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![[Post New]](/s/i/i.gif) 2012/05/09 16:45:23
Subject: Re:A shokk attack gun tips?
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Shas'o Commanding the Hunter Kadre
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Reckoner wrote: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?
Yea it's 3 big meks with SAGs, from what I remember you roll 3d6 and take the two highest to see what their shot does, and I know it uses and apoc blast marker, as to which one I can't remember.
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![[Post New]](/s/i/i.gif) 2012/05/09 19:33:36
Subject: A shokk attack gun tips?
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Flashy Flashgitz
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That sounds very fun
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![[Post New]](/s/i/i.gif) 2012/05/10 12:15:44
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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That would bring some hurting, on both sides. Im not going to lie, Id laugh so hard at the Imperial player whos super badass and SUPER pts heavy titan was hit with a double 6.
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![[Post New]](/s/i/i.gif) 2012/05/10 14:41:53
Subject: A shokk attack gun tips?
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Dakka Veteran
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Reckoner wrote:That sounds very fun 
I used the Shokk Attack Gun Battery the last time I played Apocalypse. It's VERY fun. I used three Shokk Attack Guns with a mass of snotllings to use as extra ammunition. It was glorious.
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![[Post New]](/s/i/i.gif) 2012/05/10 14:48:35
Subject: A shokk attack gun tips?
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Battlewagon Driver with Charged Engine
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Roll well and dont get mad.
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![[Post New]](/s/i/i.gif) 2012/05/10 18:07:06
Subject: A shokk attack gun tips?
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Noise Marine Terminator with Sonic Blaster
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Personally, when I first tried the SAG, I thought this was finally going to be my solution to AV14. BZZZT! Wrong answer.
I quickly found out that it is great for killing marines and terminators. Everyone gets hung up on the random strength of the gun while completely glossing over the fact that this is the only long range AP2 weapon in the ork arsenal. And, could someone do the math hammer for me, but compare how many "bad" options are the in the list of things to go wrong and contrast it to a Gets Hot! weapon. I think it is like 2 or 3. So, you are already doing better than a weapon with a Gets Hot! rule.
And, even if you roll a 3 (as snake eyes are bad), you are still wounding marines and termies on 5s with only invul saves.
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![[Post New]](/s/i/i.gif) 2012/05/10 23:21:57
Subject: A shokk attack gun tips?
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Beautiful and Deadly Keeper of Secrets
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ZZap gun would be the secondary ranged if it had kept its auto hit, but BS2 + this = a no.
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![[Post New]](/s/i/i.gif) 2012/05/11 01:39:25
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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Well you CAN get them in big gunz, but who would waste the points. Seriously, taking away the auto hit just screwed those so hard. Its not like that was over powered anyways, I mean you still had to roll the STR of the damn things.
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![[Post New]](/s/i/i.gif) 2012/05/13 00:26:58
Subject: Re:A shokk attack gun tips?
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Homicidal Veteran Blood Angel Assault Marine
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Are all Big Gunz BS3? The crew are Grots.
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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![[Post New]](/s/i/i.gif) 2012/05/13 15:26:19
Subject: A shokk attack gun tips?
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Hardened Veteran Guardsman
Hiding in a ruined Chimera
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Yeah i would put him with grots, so if you roll snake eyes and the squad goes you wouldnt lose more than the big mek and a few meat sheilds
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![[Post New]](/s/i/i.gif) 2012/05/14 18:22:19
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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MrEconomics wrote:Are all Big Gunz BS3? The crew are Grots. Yes they are BS3. But your missing the point, half the shots will miss, so for each battery, youll get 1.5 hits per. Nice witch kannons, as its always STR8, not so much when the STR can range from 2-12 with a STR7 being most common. So your going to be getting more of a shot that is LESS STR, with chances of WOW to AWWWW in between for what like 15pts each or something nuts. No thanks, Kannons are where its at when it comes to BigGunz
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This message was edited 1 time. Last update was at 2012/05/14 18:24:25
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![[Post New]](/s/i/i.gif) 2012/05/14 19:15:38
Subject: A shokk attack gun tips?
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Noise Marine Terminator with Sonic Blaster
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I have to agree. Kannons are the best 80 points you can spend in the game. They are commonly overlooked until you start dropping down 9 shots of them per turn.
As far as the SAG, I am more a fan of the AP2 then I am of the random strength.
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![[Post New]](/s/i/i.gif) 2012/05/14 21:39:08
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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Agreed, but its nice knowing you have a decent chance of making say, a unit of terminators go bye bye
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![[Post New]](/s/i/i.gif) 2012/05/14 23:32:48
Subject: Re:A shokk attack gun tips?
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Ork-Hunting Inquisitorial Xenokiller
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Well, i used him recently and heres what i did: left him in a building in my deployment zone. In the same building were lootas( shokk was independent) his fire was directed on a 10 man squad of chaos terminators +1 abbadon, while lootas got what the shokk couldn't get. By turn 4, only 3 terminators remained and abbadon was gone. would it be a good idea to do this tactic again or try the grot-shield trick?
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![[Post New]](/s/i/i.gif) 2012/05/15 01:53:17
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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Try the grot shield as well. You wont ALWAYS have a building in your deployment zone, so its always a good idea to know how other things work
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![[Post New]](/s/i/i.gif) 2012/05/15 02:49:02
Subject: A shokk attack gun tips?
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Stone Bonkers Fabricator General
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Ruphi wrote: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.
Then it really depends on what your opponent is running. An Eldar player is going to go first, always anyway. Then again you are probably going to wound on 2+ anyway so it evens out. Automatically Appended Next Post: Green is Best! wrote:I have to agree. Kannons are the best 80 points you can spend in the game. They are commonly overlooked until you start dropping down 9 shots of them per turn.
As far as the SAG, I am more a fan of the AP2 then I am of the random strength.
dont 3 kannons cost 60 points not 80?
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This message was edited 1 time. Last update was at 2012/05/15 03:10:44
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/05/15 11:51:22
Subject: Re:A shokk attack gun tips?
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Decrepit Dakkanaut
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I could check, but my codex is out in the garage, and Im far to lazy to walk out there to look. Either way, they are friggin cheap
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![[Post New]](/s/i/i.gif) 2012/05/15 12:54:44
Subject: A shokk attack gun tips?
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Noise Marine Terminator with Sonic Blaster
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Exergy wrote:Green is Best! wrote:I have to agree. Kannons are the best 80 points you can spend in the game. They are commonly overlooked until you start dropping down 9 shots of them per turn.
As far as the SAG, I am more a fan of the AP2 then I am of the random strength.
dont 3 kannons cost 60 points not 80?
Yeah, I think I made a mistake there. But I almost always take a few extra grots and a runtherder for the unit. Otherwise, you are using LD5 and your entire crew is running at the first couple of grots killed.
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