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. |
|
 |
![[Post New]](/s/i/i.gif) 2015/03/01 19:01:33
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
Gungo, people don't think lootas need a buff at all so i thought gitfindas would be fine, I agree they should be TL but it might upset to many other players. As for the point reduction, it is still not viable. take a battery of KMK's and a Big Mek with a KFF and your saving a lot of points and getting way better firepower and survivability.
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/01 19:14:24
Subject: Fixing Lootas
|
 |
Longtime Dakkanaut
|
Having played with Mek gunz constantly it's no where near more durable. Not by a long shot. Mek Gunz are notoriously known to break under fire. And ironically your talking about a 235 point unit without ammo runts or other upgrades.
I've played them in many different ways. Such as a mega armour big Mek with kff so they can move and fire plus the big Mek pairs well with his kmb. I've played them behind an aegis with ammo dump for free rerolls. Right now it looks like they are best on a VSG building using 4+ cover battkements and shielded. The morkanaut is much more durable however it is overpriced around 300 pst and becomes a huge target because it buffs all your units around it and once you kill the morkanaut all those other walkers and vehicles it supports die much quicker.
|
This message was edited 1 time. Last update was at 2015/03/01 19:16:09
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/02 17:50:43
Subject: Fixing Lootas
|
 |
Dakka Veteran
|
gungo wrote:255 is with 25 point reduction and not putting iwnd on it because not only is it not required but meks are Cheaper and better. Kmk and kmb pair perfectly together for range and targets. Str8 ap2 is an a great shooting weapon. For 255 pst your getting a large footprint 5++ aoe against shooting with weapons that can kill any target in game from terminator armour to av14. Hardly anywhere near borderline useless. I do believe the gork/mork naut is overcosted but it has a role as a durable unit that protects your infantry and walkers from shooting atks. Not that Orks need a 300 point imperial knight.
Also lootas are basically autocannons which are the simlar cost to the imperial gaurd version and also twinlinked.
S8 ap 2 is great for armour thats 2+ however the fact that they need 5s to hit isnt that great. they can only glance armour 14 and need double 5s for armour 13. The 5++ is only 6 inches and only counts models so realistically it protects 1 important unit and everything else will be outside the range. Unless you take meks as a part of a burna boy squad you can't just put meks inside, and if you do go with the burnas it does become more expensive than IWND. I agree that they are overcosted especially when I have on multiple occasions been instakilled by a smash attack from a MC that can't even hurt me regularly. the KMB always tends to be out of range for me.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/02 23:31:00
Subject: Fixing Lootas
|
 |
Slaanesh Chosen Marine Riding a Fiend
Maine
|
Well, you need to remember that Lootas are just Boyz, like most everything in our book is. Just Boyz with a different gun or on a bike or with a jetpack. They are exactly the same as they were last edition, just HS and not Elite. Which honestly, is a proper change. They ARE heavy gunners. I don't think they really are warrented much of a change. They are S7 AP4, correct? That's still a LOT of fire power. And with D3 shots, they fit the Ork randomness GW continues to press upon the faction. If I were to change ANYTHING to them, I'd just make them Heavy2 and go the middle ground to make them a little more reliable. But their low cost probably also has to do with the random shot aspect. If they get a set shot value, they will probably go up in points to maybe 20 per model if you're getting 2 S7 shots with that much range per model, with an impressive mob size. Yes, they have BS2. That's another reason their cost is low. If you want better BS on them, I suppose they should be granted the Git Finda upgrade. But even though they spend 'all their lives' shooting, you do realize those guns are practically tank weapons, right? You could be a dead eye, but if the gun is unweidly, your skill doesn't amount to much. I wouldn't give them weapon options. You'd have to give them something MAJORLY better in order to consider even DROPPING the Deffgun. It's too damn good. But it also breaks the motif of specialized Ork units. Burnas are burnas, lootas are lootas, Flash Gitz are Flash Gitz. Indevidual Orks favor different weapons, and wouldn't want to swap out if they have a say in the matter. Orks are not Tac Marines. And not everything in our book NEEDS to be 'fixed'. Tweaked might be the right word, but as they are now, they are not broken nor are they underpowered. They are as they have been, and they are still solid, cheap Ork units.
|
This message was edited 1 time. Last update was at 2015/03/02 23:33:47
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/02 23:59:33
Subject: Fixing Lootas
|
 |
Longtime Dakkanaut
|
Flash gitz has major issues basically they are overpriced nobs with low str guns w random ap. They have no role. Maybe if they were ap3 and had eavy armor. They would be an awesome assault unit.
