Switch Theme:

Ork Tankbustas question...  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Yellin' Yoof





Ann Arbor, MI

I received a box of Tankbustas for X-mas, and I have one left in the box to paint. It is the big, Nob-like character. My question to all the Ork Kommanders out there is this:

In a squad of 10 Tankbustas, is it worth my while to upgrade one of them to a PK? I would use them strictly for tank hunting, if at all. They have the Busta-Bombs which give 2D6+6 pen against tanks. Do I really need to spend the points to give one of them a PK?

9W-oL-2T
0W-0L-1T


 
   
Made in us
Lord Commander in a Plush Chair






Did you give any of them Tank hammers?

If so don't bother with the Klaw.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Yellin' Yoof





Ann Arbor, MI

Yes, one of them has the Tank Hammer. I assumed a PK is overkill.....

9W-oL-2T
0W-0L-1T


 
   
Made in us
Waaagh! Warbiker






A klaw can be very useful if they lose their transport. Or more to the point, if they are ever out of their vehicle for any reason (voluntary or otherwise), you place a lot more survivability into their squad with a klaw than you do without it. The klaw can also add a great deal of umph when fighting tyranids or the like and you find yourself assaulting a monstrous creature to take advantage of those tankhammers when there are no tanks around.

Goffs 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Personally, I don't. I run them as part of a horde, so getting into CC is difficult anyway, but I need to milk as much shooting out of them as possible. Once the opponent realises that even at BS2, 15 rokkits do demolish vehicles, I'll probably lose the squad.

However, if you are running Mech, I'd take a PK instead of any rokkit hammers. You want to pop transports ASAP, so you've got to shoot them.

I don't like Rokkit Hammers. I find Tank Busta Bombs to be more than sufficient anti-tank, so all you are doing with the Tank Hammer is losing your ranged attack. That's lethal for a squad who'll get top priority.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
Jihallah Sanctjud Loricatus Aurora Shep Gwar! labmouse42 DogOfWar Lycaeus Wrex GoDz BuZzSaW Ailaros LunaHound s1gns alarmingrick Black Blow Fly Dashofpepper Wrexasaur willydstyle 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Tankbustas do best meched up, I sort-of agree with Dark Hound. I think the tankhammer is worth having, but you shouldn't have more than one. Nob with PK is good, and he can have a bosspole. This lets the squad do more than simply break tanks, and if you decide to charge marines, unless you have a PK you don't have a power weapon.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
 
Forum Index » 40K General Discussion
Go to: