I've been trying to level them up to level 8 so I can grab the doctrine then forget about them, but it seems of all the ork units they gain the least exp per battle, as well as doing awful damage.
it doesn't help that despite setting ranged stance sometimes the rockets don't work.
I am swapping between melee and ranged depending on enemy type, but it just ends up that the meganobs are horribly injured and have to go back to base for 5+mins to fully regenerate(which is ridiculous)
Comments
Ophyrs
can't edit posts woops, got to add that the meganobs gain paltry amounts of xp, on both campaign and multiplayer too.
PiggiesGoMoo
You could try the scrap healing doctrine, since they have to loot to reload the rockets. Then you can get him back into combat fast. Idk how damaging the rockets are because I haven't seen or played meganobz, but the rockets do true damage and slow, which is nice.
ToastGhost
In the same boat with Stormboyz, I want their doctrine but I can't kill nearly enough with them. I wish there was a shared exp or something
Ophyrs
unfortunately the scrap healing only affects line units, not elites.
the problem with the rockets is that the orks firing it sometimes bug out and won't shoot. requiring you to retoggle the ability which incurs a setup time and immobilisation.
as far as the damage for them goes.... its not that good either lol. 5 can barely wipe a tactical squad
Silveran
Yes, they Mega Suck. Here is what I posted in other thread. Summary: they are like a 3.5 cost elite unit that costs 6.
The electric wall is pretty neat, especially since its only 30s CD, its by far my favorite aspect of their entire kit. The wall helps your army move faster, but to use it ideally you want to be ranged stopping their ranged + melee, so its awkward they are meant to be a melee unit. Then the Kombi rokkits requiring scrap to re-use, combined with a ++heresy redacted++ long CD to switch on, plus can't be tied up in melee and need to switch stances, overall it just gives them a confusing feel. The wall + Kombi also don't really help them get outa dodge, pretty much unable to run once engaged.
Like after using normal terminators (or assault) and then using meganobz, its like eating a steak then eating ground beef. Either terminator just feels so easy and great to use, along with being highly effective, and nigh unkillable. Meanwhile the meganobz are highly clunky, seemingly anti-synergistic, and in most cases I would rather of payed the 6 elite points for any of the 3/4 point elites as they will of been more effective...which is crazy when you consider it. Saying all this I find it humorous they were the 1st elite option I unlocked as I was so hyped to use them. I really think a simple "fix" to all my problems with them would be swapping their ranged/melee damage outputs around, then their entire kit synergies and makes sense.
Fredhun
Are they any decent as elites in melee? And why can't you reinforce them?
Ophyrs
f> @Fredhun said:
not really no, only 3 models and don't stun/knock down enemies. they take ages to finish even a single squad of tacticals in melee compared to all the other ork elites
their ranged is awful, normal damage but does half the dps as melee
also because they are elite you can't reinforce.
Killyox
They seem like a poor man's version of assault termies which is strange because meganobz should kick ++heresy redacted++ hard
MetalSlime
I have had limited success loading them into a trukk and launching them into the enemy back line. About the only thing they are useful for is tying up heavy weapons squads as they are hard to kill without armor piercing of some sort. Need to be more killy though.
Fortune
I'm sorry, but Mega Nobz are easily one of the strong Elites Orks have, for the following reasons:
1. Their presence gives Nobz an AoE heal when their reactive armor triggers, this explosion can shred Wraithblades
2. Their Q ability (the wall thing they fire) fires basically a massive rectangle. Everything on the other side of the wall is unable to move in or shoot in, everything inside the wall is buffed with speed if friendly, debuffed with slow if enemy. The shield when it deploys also knocks things away.
3. They have an absolutely ridiculous pool of health AND they do very good damage in melee, again able to take on Dreadnoughts and Wraithblades when properly supported
4. They can enter Trukks, combine this with the Trukk's ability to pull things inside of it and you have a nigh-unkillable melee heavy elite that can turn any engagement in your favor
5. The shield I mentioned above? It does damage. Lots of it. Where ever the shield hits it does a Damage over Time, taking as much as a third of the health of tanks and the like if it hits
Combine with Gorgutz and the Gorkanaut, and your Waaagh!!! is now a symbol of sheer dread. Everytime you trigger the Waaagh!!! ability your units reinforce, free of charge, and when you get into the fight and use Taunt with Nobz and shield from Mega Nobz, anything the enemy has is now killing themselves by causing the Nobz' armor to detonate, which again heals, and again gives free reinforce for all your units. Combine with Gorgutz' Scrapped W ability and you have even more healing, even more free reinforce.