Lootas are decent as they are they would be better with gitfindaas and that would be ok but that's basically what flashgitz have right now. Really they should be twinlinked even if they increase the cost to 15ppm.
Either or norther of these changes will happen anytime soon.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 00:36:07
Subject: Fixing Lootas
|
 |
Slaanesh Chosen Marine Riding a Fiend
Maine
|
gungo wrote:Flash gitz has major issues basically they are overpriced nobs with low str guns w random ap. They have no role. Maybe if they were ap3 and had eavy armor. They would be an awesome assault unit.
Lootas are decent as they are they would be better with gitfindaas and that would be ok but that's basically what flashgitz have right now. Really they should be twinlinked even if they increase the cost to 15ppm.
Either or norther of these changes will happen anytime soon.
Not sure they even need Twin Linked. Just make em Heavy 2. There's too much reroll in the game as it is. Defeats the point of tossing dice and praying when you can just reroll with virtually every unit you bring. I'd rather they just save us roll time and increase the amount of shots instead of rerolling. Seriously.
But still, Lootas are S7 weapons on T4 bodies with insane range. Plop them behind a Defense Line and you have a formidable, high S gunline that not many things want to deal with. Toss a couple squads back there and you're good to go.
Though I agree on the changes to Flash Gitz hurt them. They are basically Nob versions of Shoota Boyz. *shrug* They look cool as heck, but, eh. Shoota Boyz do it better and cheaper.
|
This message was edited 1 time. Last update was at 2015/03/03 00:37:02
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 01:52:37
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
lootas are fun, but when you pay for the 15 loota squad and you get 15 shots for two to three turns straight you begin to hate your lootas. I have had games where they rolled high a lot but its just annoying. Add to that hitting on 5s and the fact that they barely scratch heavy armor its just feels like they would be the best ork unit to buff to give us a ranged answer to medium/heavy armor.
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 02:28:07
Subject: Fixing Lootas
|
 |
Longtime Dakkanaut
|
Ghazkuul wrote:lootas are fun, but when you pay for the 15 loota squad and you get 15 shots for two to three turns straight you begin to hate your lootas. I have had games where they rolled high a lot but its just annoying. Add to that hitting on 5s and the fact that they barely scratch heavy armor its just feels like they would be the best ork unit to buff to give us a ranged answer to medium/heavy armor.
Buy new dice because if your rolling 15 ones 3x in a row someone sold you trick dice. Odd how when you roll for mob rule all you get are 6s though.
The randomness is fine for me especially when rolling 15x. It tends to even out. The main reason I like twin linked is bad use I don't use lootas for heavy armour. Either it's infantry or flyers. And for flyers I need twin linked to make those snap shots count. I play with tankbustas and kmk both of which are str8. Tankbustas with great armour pen. And kmk with good hit rates considering it's a blast weapon. Lootas I don't use on av13 unless that's all I can do.
|
This message was edited 1 time. Last update was at 2015/03/03 02:32:43
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 02:29:37
Subject: Fixing Lootas
|
 |
Slaanesh Chosen Marine Riding a Fiend
Maine
|
Ghazkuul wrote:lootas are fun, but when you pay for the 15 loota squad and you get 15 shots for two to three turns straight you begin to hate your lootas. I have had games where they rolled high a lot but its just annoying. Add to that hitting on 5s and the fact that they barely scratch heavy armor its just feels like they would be the best ork unit to buff to give us a ranged answer to medium/heavy armor.
To be fair, what other army can mass fire S7 weaponry? At such a HUGE distance? Not many. They balance it out with low BS. And the Loota isn't really designed to take out heavy armor. They shred medium to light vehicles, and lay waste to infantry, while also threatening MCs. They aren't heavy tank killers. You use Tankbustas for that, who glance heavy armor down via mass Rokkit spam, and get to reroll armor pen.
