What's your favourite combo you've seen from the latest Ork Codex, and do you think the Meganobz in the Green Tide will end up sticking around or will it get FAQ'd by GW so you can't make a nearly Titan-level durable Unit of Meganobz anymore?
I don’t think anything here is gamebreaking, but I suppose we shall see (after points as well). I Hope everything remains playable even after nerfs/buffs because a codex of nearly ubiquitously usable data sheets and detachments is a Gem. Waaaaaaaaaggggghh!
I really, really love that you still get so many fun, unique combos in the different detachments for units they weren't designed for. I'm just a bit sad that the Beast Snagga one is SO strict and narrow in what it buffs and can do. Everything else, though: seems incredible
something I thought could be decent using this combo is to actually run it as a solo warboss in mega armor. With it's relatively small foot print you can hide it from high AP weaponry more easily but still be a big problem for backline action monkeys with it's near immunity to small arms fire.
Yeaaaah, isn't that why we do not use Lasguns vs high toughness Models with a 2+? As you mention Astra we rather take a Tank Commander, Leman Russ Executioner (or nearly any other LR), Rogal Dorn, Manticore, even a Basilisk or Hydra can do impactfull dmg if you play a "parking lot" list. Moveblock them and they are toast. Shure if you spam 3 squads 1 1/2 or 2 will reach the Ogryns. If the Astra is worth his money you are moveblocked again. Meganobz are rly strong, yes. But the title is clickbait :/
Precision is the main counter to this right? ta for the vid. Better in Bully boyz i reckon, as you can spam 3 units and have 2 turns 4+++ if you give up the re-rolls
I'd say it has a few counters that stop it being 'super' OP; Precision, Melee pushes them back to only a 5++ in the WAAAGH! or no Invuln otherwise, just avoiding them and outscoring them due to their slow move and only OC 1, and then just volume of ap 1-2 can still do work, it just takes a bit more than you'd expect! :) I agree I think they're actually better in Bully Boyz (or arguably even Dread Mob with the Mek giving them those Buffs too!) but they can still be quite a fearsome Unit to go against in this Detachment too! :)
There's so little good precision in the game and you still have to push through all that defensive profile 😅 certainly not guaranteed even with a Vindicare
As custodies player I agree, these are wardens but the fnp is what like constant… and wardens were already hard to kill as it is even when it was -1 to hit -1 to wound -1 damage with 2+ 4++ and 4+++ But at least that was only really for a single phase I bet a single unit here would take out a warlord titan
Even IF this works its hardly OP at all. If you are firing small guns in to a 2+ save unit you are doing it wrong. Eitherway rerolling 1s is good, but nothing game breaking. MANZ with a big mek with KFF for a 4++ dont hit very hard (hits on 4s) and have 3 powerklaw attacks (or 2 killsaw attacks) and have OC1, so they are easy to out cap, and can be tied up forever. I might bring this combo if i use Greentide but im not entirely sure if it makes sense to do or not, in a Meta where players focus on killing heavy targets, rather than hordes. Yea you can bring back dead Mega Nobz, but you can also bring back dead mega Nobz in bully boyz so there is that. If you could reroll 1s to save with Bully boys for 2 rounds of Waaagh, sure. But in greentide where you cant? Its good i guess but.. I mean i dont consider this OP. And thats if its even meant to work. Surely it works in rules wise, but they might easily FAQ it, because Mega Nobz cant have 10+ models to begin with. But lets not get ahead of our selves. This combo really isnt that insane, in a detatchment where not a single stratagem can be used on them. The ability to have MANZ with a Big Mek for several units, is A LOT more durable to do in bully boys over 2 turns, than it is for 1 single Mega Nobz unit to have reroll 1s to save. Bully boys give them 2 rounds of 4+FNP, this only gives them 1 round. Also your FNP is USELESS if you go second, rather than first. If you go first, you call waaagh, run out from behind your wall, charge an enemy and now they have 1 turn where your FNP is great. If you went second, you are behind the wall when they have their turn. Then you run out, charge an enemy, kills it, and thats it. Your FNP has NO value if you play properly, in 50% of your games because you only have 1 waaagh round. Well i guess you could try and bait out the enemy if you know you already cant hide all your 120 boys but going second with the FNP, isnt always great. Thats why im saying, that this greentide combo, isnt really "Peak" Mega Nobz. Bully boyz is, where you can get armor of contempt and all, and have 2 full rounds of 4+ FNP that WILL be relevant, no matter if you went second or first.
