My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.
More cushion for the pushin'...
The long-awaited plastic Meganobz, coincided with the newest Ork codex and everyone was pleased. Once everyone got over the love-fest, the only thing left was to dissect the new rules for these bad mama jamas. Surprisingly, not much has changed between editions for Meganobz, except one big rule, which haunts the entire codex, Meganobz most of all. Regardless, there is a place for these bruisers, you just have to know what you are doing.
Before we start dissecting, lets take a quick look at the differences between the 2007 and 2014 Meganobz codex rules.
(Click to Enlarge)
Meganobz Rules 2014
Elite: Meganobz - 120 Points
Infantry. Boss Meganob is Infantry (Character).
1 Boss Meganob
• Twin-linked shoota
• Power klaw
• Mega armour
• ’Ere We Go!
• Furious Charge
• Mob Rule
• May include up to seven additional Meganobz…40 pts/model
• Any model may replace their twin-linked shoota and power klaw with two killsaws…10
• Any model may replace their twin-linked shoota with one of the following:
- Kombi-weapon with rokkit launcha…5 pts/model
- Kombi-weapon with skorcha…5 pts/model
• Any model may take a bosspole…5 pts/model
• The unit may select a Trukk or Battlewagon as a Dedicated Transport.
Readers of my previous tactics will notice a few changes to how these reviews are presented. Now you will find is a break down each unit into five broad categories.
Meganobz are bred for one thing and one thing only... WAR! at least against Orlando Bloom's bad acting. Meganobz have a simple mindedness that is very Orky, with limited choices like, do you want a few Kombi-skorchas or Killsaws with that. Meganobz don't need much thought, just point them towards the enemy and let 'em go!
Meganobz retained their past costs from the previous edition; the same as a Terminator, exchanging an Invulnerable save for two wounds, a fair trade right... but with no defense against Instant Death Attacks you quickly see a problem brewing. Even for all the offensive prowess this unit possess 40 points seems five points a bit much when you break it down.
Like regular Nobz, Meganobz get Trukks and Battlewagons. Since Meganobz are Slow & Purposeful it is important to give them a ride. Unlike most Ork units, the Trukk better cheaper option for Meganobz. You will usually get one turn to scream across the board before blowing up, putting your Meganobz in position to wreck some havoc, without taking any casualties in the explosion.
Meganobz are all about the Assault and can take out any unit in the game, if they get a chance. Against units that cause Instant Death, Meganobz should cause mutual destruction. The should part of this equation though, is hurt by the lack of a Waaagh! Banner. Don't forget Killsaws, giving Meganobz more Attacks easily laying waste to even Super-Heavies.
Gone are the days of wound allocation to various specialized models, with a variety of Kombi weapons. Meganobz are still the bearers of cheap Kombi weapons though, and if you have the points to spare, you get some extra flexibility taking them. If points are tight don't forget the main purpose of Meganobz is Assault.
Surprisingly, not much has changed between editions for Meganobz, except one big rule, which haunts the entire codex, Meganobz most of all.
Maddy and Megan
If you were ever wondering what Independent Character should join your Meganobz the answer is Mad Doc Grotsnik. The reason is simple: Rampage. As a refresher, Mad Doc gives Rampage to any unit he joins, meaning in most cases your Meganobz will have at worse five attacks on the Charge and if you combine with Killsaws, you are now looking at six to eight attacks for EACH Meganob! Now, take that number and multiply by five and you have 30-40 attacks, along with Mad Doc up to eight more. Mad Doc also makes your Meganobz Fearless and gives them Feel No Pain. Here is what an optimal load out looks...
Mad Dok Grotsnik
1 Boss Meganob - Mega Armour; 2x Killsaw
4 Meganobz - Mega Armour; 2x Killsaw
1 Trukk - Big Shoota; Reinforced Ram
As a side note, Feel No Pain isn't all powerful when it comes to Meganobz as the things that usually punch through their armor are the same things that cause Instant Death.
