fire Prism – Ignore the Dispersed Beam, CM tried it and it didn’t work. What you want is the Focus Beam which is an AP2 Small Blast weapon. Unless you got yourself 3 Fire Prisms and take advantage of the special nature of the Prism Cannon so you Dispersed Beam will essentially become an AP2 Large Blast weapon though it’s coming from one Fire Prism only.

Recommended Units and Setups
1) Avatar of Khaine
2) Farseer with Doom, Fortune, Guide and Mind War.
3) Squad of 10 Wraithguard and a Warlock with the Psychic Power Conceal
4) Wraithlord with 2 Flamers, Wraithsword and Eldar Missle Launcher.

Dark Eldar
<Pending until new Dark Eldar Codex is released>

Tau Empire
<Pending until new Tau Empire Codex is released>

[hr]

As you can see, most armies can beat Nob Bikerz if they have the proper units e.g. Assault Terminatos or being challenge to a Cheeze-off e.g. Lash Princes. Nob Bikerz is just like Lash Prince as it can be beaten with the proper application of suing the right units at the right time. As always and has been said many times, C&C is always welcome especially for the Inquisition, Chaos Daemons and Dark Eldar and maybe even for the Tau :P
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Old 03 Apr 2009, 13:18   #6 (permalink)
Shas'El
 
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Default Re: Nob Biker’s Kryptonite

Zen, well done, cept you forgot one of the best uses of mindwar...removing the painboy!
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Old 03 Apr 2009, 13:28   #7 (permalink)
Nox
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Default Re: Nob Biker’s Kryptonite

Mindwar... I hate mindwar, not so good against boss' but great against the painboy.
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Old 03 Apr 2009, 13:41   #8 (permalink)
Shas'El
 
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Default Re: Nob Biker’s Kryptonite

Karma point well earned. I'll be back online later today with some commnts.

Good job!!

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Old 03 Apr 2009, 13:42   #9 (permalink)
Shas'El
 
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Default Re: Nob Biker’s Kryptonite

Why conceal on the wraithguard? I could honestly imagine enhance being of more use...
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Old 03 Apr 2009, 17:30   #10 (permalink)
Zen
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Default Re: Nob Biker’s Kryptonite

Quote:
Originally Posted by Why So Serious?
Why conceal on the wraithguard? I could honestly imagine enhance being of more use...
Because I do not expect them to survive combat with Nob Bikerz at all. At most, tar-pit them until the Big Guys arrive. And those Wraithguard will want to survive the barrage from Boomwagons until then Anyway you can't really hide a Wraithguard in cover.

Quote:
Originally Posted by Nox
Mindwar... I hate mindwar, not so good against boss' but great against the painboy.
I know what you mean. I just got a closer look at the Eldar Codex and saw Mind War, I was like...."**** those Space Elves!!!!" :P

Quote:
Originally Posted by Why So Serious?
Zen, well done, cept you forgot one of the best uses of mindwar...removing the painboy!
Amended! And credit is duly paid
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