NIce video! But I'm not sure about that math... I get it to 80 shots to kill one (no bonuses, just marines firing bolters at them). 80x0,67=53,6 hits. 53,6x0,67=17,688 wounds. And finally 17,688x0,17=3,99696 failed saves. Thus 0ne meganob dead. If we do this during Waaaagh-turn it will double to roughly 160 shots. But then we might add in other bonuses too, like Oath and such. I might have missed something (I wish, play orks myself) but please tell me if I did. Cheers!
I’d expect this rule exploit to be closed almost immediately. That’s not to say don’t buy meganobz as they are fire in any detachment and insane in bully boys
I saw a bunch of them online but if you wanted to powergame you picked Beast Snaggas in 9th. Hate beast snaggas. My meganob purchases were because they look badass and are walking tanks. Screw the meta.
Don't even start with that. LoV were INSANLY powerful in almost every aspect when they first arrived. Hell, Spider from Tabletop Tactics was creaming his jeans wanting to be the one to helm the army. This is nothing at all like that.
@@jakew5115 Yes, my mistake. just a part of the ability and stratagem's doesn't work. It's better I think because the detachement will be too restrictive.
What's your favourite combo you've seen from the latest Ork Codex, and do you think the Meganobz in the Green Tide will end up sticking around or will it get FAQ'd by GW so you can't make a nearly Titan-level durable Unit of Meganobz anymore?
if Titan-durable Meganobz stay more than a week I want my Titan-killing Immortals Back
I don’t think anything here is gamebreaking, but I suppose we shall see (after points as well).
I Hope everything remains playable even after nerfs/buffs because a codex of nearly ubiquitously usable data sheets and detachments is a Gem. Waaaaaaaaaggggghh!
Imagine being hype for your new codex. * *cries in admech and dark angels* *
And Custodes lol
@@TheGraham27 hey, at least custodes got to be on top for a little bit
At least you get new models
@@lidurts2119 hope you aren't counting skatros 🤣
Damn... super clever interaction. Was hoping that meganobz would fit into my green tide and looks like they will
I always take my Meganobz regardless just like my Bullgyrn with my IG
I really, really love that you still get so many fun, unique combos in the different detachments for units they weren't designed for. I'm just a bit sad that the Beast Snagga one is SO strict and narrow in what it buffs and can do. Everything else, though: seems incredible
This just makes me want my unbreakable 20 man Necron Warriors from early 10th ed back.
something I thought could be decent using this combo is to actually run it as a solo warboss in mega armor. With it's relatively small foot print you can hide it from high AP weaponry more easily but still be a big problem for backline action monkeys with it's near immunity to small arms fire.
I don't think it benefits from the enhancement unless it's leading a unit
im just going to say that i want new mega nobs some new sculpts with rockets
Yeaaaah, isn't that why we do not use Lasguns vs high toughness Models with a 2+?
As you mention Astra we rather take a Tank Commander, Leman Russ Executioner (or nearly any other LR), Rogal Dorn, Manticore, even a Basilisk or Hydra can do impactfull dmg if you play a "parking lot" list. Moveblock them and they are toast. Shure if you spam 3 squads 1 1/2 or 2 will reach the Ogryns. If the Astra is worth his money you are moveblocked again. Meganobz are rly strong, yes. But the title is clickbait :/
New wraiths and technomancer combo just dropped
Good rules, bad rules pfft... fun rules ^_^
Greatly exaggerated here but i appreciate it lol
Precision is the main counter to this right? ta for the vid. Better in Bully boyz i reckon, as you can spam 3 units and have 2 turns 4+++ if you give up the re-rolls
I'd say it has a few counters that stop it being 'super' OP; Precision, Melee pushes them back to only a 5++ in the WAAAGH! or no Invuln otherwise, just avoiding them and outscoring them due to their slow move and only OC 1, and then just volume of ap 1-2 can still do work, it just takes a bit more than you'd expect! :)
I agree I think they're actually better in Bully Boyz (or arguably even Dread Mob with the Mek giving them those Buffs too!) but they can still be quite a fearsome Unit to go against in this Detachment too! :)
There's so little good precision in the game and you still have to push through all that defensive profile 😅 certainly not guaranteed even with a Vindicare
So essentially orks become new custodes, was expecting custodes to be similar to this and not dumster fire they are at the moment !
THE GREEN WINS AGAIN
As custodies player I agree, these are wardens but the fnp is what like constant… and wardens were already hard to kill as it is even when it was -1 to hit -1 to wound -1 damage with 2+ 4++ and 4+++
But at least that was only really for a single phase
I bet a single unit here would take out a warlord titan
Basically wardens but constant with equally scary melee… this can’t be allowed
Paint them gold because they’re looking good. Ork Kustoadz
Even IF this works its hardly OP at all. If you are firing small guns in to a 2+ save unit you are doing it wrong. Eitherway rerolling 1s is good, but nothing game breaking.
MANZ with a big mek with KFF for a 4++ dont hit very hard (hits on 4s) and have 3 powerklaw attacks (or 2 killsaw attacks) and have OC1, so they are easy to out cap, and can be tied up forever.
I might bring this combo if i use Greentide but im not entirely sure if it makes sense to do or not, in a Meta where players focus on killing heavy targets, rather than hordes.
Yea you can bring back dead Mega Nobz, but you can also bring back dead mega Nobz in bully boyz so there is that.
If you could reroll 1s to save with Bully boys for 2 rounds of Waaagh, sure. But in greentide where you cant? Its good i guess but.. I mean i dont consider this OP.
And thats if its even meant to work. Surely it works in rules wise, but they might easily FAQ it, because Mega Nobz cant have 10+ models to begin with.
But lets not get ahead of our selves. This combo really isnt that insane, in a detatchment where not a single stratagem can be used on them.
The ability to have MANZ with a Big Mek for several units, is A LOT more durable to do in bully boys over 2 turns, than it is for 1 single Mega Nobz unit to have reroll 1s to save. Bully boys give them 2 rounds of 4+FNP, this only gives them 1 round. Also your FNP is USELESS if you go second, rather than first. If you go first, you call waaagh, run out from behind your wall, charge an enemy and now they have 1 turn where your FNP is great.
If you went second, you are behind the wall when they have their turn. Then you run out, charge an enemy, kills it, and thats it. Your FNP has NO value if you play properly, in 50% of your games because you only have 1 waaagh round. Well i guess you could try and bait out the enemy if you know you already cant hide all your 120 boys but going second with the FNP, isnt always great.
Thats why im saying, that this greentide combo, isnt really "Peak" Mega Nobz. Bully boyz is, where you can get armor of contempt and all, and have 2 full rounds of 4+ FNP that WILL be relevant, no matter if you went second or first.
NIce video! But I'm not sure about that math... I get it to 80 shots to kill one (no bonuses, just marines firing bolters at them). 80x0,67=53,6 hits. 53,6x0,67=17,688 wounds. And finally 17,688x0,17=3,99696 failed saves. Thus 0ne meganob dead.
If we do this during Waaaagh-turn it will double to roughly 160 shots. But then we might add in other bonuses too, like Oath and such.
I might have missed something (I wish, play orks myself) but please tell me if I did.
Cheers!
Unnnnless this was meant to be in green tide with th re-roll 1's thingy. Then it gears upp alot. :)
Keep answering myself..hehe. Sooo, if re-rolling 1's, you get 0,511 wounds through per 80 shots. etc etc.
I’d expect this rule exploit to be closed almost immediately.
That’s not to say don’t buy meganobz as they are fire in any detachment and insane in bully boys
I got 25 of my Meganobz because they are just badass looking so no issue here.
So thats why i couldnt get any meganobz for my 9th ed casual list, thanks powergamers
I saw a bunch of them online but if you wanted to powergame you picked Beast Snaggas in 9th. Hate beast snaggas. My meganob purchases were because they look badass and are walking tanks. Screw the meta.
Converting mine from AoS Brutes and Ardboyz.
funny is that what a big outcry we had when LoV comes out.
And now we have this and everyone is so chilled about that
Don't even start with that. LoV were INSANLY powerful in almost every aspect when they first arrived. Hell, Spider from Tabletop Tactics was creaming his jeans wanting to be the one to helm the army.
This is nothing at all like that.
The Green Tide Detachement is for Boyz and Boyz only. The ability and the stratagems have the keyword "Boyz" and the Meganobz don't have it. Sorry...
The ability specifically says, that every unit with 10+ models gets the re-roll of one, and enhancement says nothing about boyz
Only the 5++invulnerable is limited to boyz. The reroll ones is just for squads of 10+units.
@@jakew5115 Yes, my mistake. just a part of the ability and stratagem's doesn't work. It's better I think because the detachement will be too restrictive.
you clearly havnt read the new codex
@@safkhalid1533 you clearly havnt read the discussion
WTF 40k died right before my new codex comes out this saturday. Guess im gonna play bolt action instead.
Based
Enjoy playing with the other 17 players who play it ;)
@@jacket2848 XD nice cope