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![[Post New]](/s/i/i.gif) 2012/05/08 00:11:57
Subject: A shokk attack gun tips?
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Ork-Hunting Inquisitorial Xenokiller
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So i just got done making a kustom big mek with a shokk attack gun.....yet i don't know how to properly use it. My idea was to stick him in a squad of lootas and let him sit back....or let him go solo and stay back. Also, what woud he be used for, anti-armor or anti-troops? Please help!?
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![[Post New]](/s/i/i.gif) 2012/05/08 00:21:14
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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Mostly, anti troop. The weapon is a bit to unpredictable to be used for armor.
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![[Post New]](/s/i/i.gif) 2012/05/08 00:35:22
Subject: Re:A shokk attack gun tips?
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Ultramarine Scout with Sniper Rifle
Terra
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I wouldnt use him with lootas, too unpredictable, and they would be a very tempting target for your opponent. I tend to field him with a bunch of wound absorbing grots
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![[Post New]](/s/i/i.gif) 2012/05/08 00:42:47
Subject: A shokk attack gun tips?
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Blood-Raging Khorne Berserker
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I put one on my Junka Truck with my mek boy in it and get a KKF to proptect him. and dun ferget da deffrolla....
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Chaos rules you all drool! Blood for the Blood God!
10,000 pts Black Legion
2,000 pts Traitor Catchian Guard (1067th).
8,000 point Sam Hain Eldar.
2,000 pts Squat Biker Force.
1,500 Orc Hoard (painting for a friend).
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![[Post New]](/s/i/i.gif) 2012/05/08 00:53:30
Subject: Re:A shokk attack gun tips?
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Perfect Shot Black Templar Predator Pilot
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He can be great inside a building. We have someone who runs one since we always have Bastions on the field, and once they get there he can just rain death the whole time. IDK what your tables look like.
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![[Post New]](/s/i/i.gif) 2012/05/08 01:23:11
Subject: A shokk attack gun tips?
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Resentful Grot With a Plan
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He can be hard to use in lists with large groups of infantry. If the infantry get between the mek and the target they get a cover save.
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The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
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![[Post New]](/s/i/i.gif) 2012/05/08 01:37:13
Subject: Re:A shokk attack gun tips?
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Ork-Hunting Inquisitorial Xenokiller
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So i should: put him behind lots o' grots with/without another mek with a forcefield. And/Or put him above ground so the enemy doesn't get that pesky cover save. i might also give him a klaw so if he is forced to be shooting at the enemy's vehicles, if he gets teleported into assault with it, he can klaw it to death.
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![[Post New]](/s/i/i.gif) 2012/05/08 04:14:24
Subject: A shokk attack gun tips?
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Flashy Flashgitz
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I wouldn't put a Klaw on him. If he get's teleported into assault with it he will attack at Initiative 1 so he's likely to just get killed before he strikes.
Using a SAG Big Mek can depend on the type of list you're taking. Giving him some Grots can work to soak up ranged fire. Don't put him with Lootas because you want your Lootas to target light vehicles/transports. The SAG you usually want lined up on enemy infantry, but if you have nothing else to shoot at the Ordinance helps if you hit vehicles. If you ever see enemy terminators on foot, if you pop them out of a vehicle or something, they should be your priority since the SAG is likely your only AP2 and it can put some hurt on Termies if you roll nice.
I find he can be useful in Shooty lists when attached to Big Gunz squads. In a squad of Big Gunz he can shoot at different targets than the artillery.
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This message was edited 1 time. Last update was at 2012/05/08 04:14:50
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![[Post New]](/s/i/i.gif) 2012/05/08 04:59:16
Subject: A shokk attack gun tips?
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Resentful Grot With a Plan
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Don't waste a second mek with a kff on one squad that sits in the back field, just plant most of his squad in cover. I agree with Reckoner, the klaw is bad, you are risking a 1:18 chance that you spent 25 more points for your mek to die. (1,1 or 5,5). If he gets flung because he is treated as if he launched an assault they get to react, so he will get beat down quickly. Most meks go for burnas if they have the points because then the mek might kill a few things before he goes down.
