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Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Stelek wrote:SAG + Doubles (and chances for such) = bad.

Two SAGs...something bad is gonna happen. lol



You are, of course, correct. Something bad will eventually happen (its the nature of the beast) but I think the risks are worth it both for the coolness of the idea (and the model) and the potential fear it strikes into opponents who either don't quite know what it does exactly or those who have suffered a game where all the rolls were super-nasty. If you happen to be playing against an opponent with some nice super-expensive units with a good armor save (Terminators, Immortals, etc) then the SAG can potentially make up its VPs in a single round of good shooting.

Also, I think the SAG isn't as prone to going wacky as it first seems when you read the rules. Out of the possible 36 results you can roll on 2D6, 26 of those results are perfectly fine and mean you have a Strength 4-10 AP2 Ordnance weapon with a 60" range (NICE). Of the other ten wacky or bad results.


Big Time Suckage (3 Results):
  • 1,1: The Gun explodes and takes everyone nearby with it. Ouch.

  • 2,2: Your opponent chooses the target and may shoot Orks. The only redeeming quality is that the shot is only S4.

  • 5,5: The Mek goes straight into CC and will likely die. Bummer.



  • Not So Bad (6 Results):
  • 1,2 & 2,1: The shot is only S3, which kind of sucks but certainly isn't terrible.

  • 3,3: The shot hits the unit nearest the target, which is more than likely still an enemy unit.

  • 4,4: The shot uses the small template and only gets a S6 and an AP6. Probably won't do much damage that turn.

  • 5,6 & 6,5: The shot only hits the model under the center hole but counts as S10 (which is fine if you were firing at a vehicle), however the gun can't fire next turn. Bummer again.



  • Super Awesome (1 Result):
  • 6,6: Everything under the blast is just gone. Hell yeah.




  • So ultimately only 3 out of the 36 results are really terrible. While its not a weapon you want to base a strategy around I really do think its a good terror weapon to freak your opponents out with (at the very least) its potential to do nasty things.



    This message was edited 1 time. Last update was at 2008/01/03 17:17:21


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    Made in us
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    .................................... Searching for Iscandar

    Indeed. They are much like Kommandos and the Shock Drop. Potential means alot.

       
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    Regular Dakkanaut




    Flower Mound Texas

    While the SAG gun is useful (I'm going to try to work one into my orks) having a 5+ cover on 120 boys is something I can't give up.

    All out of witty one-liners. 
       
    Made in us
    Raging Ravener





    Bossier City, Louisiana

    I'm no Ork player, but the SAG just sounds like a hell of a lot of fun on the table... for both player & opponent!

    That which does not kill us, makes us stronger. That which kills us, makes us stronger. We are the terror in the night, the shadow in the warp.


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    Made in ca
    Decrepit Dakkanaut





    An Ork Mek with a Shokk Attack Gun should also take a Burna, for those 5,5 rolls.
       
    Made in us
    Fresh-Faced New User




    Spend an extra 20 pts to cover down on a 1 in 36 chance? Nah...
       
    Made in us
    Kabalite Conscript




    I personally am a huge fan of the SAG, but for this build I would disagree as you will be throwing so many dice heavy armor will be a thing of the past anyways. Three lootas is also a bit excessive id only take 2x as for reasons already stated. I think your golden ticket is to run as many squads of shootas you can with 2x KFF Mechs. Throw in rockets wherever you can as orks always have fun with lots of enemy armor. Past that its a nasty list.
       
    Made in us
    Veteran Wolf Guard Squad Leader






    Minneapolis

    Nurglitch wrote:An Ork Mek with a Shokk Attack Gun should also take a Burna, for those 5,5 rolls.


    Kaloyan wrote:Spend an extra 20 pts to cover down on a 1 in 36 chance? Nah...


    But think of the opponents face when it goes from pure glee to omgwtfbbq.