With a few exceptions, every unit in the Ork codex has a role. Each unit is not designed to be able to handle all roles. Boyz are tarpits and designed to get Power Klaws to where they need to be. Mega Nobz bully and destroy weaker, annoying units and soak up gunfire. Lootas lay waste to lighter vehicles and harass big ugly things. Bikes are solid anti infantry, while being one of few units to multitask well and can tarpit or vehicle hunt with their hidden Klaw. Burna Boyz are anti-swarm, or for fixing vehicles with their Mek upgrade options. Mek Gunz along with Tankbustas are pretty much our dedicated heavy can openers. Our walkers are best used for Tank hunting as well, though can sometimes act as a meat grinder (In the case of a strict CC dread).
If you over buff one unit, you get the same cascade effect other armies suffer. Why take this, when that is ALWAYS better. As it is, everything in our book is usable with very few exceptions. Each has a place depending on what enemy you plan on facing. That's only one of many reasons I love Orks, and I enjoy this codex.
I'm not saying that I don't WANT buffs. I certainly feel there are tweaks here and there that are needed. I just don't think Lootas really need one. If anything, as others have said, I'd change their name since they don't actually loot anything in game. If they had the option to take over wrecked vehicles or pick up weapons from fallen enemies or something, that'd be a cool change. But right now, they are a solid S7 'sniping' unit, picking things off before they have a chance to become too much of a problem, or softening them up just enough to ensure your Boyz finish them off.
And dice rolling hyperbole aside, they always seem to 'underperform' because we tend to remember the worse times, not the best times. I'd like you to make a tracker for the next 10 games you play, and mark down how many shots they were getting for each shooting phase they get each game. I'm sure you'd be surprised they don't shoot as few shots as you might believe.
|
This message was edited 1 time. Last update was at 2015/03/03 02:31:21
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 02:37:45
Subject: Fixing Lootas
|
 |
Longtime Dakkanaut
|
To be fair the reason lootas are called lootas is because they use weapons they steal from the battlefield. MY old second edition lootas were models with multimeltas, las cannons, plasma cannons, heavy stubb guns, etc. there was also the Kustom kombi gun which looked like two guns taped together.
I compare orks to guard a lot because they are similar yet opposite armies. Guard spam str 7 autocannons well for comparable costs to orks.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 12:37:15
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
gungo wrote: Ghazkuul wrote:lootas are fun, but when you pay for the 15 loota squad and you get 15 shots for two to three turns straight you begin to hate your lootas. I have had games where they rolled high a lot but its just annoying. Add to that hitting on 5s and the fact that they barely scratch heavy armor its just feels like they would be the best ork unit to buff to give us a ranged answer to medium/heavy armor.
Buy new dice because if your rolling 15 ones 3x in a row someone sold you trick dice. Odd how when you roll for mob rule all you get are 6s though.
The randomness is fine for me especially when rolling 15x. It tends to even out. The main reason I like twin linked is bad use I don't use lootas for heavy armour. Either it's infantry or flyers. And for flyers I need twin linked to make those snap shots count. I play with tankbustas and kmk both of which are str8. Tankbustas with great armour pen. And kmk with good hit rates considering it's a blast weapon. Lootas I don't use on av13 unless that's all I can do.
Unless GW released a FAQ about lootas you are rolling wrong for them. You don't roll dice for each loota to determine the number of shots, just 1 dice per unit.
"*Roll once each time a UNIT makes a shooting attack with deffguns to determine how many shots all of the units deffguns will fire, after the target has been chosen." So it leaves a bit and I do mean a bit of ambiguity as to whether or not its 1 time per gun or 1 time per turn. But seeing as they don't make it abundantly clear to do it for every gun and since every other edition it has been 1 dice per shooting attack I would stick with that way. Now with regards to what your saying, rolling one die per gun it is far nicer, you will never got the 45 shots but at the same time you never get the 15 either, you basically average out the dice to be around 25-35. I have played that way a few times to try it and it works to better alleviate the bad rolls.