Verdict: You're not thinking Orky enough.
Ophyrs
I'm afraid you are wrong, electric shield merely knocks back. 0 damage dealt.
you are talking about synergy with other units and other elites to make mega nobs work, the problem with them is the following.
What synergy to terminators need to use them effectively?
the answer is attack move.
Sure they are an alright support unit, if you build everything around them. But you NEED to synergise and it still doesn't solve the problem of them doing mediocre dps (your 3 drop elites will autto attack kill stuff faster than them) , their missiles are buggy and require frequent retoggling to even fire as the meganobs forget that they can shoot. this also immobilises them. The damage of the combi rockets is about 1/3 as effective as terminator rockets, and much harder to use.
and they earn paltry xp.
Fortunately mine are level 8 so I won't have to use them again and can finally use someone really useful now I have the army doctrine of shielded shouts for boys.
suspision
The only problem I see are the rokkits. They don't work on a melee unit. Replacing it with a skorcha could work. A flamethrower works better in close combat.
TheGodOfCakes
Completely agree. Having some kind of flamer unit for the Orks would do miracles, while also making the Mega Nobz really useful. Heck, now if they add that, might as well add Burna Boyz as well, could be a pretty interesting unit to play around with, with their power weapons in melee.
kickinleg
I seem to have come to a similar conclusion with the mega nobz, they kinda sound cool at first, but they are so slow, the rockets aren't that great either and their barrier
lasts way too short and I feel it's easy to just sidestep it and atk from another side. I heavily prefer other elites atm.
Btw. Stormboyz are insanely strong, but I use them mostly to harass: They kill LP's, Gens and even the shield very quickly. And they fill this mobile harass role at a timing where Orks really don't have any other options (SM has ASM's, droppods and stealth units, Eldar has tons of stealth, higher movement-speed and teleporting workers to give vision and snipe gens from lowground).
WarJester
I find the mega nobz to be rather weak as well.
They were one of the first elite units I unlocked alongside the Gorkanought. One of my favorite units on the Ork 40k roster in general, and from Dawn of War 1.
It seems each game I decide to bring them out, it ends the same way for Mega nobz in that they accomplish nothing, they die easily and fast, and if they manage to escape an engagement by use of the shield, mega nobz just sit at base healing. Don't think I've seen them fire a rocket even when toggled on. I even saved one match and brought them out first, thinking maybe they are just vulnerable to later game units but they still got wrecked and did much of nothing.
I think they need some changes to make them more effective and badass like they should be. Like others have mentioned above, I think comparing them to terminators is just, and thier power on the field should be similar.
YbuBaKa
You've made mistakes in most of your paragraphs.
1. Even with this doctrine and two others, Nobs loose to Wraithblades. They can't even brake their shield!
3. They have not enough HP for investing 6 elite points, and they deal pathetic damage in melee. They could be defeated by usual squad of Wraithblades with just 2-3 upgrades!
4. You could launch any ork units with trukkas, and the Meganobz are worse for this purpose, than 'ard boyz and nobz. Nobs could taunt all enemies around, 'ard boyz have stun attack and they are the cheapest. Meganobz have just their "useful" elektrik wall ability.
5. As other guys said you before, it does no damage.
Verdict: you are typical eldar player, who scarcely plays Orkz.
Sigmatus
Does anyone have luck with their rockets?
I've left them in melee stance before and they manage to spend all five, but not when i want them too. When I right click an enemy vehicle far away, they do not use the rokkits and engage in melee despite it being toggled it.
It seems 'random' when one chooses to use it. Even in Ranged Stance it doesn't immediately shoot all five when able.
When you toggle rokkits on, does that take one of the nobz out of melee completely?
Fredhun
Is there any easy way to level up them to level 8 and then forget them forever?
TheDukeofDirty
Mega nobs presence explsoive armor heals in a circle makes upgraded nobs super tanky.
If you are trying to use them without a waaagghhhh theya re not going to do much because they are so slow without it.
Try this.
