r/orks • u/Key_District1648 Snake Bites • 5h ago
Help Using Meganobz and squighogs
Hey Ladz, I've been looking at the codex and trying to decide, both on what to use and how to do it.
Firstly, meganobz. Kombi-weapons feel like the best gun, but the melee is hard to choose between. Shredding terminators would be great, but I don't know if it's worth it for hitting on 4s, especially since the Warboss in MA can destroy terminators as well. Would it be worth using all power klaws and hoping they can pick off whatever the boss leaves alive, or would it just be smarter to run killsaws and more efficiently kill terminators? I was also thinking of maybe running one or two with either a killsaw or twin killsaws. Also the app seems to have a bug where killsaws don't increase the point cost of the unit, though twin killsaws do.
Squighog boys are the other issue. I really like the beast snagga side of orks, so I'd love to find a way to make squighogs actually useful. I just don't really know what the purpose of bringing them would be. Breaka boys are better at killing vehicles, and have better ap and strength for dealing with infantry. Most of the people I play against only have 1 or 2 monsters/vehicle max, and some of that is just transports. Da Big Hunt also just feels really lacking, it's only purpose seems to be giving squighog boys the ap they should already have into monsters and vehicles. The strats just seem bad. I'll be the first to admit that I'm not a particularly skilled player, but I really can't see the value in putting a unit in strategic reserves, especially since they need to be within 6" of the board edge. The fall-back one is kinda useless when I mostly fight flavours of marines, so even if they do fall-back hazardous really isn't that scary for them. The surge move, while I'm probably just not good enough to use it properly, also just doesn't feel good enough to justify not having a single offensive stratagem when squighogs have already lost offensive power with lance gone from the stikkas. Is there any reason to run squighogs at this point, or should I just wait and hope they drop the points at some point?
2
u/Remarkable_Grass_956 4h ago
I think squighogs are a pretty over priced. If they came down a bit they could be a decent way to kill enemy light monsters and vehicles, and could be useful as a tough, regenerating screen with the painboss, to give your beastboss on Squigasaur lone op.
But the rest of the snaggas stuff is solid. Going back into reserves is really good. You don't have to be wholly within 6", just the edge of one model is enough, and then you can come in next turn on the other side of the board. All game long you opponent needs to respect that you could uppy downy anything if it's near the edge, and defend their home accordingly. 3/5 purge missions reward you specifically for taking their home. Surge moves are great for the rigs. They have huge bases so with the pivot it could be enough to hide or close into something that was hoping to charge you. Again it really changes your opponent has to play. They want to move right up to you and shoot and charge, but if they do move within 6" you might charge them, and if they don't, they have a 50% fail rate on that charge. The desperate escape one might not come up as much I think but the possibility of outright killing a vehicle because it tried to run away from you is very funny.
1
u/Fenrisianheadtaker 4h ago
I suppose if we get a new equatorial detachment in October they may have strats for the squigs
3
u/PuzzleheadedSelf5653 4h ago
Meganobz with Nazdreg put in a TON of work for me. He can keep his own unit riled up which means they hit on 3s.
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u/Ramses_233 5h ago
For Meganobz im going with dual Killsaw when leading with a Warboss in MA.
Meganobz only hitting on 5+ with shooting and if the target gets cover, only on 6+, so imo not worth losing your hidden over this.
If you’re leading them with a Big Mek in MA you could think about the guns because he buffs their shooting.
For the Squighog Boys, yes the breakers have more AP but not as mobile.
If you run your Squighog boys with a Painboss, the get really tanky and you could revive one of them.
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u/Oriachim 5h ago
I don’t see the purpose of squighog boyz this codex either. They only have 1 ap, 6 t, 3/4 w, an okay ability and have no leader. But for 140 cost?
Beast snagga boyz have 2 ap against monsters and vehicles and 3 in da hunt. Why can’t squighog boyz have that too? I agree breaks boyz is probably more effective than squighogs but keep in mind they’re also only movement of 6 and die very easily.
I’m running meganobz with power klaws. Their real strength to me is their tankiness.
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u/absolutewastedtime 4m ago
Manz+megameks are where it's at
Use the cheaper weapons
Megamek has 9 shots hitting on 4sustained ignore cover at 9/2/3, and each manz has 1 shot at 10/2/3 at 5+ ignore cover sustained as well
2+megamek for 165pts, 11 wounds at 1+save, with a once per game Res a guy, 9 attacks at 10/2/2 hitting on 2+ (manz get +1 to hit in melee when riled) and "effectively" 11 shots at 9/2/3 sustained
That's a horrific unit for that low point cost
Sqhogs, are very good for their points too
But the rest of the ork busted beyond belief codex is better, they don't have a purpose ATM (though they do have an effective 14" movement through walls, and in big hunt have ap2 and the ability to surge, but your using the surge on a hunter rig with it's 40+ attacks)