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![[Post New]](/s/i/i.gif) 2009/11/04 21:26:44
Subject: Big gunz help
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Decrepit Dakkanaut
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Ive decided to make some big gunz and see what I can do with them on the field. This mainly came about because Im now facing landspeeders a plenty, and wanted something that can ping those basterds easier then trying to catch them in CC (which believe me, that has been a disaster lol)
Anywho, Im thinking of taking 2 big gun choices. The first being Kannons and the second most likely Zzap gunz. I know they arnt very reliable but I need something that could possibly hurt bigger tanks (friggin landraiders)
Anywho, you guys out there that have played them/against them, Id like some ideas on how best to use them.
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![[Post New]](/s/i/i.gif) 2009/11/04 22:07:41
Subject: Big gunz help
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Proud Phantom Titan
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Sneeze and they die you want to be in Heavy cover and take the max size possible. Becuase they are Artillery, the big guns can fire at one target every one else (not firing a big gun) can shoot at a single other target (or the same if you want) This make them a good place to sit that Big Mek with a Shokk attack gun. With the new Artillery rules the runtherder can also fire a big gun (if you've run out of gretchin this might be useful even though he's BS2) Biggest pieces of advice i can give you are... Make sure there is a more frightening target to shoot at and start them in a place where you don't need to move them.
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This message was edited 1 time. Last update was at 2009/11/04 22:10:16
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![[Post New]](/s/i/i.gif) 2009/11/05 21:01:10
Subject: Re:Big gunz help
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Decrepit Dakkanaut
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Thats pretty much what I was thinking. Seeing as most scenarios start on the long table edge, I should get pretty good coverage as far as shooting goes. Also Im not too worried about them becoming targets soon, simply because my Orks are CC based and Im sure my opponent will be more worried about those guys then a couple of grots shooting at them.
Thanks TRI (your avatar is hilarious btw)
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![[Post New]](/s/i/i.gif) 2009/11/05 21:07:33
Subject: Re:Big gunz help
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Proud Phantom Titan
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You never wield more then 2 weapons at once...
... but if you did this is how you would do it.
www.dakkadakka.com/dakkaforum/posts/list/90/240925.page
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![[Post New]](/s/i/i.gif) 2009/11/06 07:33:20
Subject: Big gunz help
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Mekboy Hammerin' Somethin'
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I like the Zzap Gun because it is one of you best bet on crippling the orks' fabled enemy... The Land Raider...
You Auto Shaken and will cause this effect roughly 35% of the time per battery of 3... I recommend an extra 2 gretchin for extra wounds and incase of higher than 10 rolls... I also recommend 3 ammo runts which allow you to hit with an extra .75 of a shot...
funny enough with BS 3 S:2d6 and AP 2, it makes for great terminator killers as you force their invulnerable save... (FYI, If you roll a 4 for strength you still wound half the time)
The Batteries worked wonderfully against my recent SM opponent as I was able to lock out most of the shooting from his LR (He had dual flamers, multi-melta, Assault cannon)
The batteries also work great for shooting transports (Av 11) as you can immobilize, wreck or destroy them more often than not...
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/11/06 23:36:29
Subject: Re:Big gunz help
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Decrepit Dakkanaut
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Well QuietOrkmi you pretty much confirmed what I was thinking. Ive ran into the Orks + LandRaider = bad times a few times. Thats why until I build my big gunz, I just stay away from those blasted things (and yes it has caused me to lose a few times because of it)
I figured the kannons would be perfect for taking out transports and dreds and possibly if nothing is left maybe some troops. The Zzaps were for Terminators and mainly the damn land raider. Im also getting a good sized squad of Burna boyz after xmas to mainly take out any terminators that will plop down o the table.
Thanks
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![[Post New]](/s/i/i.gif) 2009/11/07 13:37:02
Subject: Re:Big gunz help
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Been Around the Block
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I have run the kannons several times with good results. The ability to put out a rocket shot or a template shot 36 inches is great support for a ork army. The kannons are pretty dirt cheap for what you get too. I personally am not a fan of the Zapp version but thats just from my personal play testing. It just seems pretty unpredictable for me. I say try it out for yourself though.
Some things I have learned from play testing.
Bring extra grots, I like to have about 10 per krew of guns total instead of the 6 or so you get standard.
Always bring ammo runts those three rerolls mean that when you need it to hit it prob will
I don't advice running the SAG with them its not horrible per say but he tends to do better with his own grots squad. Grots are only like 50 points why risk your kannons?
This may just be my opinion on these last two but
They are horrible if you have to move them, so deploy them well if you need to move them its usually horrible.
I would say always deploy them center of the board someplace so you have range to wherever the battle ends up most times and don't usually have to move them.
Also by deploying them with the crew in a string you can pretty much always get cover saves for them. Even if its deploying them behind the kannon squad next to the current kannon squad.
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![[Post New]](/s/i/i.gif) 2009/11/08 16:42:39
Subject: Big gunz help
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Mekboy Hammerin' Somethin'
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Played a recent game against Tau, and I used 09 Lobbas.
The end result was whittling down my enemy's troop choice during dawn of war from behind a piece of cover... unfortunately I would have been better off with the anti tank capabilities of the Zzap gun...
While Anti infantry that wounds on 3s or 2s is nice, especially when it pins shooting units so they cannot shoot next turn...
Even though it was capture and control, it is my opinion that is always better to have the ability to shoot at vehicles then to hit infantry...
While I love the versatility of Kannons, I just feel that a ranged attack that can penetrate AV 14 is just too important....
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/11/08 17:27:53
Subject: Re:Big gunz help
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Lead-Footed Trukkboy Driver
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Zzap guns are fun and all, but in my experience they never roll high for strength when you need it. (of course YMMV).
I use lobbaz (but that's only cos I love my old squig katapult an pulsa rokkit models.)
It's a real shame they nerfed kannons and zzap guns in the last codex. zzap guns used to auto hit, and kannons could roll 2D6 and pick highest for armour pen when they fired in Strength 8 mode.
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![[Post New]](/s/i/i.gif) 2009/11/08 17:43:59
Subject: Big gunz help
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Proud Phantom Titan
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Just for every one Chance to glance (not including 'to hit' or damage rolls) with a single zap gun (if you want the pen just look one down ^_^) ... note using multiple there slightly different odds (and i can't be bother work them out) AV 10 = 62.50% AV 11 = 50% AV 12 = 37.5% AV 13 = 25.93% AV 14 = 16.20% AV 14P = 9.26%
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This message was edited 1 time. Last update was at 2009/11/08 17:47:27
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![[Post New]](/s/i/i.gif) 2009/11/08 22:24:00
Subject: Re:Big gunz help
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Stabbin' Skarboy
123 fake street
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I was so disappoited apon learning that the Zzap gun auto hit rule was taken away. I think kanons are the most useful of all the big guns, not only are they cheaper, but they average a better strength then Zzap guns. I use lobas but that's only for pinning units, I've never had them win their points back.
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"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. |
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![[Post New]](/s/i/i.gif) 2009/11/09 02:07:41
Subject: Re:Big gunz help
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Decrepit Dakkanaut
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I was mainly planning on fielding kannons and either Zzaps or another kannon battery, seeing as I play against SM alot lately. But my wife is starting nids after their new release, so I KNOW Ill be taking lobbas as well. Ill see how the Zzaps do tho, I got bored the other night and rolled some dice to get an idea of how the STR will roll, and IF I roll like that during games, Ill be rocking lol
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