Getting back to tweaking lootas, Gitfindas I still think are viable, making them TL would be fine. My biggest problem with my current ork list is that we have no real answer to AV 14 at range, I define range as 36inches or more, fielding 10 Tankbustas with a max range of 24 is not a good answer to AV14. Hitting on 5s so 3ish hits and glancing on 6s meaning with rerolls probably 1 glance. since most AV14 vehicles have 3+ HPs you will spend most of the game killing 1 vehicle so long as you don't get blown up in return. Im not comparing AV13 or 12 because my army has answers to those targets already (more so 12 then 13 but whatever) what I want is a ranged answer to AV14 that has a chance to pop the vehicle in one or two turns of shooting (with good rolls)
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 13:20:23
Subject: Fixing Lootas
|
 |
Longtime Dakkanaut
|
There are not many armies that can reliably blow up av14 over 36in.
Also ur right I been playing lootas wrong. The one roll would make them less reliable.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:03:41
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
any army with Lascannon or lances has a good chance of killing AV14 especially when they have AP1-2 with a range usually of at least 36 but usually 48 (I.E. lascannons)
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:28:44
Subject: Fixing Lootas
|
 |
Locked in the Tower of Amareo
|
Ghazkuul wrote:any army with Lascannon or lances has a good chance of killing AV14 especially when they have AP1-2 with a range usually of at least 36 but usually 48 (I.E. lascannons)
Not really. S9 only pens a "6". And playing the HP game with lascannons really defeats their concept as a weapon. Understand that while marines can engage LR on paper at range, I usually just ignore them just like I suspect most Ork players do.
|
This message was edited 1 time. Last update was at 2015/03/03 14:29:34
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:31:09
Subject: Fixing Lootas
|
 |
Bonkers Buggy Driver with Rockets
|
Ghazkuul wrote:Now don't get me wrong I love my lootas, many battles have been won by their random inaccurate shooting. However I want to address the fact that they are possibly one of the worst heavy support choices now.
Lets start with whats wrong with them (Not necessarily what needs to be changed)
First off, 6+ armor, so unless they are in cover they die to EVERYTHING, on top of that a lot of players will bring ignores cover weapons specifically to kill lootas (at least in my games)
BS of 2 (like every other ork) these are orks who spend their lives shooting from a distance and yet still only have a BS of 2....
No Access to different weapons (unless you upgrade to a Mek and then he can take a KMB.......not exactly long range.)
Deffgun has D3 shots, this can be a blessing and a curse at the same time. Ive had games where i rolled nothing but 1s and 15 deffguns hit about 5 times and wound about 4 times...not good enough especially with AP4
Price: 14pts a model isn't bad but you gotta remember what your getting, your getting D3 shots from a S7 AP4 weapon at BS 2. for 18pts you can get a Kannon or a Lobba at BS3!
now lets go with whats right:
Pt for pt they are a decent heavy support choice with low point cost
They can take up to 15 which is nice but htis means you get between 15 and 45 shots a turn.....
You can attach meks, but again they dont get anything good except mek weapons and their aren't any really.(for ranged combat)
You can take a trukk as a DT, but with AV10 all around it will explode (its open topped) and it will probably kill between 2-8 of your lootas inside because a 6+ save doesn't do much.
yes im being a bit negative on them but seriously they need a buff, we lost deff rolla, our BW got nerfed hard, we lost Ramshackle, our KFF got nerfed even harder, Cybork got nerfed, we lost the good Mob rule fearlessness, Ghazkuul got NERFED hard and what did we get in return? the Nauts which are over priced and not that great to begin with, Mek gunz which are great but they compete with about 8 other units for a HS spot. At some point we need a unit thats going to be money for us, And So help me god if someone says "You get to take a Stompa" im going to do...nothing because this is a chat forum
My proposal, reduce base cost of lootas by 2, making them 12 pts each, give them the option of taking a gitfinda, either give them some kind of other ranged weapon or invent one for them. S7AP4 is good against most infantry but against Tanks its useless, against a Rhino i need 4s to glance. lastly give them 1+D2 attacks with the Deffgunz that way your not shooting minimum shots and screaming at inanimate models the entire game
What say you Dakkaites?
What if you simply gave the lootas the ability to buy a gitfinda and 'ard armor upgrades? and for fun why not give them a fun upgrade. For example; Armor Burning Dakka! At the beginning of the shotting phase declare that the lootas are going to use this upgrade. For the turn their weapons gain the Rending, Shred, and Gets Hot special rule.
|
Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:31:38
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
I usually run a squad of boyz with a PK into it and go to town on it, rinse and repeat. My point is that Lascannons CAN kill a landraider with 1 shot, theres nothing in the ork list that can do that right now besides a stompa.