Putting all Together...
Meganobz should be on the top of the Ork food chain, if it were not for flaw they certainly would be no question. The bane of many Ork armies is the lack of Invulnerable saves, the change to Cybork bodies is one of the great tragedies and mysteries of the current codex. Speculation why it changed isn't important, the reality is Meganobz have suffered for it. Even a 1/3 chance of stopping an Instant Death attack is worth an extra 10 points. Without a way to stop Instant Death attacks, Meganobz must pick targets wisely, typically you are best off avoiding Death Stars, because the risk of hot dice and their invulnerable saves will offset any amount of damage you will deal.
Meganobz though are the bane of pretty much everything else, with Monstrous Creatures being the most fearful. Large Meganob units can take on blob units as well, because the number of Meganob attacks are just so great, along with 2+ Armour is enough to handle any first wave of attacks. Then you have Objective Secured units which almost universally don't stand a chance against Meganobz. The Meganob dilemma is on one hand, threats from Instead Death units, but on the other hand, Meganobz are such a hard counter for so many units you almost have to consider taking them every time.
-- Meganobz Army Templates--
Ork Warband: You can take the same approach as with normal Nobz for this Formation. Use the Meganobz as the hammer unit and wounds for your Warboss. Don't try to take advantage of the Hammer of Wrath potential here, the point sink and odds are stacked too high. Keep things cheap five Meganobz and the Warboss and you should be good to go.
Ghazghkull's Bullyboyz: If you have the models, you shouldn't hesitate, run Meganobz as they are meant to be. These Meganobz have the WS5 and the Fearless they deserve, with an added Fear bonus. Be cognizant, at minimum you are spending 640 points to get this formation, but once mounted in Trukks (now 730 pts base) your enemies are going to have some important decisions to make. With so many Power Klaws you don't necessarily have to invest heavily into Independent Characters for them to join.
Ork Horde Detachment: Meganobz in this Detachment are a good excuse to take a Battlewagon to keep a Heavy slot open, and it gives your three HQ units something to ride in with along with your Meganobz. It is really a matter of point balance when taking Meganobz for this Detachment; creating combinations you cannot get with a standard Combined Arms Detachment.
Great Waaagh! Detachment: If you are taking this Detachment might as well, use the extra Elite slot to get yourself four MSU Meganobz units. Even as a minimal squad you are looking at six 2+ wounds and tons of S8 attacks. If you are lucky one might even Deep Strike to cause problems in your opponent's backfield.
Overall, Meganobz don't look much different from before, and if it wasn't for the Bullyboy formation you wouldn't hear much tabletop chatter about them. The changes to Cybork Body really did a number with this unit and even with Mad Doc you are one Terminator unit away from losing everything. Still, the new plastic kits are great and if you want resiliency and decapitation you won't be disappointed.
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules– edits will be made accordingly. Also check out other articles in this series…
- Chaos Space Marine Tactica Link Page
- Chaos Daemons Tactica Link Page
- Ork First Impressions
- Breaking Down the Ork Codex
- Warboss Review
- Weirdboy Review
- Mek Review
- Big Mek Review
- Painboy Review
- Mad Doc Grotsnik Review
- Kaptain Badrukk Review
- Boss Zagstruk Review
- Boyz Review
- Gretchin Review
- Burna Boyz Review
- Tankbustas Review
- Nobz Review
- Meganobz Review
- Kommandos Review
- Trukk Review
- Stormboyz Review
- Deffkopta Review
- Ork Flyer Review
- Warbikers Review
- Warbuggies Review
- Mek Gunz Review
- Battlewagon Review
- Deff Dread Review
- Killa Kans Review
- Gorkanaut & Morkanaut Review
- Lootas Review
- Flash Gitz Review
- Ghazghkull Thraka Review
- Stompa Review
- Final Ork Codex Breakdown