Razerous wrote:If your gonna go shooty.. take two SAG's.
Deal with cover a different way. Shooty is SAG.
I have gone that route in the past, and as a result I have developed an inherent distrust of the
SAG.
[rant]
In my experience anyways, the
SAG is extraordinarily random, unreliable, and often useless. Most of my Big Mek w/
SAG's kills came from my army rather than any of my opponents'. I was determined to make it work as I loved the model and the fluff behind it, but I finally retired it after he went nuclear (

) in the first turn, (of course rolling a six for the radius) and evaporated along with the better part of two thirty strong mobs of boys.
The
AP 2 is great, but 5th ed made that a little less useful with the abundance of cover saves available.
The random strength is very orky, but significantly hinders its usefulness.
My initial thought when I cracked the Ork Codex for the first time was:
It could kill a land raider! Long-range orky anti-tank!
Yes! And all you would have to do is:
A.)
Roll a 9, 10, 11, or 12 on 2d6.
Oh, but if you roll double fives - you don't get a S 10 shot...you deepstrike in to assault! .....With a Land Raider! Great idea!
On an 11 - you do get the shot off...but better hope it works because Mr. Mek won't be doing anything next turn.
And a 12. Well...yeah, that's awesome. (Perhaps it's because I've never rolled a 12 for strength in all of the games I used the SAG that I didn't fall in love with it.)
B.)
Pray it hits
Orky ballistic skill is not very helpful here, (although admittedly ammo runts are) and throwing pie plates down field, torwards where your own assault troops are inevitably advancing can be a dangerous proposition.
If you succeed at A-B then pray once more to the dice gods and roll for armor penetration and hopefully damage. If not....better luck next time! Hope you didn't kill too many of your own! Begin the process anew next turn.
I know lots of people swear by the
SAG, and that's fine. If it works for you - awesome! Personally, I've found the
KFF as a much more reliable and utilitarian
HQ choice, and nowadays the
SAG sits on the shelf except for the occasional
Apoc. game.
[/rant]
Whew...sorry about that.
Anyways, my personal prejudices aside... I think the
KFF is more useful in this type of list as the army depends so much upon mobility and maneuverability. Ideally the
KFF's 4+ save will greatly enhance the survivability of the warbuggies - which screen the wagon and so on and so forth. And as so much of the army is fast and moving down-field, likely against a very small elite force, the idea of tossing
BS 2 pie plates in their general direction doesn't appeal to me.
Personally, I think
SAGs tend to work better in static gun-lines like loota-spam lists, which I would prefer to avoid.
I probably could lose the 2nd
KFF and just have the one in the wagon though. Replace him with a Warphead who could join with one of the 30-mobs of shootas maybe(still random, but a slightly less than the
SAG thanks to the re-roll, and the potential for an extra WAAAGH! or a S 10 Melta shot is always nice)?
Anyways, thanks for the response!
Sorry if I came off as a jerk about the SAG - that wasn't my intention - I just have had bad experiences with them in the past, and don't know that they would fit with this particular army.