Put them into a truck with nobz. waaagh them up. Fire them into ARMORED units and taunt the armored units with the nobz.
In this scenario they can do damage, but they are mostly there to tank damage and buff nobz with their presence ability.
TheDukeofDirty
Mega nobs are also great for killing the base towers. Their ability shields them from the enmy army and they can easily kill the tower.
YbuBaKa
The main problem with Meganobs' doctrine: good Orks usually have not more than 1 nobs squad. Do you REALLY want to take a special elite with special doctrine to buff just one good squad? I think not. Why nobs are just one squad in the hands of a good Ork player? Because they consume precious energy, which could be used to produce importaint Orky machines. And you can't win a game versus decent player without machines. You need killa kuns to counter skimmers: tankbustas are slow and weak, they can't accomplish that task. You need deffdreds to crash enemy turrets and power core to win a game. Nobs can't do it better, they have thrice less damage versus structures and vehicles, than deffdreds. You need also a lot of energy for upgrading your infantry. So, meganobs are just medium crowd-controller with their Elektrik Wall, medium tanking unit and nobs' buffer.
Another doctrine for meganobs, which allows a shield for channeling boyz, isn't good too. While boyz are channeling Shout, they could be interrupted with a grenade or a stun /silence strike. So, that "shield" sometimes doesn't works at all.
kickinleg
If you want to use the rockets effectively, you really need to manually toggle them on and off all the time I think. Which is just another reason why I think the mega nobs suck. The worst thing about them is their ridiculous walking speed though. ^^
Sigmatus
Yeah.. the walking speed is really tough, considering terminators walk faster AND can teleport around.
WarJester
I will say I found some use recently with Mega Nobz as an Elite unit hunter. With the exception of Titan units, which they can still brawl with given support, Mega Nobz are quite effective Vs elite units in close combat.
You have to be somewhat creative or have good timing to get them in there though due to walking speed, like how previous posters mentioned using an option like Trukks to launch them in. Or use them defensively against elite units in that when a wraithblade charges in for instance, have mega nobz handy to tear it apart, which they can do I've found. They tear through elite units as if they were butter.
Basically trap the target elite unit with the electrik wall if they try to escape, say a deathwatch squad, tie them up with Mega Nobz, you got an elite unit kill.
Still VS normal infantry I find them to be lacking and the rockits to be odd, I think a buff or change should still be in order. Right now using them to hunt and counter Elite Units in general, I see as a viable strategy for Mega Nobz.
Jazz_Sandwich
Megabobz are actually one of my absolute favourite elites. The unit itself, their abilities, and their doctrines all bring something that's very hard to come by in dow3: lasting power.
I always take the shout doctrine to help with early engagements, which helps a lot with early bleed. Once call to WAAAGH is researched, sluggas become an annoyingly persistent unit with their shout. Especially with a traktor beam trukk to get them out of trouble and reinforce.
But as for meganobz themselves, I just love spamming their wall ability. I fully feel that the cooldown should be increased, it's a ridiculous ability. While all three armies have some form of similar ability (paladin ion shield, wraithlord ethereal wall), the area effected by the meganobz version is huge. And it seems to block absolutely everything, protecting your army, and orks do disappointingly seem to have very vulnerable armies. I've used it to completely block wraithknight focused beams. Lunacy.
The nobz themselves do fairly low damage, but they do stick around to keep doing it. Trukk eject them at a turret after you send some meat shields in to take the initial turret volley, and they reliably walk away with that turret destroyed.
PaperBaG
For those of you who say they have low hp....they have the most non 9pt elite hp in the game...their extremely slow speed is what gets them killed often
Killyox
their problem is they are not "killy" enough. No true damage like termies means they aren't too effective vs normal armor and vs walkers they get their ++heresy redacted++ handed to them. Wish they were stronger.
WarJester
Through further use I'd like to correct my last post. I was mistaken regarding the mega nobz damage against elite units being like cutting through butter, maybe against some elite units. But the strategy is still pretty sound, especially with support.
TheDukeofDirty
The mega nobs are there to tank. That is their purpose. They are exceptionally good at that. Killing? Well they can kill buildings alright.
Scrangos
Not really, they bleed super fast so their effectiveness which isnt that great to begin with drops just as fast. They are slow and have no movement abilities so keeping them alive is a chore, and so it chasing targets.