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The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
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![[Post New]](/s/i/i.gif) 2012/05/08 06:21:25
Subject: Re:A shokk attack gun tips?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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superskrull wrote:I wouldnt use him with lootas, too unpredictable, and they would be a very tempting target for your opponent. I tend to field him with a bunch of wound absorbing grots
You're right, you shouldn't put him with lootaz, but for a different reason: Lootaz excel at shooting light vehicles, infantry with 4+ armor (like necron warriors) and units with few models and high toughness (like MCs). The SAG is great at shooting units with good saves or high numbers. So basically, whatever you aim the unit at, you are wasting either the SAG or the lootaz. stompygitz wrote:So i should: put him behind lots o' grots with/without another mek with a forcefield. And/Or put him above ground so the enemy doesn't get that pesky cover save. i might also give him a klaw so if he is forced to be shooting at the enemy's vehicles, if he gets teleported into assault with it, he can klaw it to death.
Another option are big gunz. Due to artillery rules the SAG can shoot at a different target than the gunz, and 2/3s of the time a gun is hit when shot and not the crew. Combine that with 4+ cover and you've got a pretty resilient unit. If your mek gets shot into combat (1/36 times), he is dead anyways, so don't bother giving him a weapon.
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This message was edited 1 time. Last update was at 2012/05/08 06:21:30
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2012/05/08 06:40:35
Subject: Re:A shokk attack gun tips?
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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No.1 tip for SAG:
Bring a good sense of humour
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![[Post New]](/s/i/i.gif) 2012/05/08 07:09:00
Subject: Re:A shokk attack gun tips?
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Mutilatin' Mad Dok
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Jihallah wrote:No.1 tip for SAG:
Bring a good sense of humour
Dis
Drop him with Grots, is my personal advice.
Big Guns also do work really well.
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![[Post New]](/s/i/i.gif) 2012/05/08 11:55:24
Subject: Re:A shokk attack gun tips?
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Grovelin' Grot Rigger
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Another vote for sticking him with Grots.
10 Grots and a Runtherd aren't going to be shooting at much anyway so just put the grots behind cover and the Mek in a good firing spot and wham 4+ cover save. He really is a pain to deal with. Opponents usually think they could take him out but is it worth it? He may vapourize Mephiston or Imotekh and his Douche Canoe or he may roll a Str 3 shot that scatters wildly.
My last game against DE had my Grots on my home objective with 1 maybe 2 turns left to play and a DE sailboat full of warriors heading for me. The Mek waxed the sailboat and thanks to the Grots soaking up the warrior shots lasted another turn where he scored a decent hit and sent them running to win me the game. Anecdotal I know but not bad.
I do like Big Guns but find the two combined attract to much attention. When taking a SAG I think in my head that he is a 145pt 13 wound model and not a 105pt 2 wound model.
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![[Post New]](/s/i/i.gif) 2012/05/08 13:12:10
Subject: Re:A shokk attack gun tips?
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Trollkin Champion
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Jihallah wrote:No.1 tip for SAG:
Bring a good sense of humour
Cant stress this enough. The gun can be pretty powerful, keyword being CAN.
First turn, of the first game I used him...he sucked himself and the squad of lootas sitting on top of a building into the void. On the other end of the spectrum though, I've had the experience to wipe out an entire squad of termies with double 6's.
Overall though I think its a good unit. I've been putting him by himself inside of a building if possible. Otherwise I would say grots.
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This message was edited 2 times. Last update was at 2012/05/08 13:41:38
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![[Post New]](/s/i/i.gif) 2012/05/08 13:27:39
Subject: A shokk attack gun tips?
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Mutilatin' Mad Dok
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I use the Shokk Attack Gun with the Grot Shield. To me it makes sense in game play, points, fluff. Considering he will be funnelling snotlings into the gun, its hysterical. Game play, its a wound shield. Usually I camp them in terrain. Mek leadership is not horrible, so your pretty survivable in the terrain.
More then likely your opponent won't get to your. Because you will probably more likely blow yourself up or fling yourself at your opponent. Its, of course, highly unpredictable. The bonus, if you get a really good shot, you usually make your points back. The negative, you may very well go 4-5 games without making your points back and just amusing yourself. But every now and then, you hit that big beefy unit that is outside a transport and you make it disappear.
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Tournment Record
2013: Khador (40-9-0)
============
DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+
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![[Post New]](/s/i/i.gif) 2012/05/08 13:40:54
Subject: A shokk attack gun tips?
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Been Around the Block
Earth
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Every game I've used my SAG first double 5s and dies first turn, so number one rule has to be to expect the unexpected, and have fun. And I second the grot meat shield. Maybe add cybork body but that's it.
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- 5000
1000 (WIP)
500 (WIP)
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![[Post New]](/s/i/i.gif) 2012/05/08 13:44:25
Subject: A shokk attack gun tips?
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Mekboy on Kustom Deth Kopta
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agreed on the numebr one thing to bring is a sense of humor. I've tabed myself turn 1 in an unfortunate list where 2 SAG and wiped my own 1250 list turn one ... then there are games where I get high rolls or boxcars a few tiems and they are the mvp... it is a randomiser. my best experience was box cars and thanks to ammo runt a reroll to hit wiping out a squad of kitted paladins.. was nice to see 500ish points leave the table to such a cheap model, but don't go into it expecting greatness just go in expecting fun
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10000 points 7000
6000
5000
5000
2000
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![[Post New]](/s/i/i.gif) 2012/05/08 14:27:44
Subject: A shokk attack gun tips?
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Flashy Flashgitz
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I think Ork players generally have a good sense of humor. I play Orks, GK and Necrons. I actually notice myself acting more serious when I play GK and Necrons...with Orks I'm still just as competitive but my mentality changes and I end up having more fun.
So yeah, SAG Mek we don't often consider a "competitive" choice because it's an unpredictable unit to take. Honestly, I'd sooner build a list centered around 2 SAG Meks than try to work one into my existing lists.
If you're shooting 2 SAGs at an enemy, they will be seriously sweating.
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![[Post New]](/s/i/i.gif) 2012/05/08 17:22:21
Subject: A shokk attack gun tips?
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Resentful Grot With a Plan
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I find that I will run SAG in games of 1000 points, when I hit 1500 I feel that a kff mek or two and a warboss give me more love because of the other things I need to protect in the army grows more important as the enemy gains more redundancy to deal with my threats.
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The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
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![[Post New]](/s/i/i.gif) 2012/05/08 17:45:00
Subject: A shokk attack gun tips?
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Shas'o Commanding the Hunter Kadre
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No matter what you do, bring an ammo grot. This allows the scatter to be re-rolled once per game.
The SAG is best used against infantry, though it can pop transports if need be.
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![[Post New]](/s/i/i.gif) 2012/05/08 20:28:31
Subject: A shokk attack gun tips?
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Dakka Veteran
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Reckoner wrote:
So yeah, SAG Mek we don't often consider a "competitive" choice because it's an unpredictable unit to take. Honestly, I'd sooner build a list centered around 2 SAG Meks than try to work one into my existing lists.
If you're shooting 2 SAGs at an enemy, they will be seriously sweating.
I'm working on this  I just haven't been able to give up my KFF Mek for that second SAG yet.
Currently I have a "Dakka List" which is just all about Ork shooting. It's a really fun list to play. It revolves around:
2 Boom Wagons
1 Unit of Big Gun Kannons w/ Shokk Attack Gun Mek
3 Units of Lootas
The shooting phase with this list is just crazy fun.
I already have a unit of Grots in the list, and I've considered dropping the KFF Mek and sticking the second SAG Mek with the Grots. I haven't tried it yet though. By the way, I second the idea of putting the SAG Mek with a unit of Big Guns. If you can spare the Heavy Support slot, it works REALLY well.