    The Carrion Corsairs - A Dark Eldar P&M Blog

    Know thine enemy.
    You are known to him already

    * Sermon Primaris, the Ordo Xenos

     
       
    Made in us
    Lead-Footed Trukkboy Driver







    I a word (or two)...Oh yeah!
    Here is my kurrent plan:

    Old Zogwort
    Big Mek w/ Shokk Attak Gun

    (12) Tankbustas w/ 3 Bomm Squigs
    (12) Tankbustas w/ 3 Bomm Squigs
    (12) Tankbustas w/ 3 Bomm Squigs

    (30) Shoota Boyz w/ 3 Big Shootas, Nob w/ Power Klaw
    (30) Shoota Boyz w/ 3 Big Shootas, Nob w/ Power Klaw

    (17) Storm Boyz w/ Nob, Powerclaw
    (17) Storm Boyz w/ Nob, Powerclaw
    (17) Storm Boyz w/ Nob, Powerclaw

    Battlewagon w/ Killkannon
    Battlewagon w/ Killkannon
    Battlewagon w/ Killkannon


    Shootin'
    Anti-tank 36 Rokkits, 9 Bomm Squigs
    Anti-heavy infantry - 3 Killkannons, Shokk Attak Gun
    Anti-light infantry 9 Big Shootas, 60 shootas
    Anti- Tool'd up character/Demi-god - Zoggie's Curse!

    Crumpin'
    Anti Tank - 36 Tank busta Bomms, 5 Powerclaws
    Anti-heavy infantry - 5 Powerclaws
    Anti-light infantry - 51 Storm Boyz, 60 Shoota Boyz


       
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    That many tankbustas is asking for trouble. Chasing windmills like Don Quixote.

     
       
    Made in gb
    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

    I agree with Yakface. Shokkmeks are perfect for a SAFH Ork list. would expect to see at least one myself, and most SAFH Ork armies eing built here have one or two, its the KFF that is undervalued locally.

    You are better off with one of each, failing that two Shokkmeks.

    Why? Ap2, and for all the things that can go wrong they are offset by the fqct that you have a long ranged ordnance weapon on an IC. Unless they get a lucky scatter the opponent cant even target him, just about the only way he can die is by a misfire or assault units in the ork deployment zone.

    Meanwhile I see his pie plate waste termies, something most orks have a problem taking down. Termies are in fact optimum targets for the SAG. I saw a two SAG maul a Deathwing army in two turns (with the help of 30 lootas).

    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
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    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

    Stelek wrote:Which is what, exactly? Die? Block LOS for your other units when blown up? I'm not sure how 20 points is 'bad' for a missile launcher, when 50 is what a killa kan costs you for the same thing.


    Sorry there is a lot more to Kans then just getting shot. For a start with av11 and large numbers on their side a kan list can absorb a large amount of punishment, more so than grots. Even with the extra 6 wounds your grots will be running soon, meanwhile Kans do not die easy in squadrons, keep one kan in front and so long as it is not destroyed outright it keeps in the fight and keeps on absorbing hits that other kans don't have to take.

    Furthermore you present the enemy with a problem, kans require autocannon or equivalent weapons for the optimum kill, those are also by and large your long ranged guns desperately needed to shoot lootas.

    Finally Kans have S10 close combat attacks, unlike the regular grots and so act as good support for your shoota boyz. Big gunz are one trrick wonders with reasonable shooting for the price, but contribute in no other ways.

    Kans are a distraction from lootas, counter assault and reasonably accurate heavy weapons platforms in one. Not bad for 150pts for three.

    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
    Made in gb
    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

    FearPeteySodes wrote:
    Nurglitch wrote:An Ork Mek with a Shokk Attack Gun should also take a Burna, for those 5,5 rolls.


    Kaloyan wrote:Spend an extra 20 pts to cover down on a 1 in 36 chance? Nah...


    But think of the opponents face when it goes from pure glee to omgwtfbbq.


    I would consider a burna for a KFF mek though.

    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
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    Been Around the Block




    Greenville SC

    While we're on the topic of the SAG I havea question. Can the Big Mek take an Ammo Runt and reroll is 2d6 roll if it blows?


    wOOkie
       
    Made in us
    [MOD]
    Madrak Ironhide







    My reading is that they allow rerolls of to hit rolls, and the
    shokk attack gun roll is not a to hit roll and so you wouldn't
    be allowed to reroll it.

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    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

    no, as soon as you get the wierd result it occurs, no going back. Also grots wont want to get anywhere near an SAG.

    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
    Made in us
    Fixture of Dakka






    .................................... Searching for Iscandar

    Grots=ammo. lol

       
     
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