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:32:58
Subject: Fixing Lootas
|
 |
Locked in the Tower of Amareo
|
Ghazkuul wrote:I usually run a squad of boyz with a PK into it and go to town on it, rinse and repeat. My point is that Lascannons CAN kill a landraider with 1 shot, theres nothing in the ork list that can do that right now besides a stompa.
It is theoretically possible, but in reality, can't be relied upon in any way. To me, that's as good as being impossible. Lascannons get nerfed fairly hard in 7th as an AT gun.
|
This message was edited 1 time. Last update was at 2015/03/03 14:33:17
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:38:21
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
1/3 chance to pen/glance as opposed to orks 1/6 chance not to mention the whole BS2 thing. It just would be nice to have some means of killing heavy armored vehicles from range. Even upgrading lootas with +1 strength would give us large amounts of shots that could theoretically take out a Landraider in a turn or two. Automatically Appended Next Post: 15 lootas with 2 shots each = 30 shots, 10 hits and 1-2 glances against a land raider with +1 strength added.
|
This message was edited 1 time. Last update was at 2015/03/03 14:39:28
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 14:42:11
Subject: Fixing Lootas
|
 |
Locked in the Tower of Amareo
|
Ghazkuul wrote:1/3 chance to pen/glance as opposed to orks 1/6 chance not to mention the whole BS2 thing. It just would be nice to have some means of killing heavy armored vehicles from range. Even upgrading lootas with +1 strength would give us large amounts of shots that could theoretically take out a Landraider in a turn or two.
Automatically Appended Next Post:
15 lootas with 2 shots each = 30 shots, 10 hits and 1-2 glances against a land raider with +1 strength added.
I see what you're saying, but the reality is that if I want a land raider to go away, I have to use melta. Not even the railhead from Tau can take it out at range reliably.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 15:37:24
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
Yes, another weapon orks do not have access to, with the exception of the tankbusta bomb which is basically a melta bomb, the Boom Bomb from Fighta bombas which is S7 Armorbane and lastly Killsaws which are armorbane.
So what orks have for anti tank weapons are 2 melee weapons (yep, more melee in an edition that nerfed Melee) and a Bomb that is only S7 and his HIGHLY difficult to use.
THAT is why I wish orks had a LONG RANGE option to deal with vehicles
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 16:29:19
Subject: Fixing Lootas
|
 |
Locked in the Tower of Amareo
|
Ghazkuul wrote:Yes, another weapon orks do not have access to, with the exception of the tankbusta bomb which is basically a melta bomb, the Boom Bomb from Fighta bombas which is S7 Armorbane and lastly Killsaws which are armorbane.
So what orks have for anti tank weapons are 2 melee weapons (yep, more melee in an edition that nerfed Melee) and a Bomb that is only S7 and his HIGHLY difficult to use.
THAT is why I wish orks had a LONG RANGE option to deal with vehicles
Orks probably need more anti-tank options. But the lascannon is no longer a good one.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 16:22:26
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
Anything would be worth it.
I LOVE ORK RANDOMNESS! but sometimes they need to give us more USEFUL stuff and less random garbage. Zzap gunz would be great if they weren't S 2d6 Smasha gun is the same thing to a lesser extent. Most of our weapons that have RANDOM anything average about S7 which we already have in abundance what we need is S8-10 to mess long ranged opponents up
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 16:53:39
Subject: Fixing Lootas
|
 |
Gargantuan Gargant
|
Ghazkuul wrote:Anything would be worth it. I LOVE ORK RANDOMNESS! but sometimes they need to give us more USEFUL stuff and less random garbage. Zzap gunz would be great if they weren't S 2d6 Smasha gun is the same thing to a lesser extent. Most of our weapons that have RANDOM anything average about S7 which we already have in abundance what we need is S8-10 to mess long ranged opponents up No offense, but you do realize some of the nuances of playing an army is having to deal with downsides and weaknesses right? Orks are already quite versatile as is, our general lack of reliable long-range anti-tank is part of our codex design and the reason why is because the general ethos of the Orks codex is having quantity over quality. This is why lootas can spam the bajeezus out of S7 shots, likewise with our shootas with anti-infantry dakka, and in close combat we put out a torrent of attacks that few codices can match. So while I understand your desire to blow things up at range, its simply not the Orky way, to have high quality long-ranged firepower, for us our best way of blowing up offending vehicles is with the business end of a power klaw or tankbusta bomb. It's like if you're a Tau player and you're complaining about not having CC upgrade options for your Fire Warrior Shas'vre, that's not the design of the Tau codex, they're supposed to be mediocre in combat. Even if you try going Kroot as the core of your army the Tau codex was not designed for assault so that's something you're going to have to accept at some level. Similar to your dislike of Mob Rule. We are not Space Marines. We are not the jack of all trades.