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![[Post New]](/s/i/i.gif) 2012/05/08 20:41:11
Subject: A shokk attack gun tips?
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Towering Hierophant Bio-Titan
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Dont put him with lootas for 2 reasons.
1: They are a high threat unit, so expect them to die quickly, which in this case will include your big mek.
2: i know its rare, but its not unheard of for a mek to teleport himself with the gun -_-
That then puts the lootas in combat, a place they really want to avoid.
I'd say throw him with a unit of shoota boys.
Keep them back and let them soak fire.
6 points a boy isnt an issue, and if you keep the unit over 10 with a bosspole nob you shouldnt have too many issues.
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![[Post New]](/s/i/i.gif) 2012/05/08 22:00:17
Subject: Re:A shokk attack gun tips?
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Ork-Hunting Inquisitorial Xenokiller
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Also, if i hit a model that's immune to instant death and i got two 6s, would he still be removed from play automatically, and does he get invuln. save?
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![[Post New]](/s/i/i.gif) 2012/05/09 04:35:27
Subject: Re:A shokk attack gun tips?
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Terrifying Treeman
The Fallen Realm of Umbar
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stompygitz wrote:Also, if i hit a model that's immune to instant death and i got two 6s, would he still be removed from play automatically, and does he get invuln. save?
He is removed from play, no saves because no wounds were dealt.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2012/05/09 05:28:46
Subject: A shokk attack gun tips?
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Decrepit Dakkanaut
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and just a point of fluff, the SAG does shoot grots, so it would make sense for da biggun' to keep his ammoz near and handz.
If only there were a rule that stated that if the SAG was on a mek that was in a squad full of gretchin you could sacrifice members of the squad to roll extra dice or something...
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![[Post New]](/s/i/i.gif) 2012/05/09 07:22:12
Subject: A shokk attack gun tips?
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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Jackal wrote:Dont put him with lootas for 2 reasons.
1: They are a high threat unit, so expect them to die quickly, which in this case will include your big mek.
2: i know its rare, but its not unheard of for a mek to teleport himself with the gun -_-
That then puts the lootas in combat, a place they really want to avoid.
I'd say throw him with a unit of shoota boys.
Keep them back and let them soak fire.
6 points a boy isnt an issue, and if you keep the unit over 10 with a bosspole nob you shouldnt have too many issues.
Teleporting won't put the lootaz in combat. It only moves the Mek, not the unit he was with.
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![[Post New]](/s/i/i.gif) 2012/05/09 08:25:03
Subject: Re:A shokk attack gun tips?
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Beautiful and Deadly Keeper of Secrets
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and just a point of fluff, the SAG does shoot grots, so it would make sense for da biggun' to keep his ammoz near and handz.
Snotlings, it fires Snotlings, they are like weaker, stupider grots.
If only there were a rule that stated that if the SAG was on a mek that was in a squad full of gretchin you could sacrifice members of the squad to roll extra dice or something...
In apocalypse, there's a formation that does exactly this! You get snotlings instead of grots (and multiple meks per formation)
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![[Post New]](/s/i/i.gif) 2012/05/09 08:47:08
Subject: A shokk attack gun tips?
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Water-Caste Negotiator
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Roll him with Flash Gitz just to have true Russian Roulette experience.
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Waaagh! |
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![[Post New]](/s/i/i.gif) 2012/05/09 11:20:52
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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Or dont. Gitz had a medium range assault weapon, and the SAG is a long range ordinance weapon. So everyturn, 1 unit will get hoed, depending on weather you move or not.
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![[Post New]](/s/i/i.gif) 2012/05/09 14:42:23
Subject: Re:A shokk attack gun tips?
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Flashy Flashgitz
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In apocalypse, there's a formation that does exactly this! You get snotlings instead of grots (and multiple meks per formation)
Is this the SAG Mek Array or whatever? 3 Big Meks?
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