|
This message was edited 3 times. Last update was at 2015/03/03 16:56:35
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 17:31:27
Subject: Fixing Lootas
|
 |
Krazed Killa Kan
Homestead, FL
|
yes, but every other army in the entire game pretty much has an option to take that can destroy heavy vehicles from range. You used the TAU as an example they can take kroot who are good at CC as troops. Imperial guard can take specialized units as well. Space marines have assault marines and devestators. Chaos have just about everything hte imperium has so really I am not complaining, I am stating a weakness that needs to be amended. They don't have to be the best long range killers ever but I would like the option of being able to wreck some stuff from a distance. We loot everything from the imperium, why can't we loot some lascannons and turnem into something orky? or an equivalent weapon?
|
I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 22:53:08
Subject: Fixing Lootas
|
 |
Gargantuan Gargant
|
Ghazkuul wrote:yes, but every other army in the entire game pretty much has an option to take that can destroy heavy vehicles from range. You used the TAU as an example they can take kroot who are good at CC as troops. Imperial guard can take specialized units as well. Space marines have assault marines and devestators. Chaos have just about everything hte imperium has so really I am not complaining, I am stating a weakness that needs to be amended. They don't have to be the best long range killers ever but I would like the option of being able to wreck some stuff from a distance. We loot everything from the imperium, why can't we loot some lascannons and turnem into something orky? or an equivalent weapon? I would argue that Kroot aren't very good assault troops, compared to the Tau maybe, but the Tau are sissies anyways so that's a pretty low standard. Most of those who take Kroot use them for their sniper rounds and hole them up in cover, being only S3 T3 I3 and 1 attack each with only a 6+ armour save is not very threatening close combat wise. They're pretty much guardsmen with 1 extra pip of WS, do you think guardsmen are good melee combatants? At most they act as bubble wrap for Tau units and they don't have the same access to mitigating Ld issues like Orks can with Mob Rule or fearless with items, unless you want to waste points on an ethereal. Also, does every other army have a weapon to reliably destroy heavy enemy vehicles from range? Honestly I don't think so. Reliably anyways. Let's take a look: Tyranids: Nope, they literally have no way to insta-pop heavy enemy vehicles with AV13-14 from long range, they're forced to get close to vulnerable rear and side armour with units like MC in CC or using things like electroshock grubs from their Hive Tyrants. Heavy Venom Cannon is pretty pants (and short ranged) and their longest ranged gun, the Tyrannofex's rupture cannon, is inaccurate with only BS3 and can't pop tanks without HP-stripping due to being AP4. Chaos Daemons: Nope, they also lack long range AT. Unsurprisingly, they have only have short ranged and unreliable psychic powers for high strength, low AP weaponry short of the Soul Grinder who also has short range. Tau Empire: They really only have 1-2 really longed ranged high strength and low AP weapons, which is the Hammerhead railgun and the Riptide Ion Accelerator. The railgun is limited from how you can't really spam it nor is it guaranteed to hit or pen short of paying even more for Longstrke (which you can only have 1 of) and given that this is the only platform that the railgun can be used, it can't be spammed, which is why you typically see people taking HYMP Broadsides in conjunction with fusion blaster crisis suits instead, given that it is the age of HP-stripping and the fusion blasters are the solution to higher AV past 13. The Riptide Ion Accelerator is the one exception but given that its Tau they kinda need this advantage over us. Dark Eldar: One of the few cases where they can spam a butt ton of lances, but this is countered by how S8 with the lance rule means you get diminishing returns against vehicles AV12 and lower. Also people use haywire blasters/heat lances for, you guessed it, better HP-stripping which again is another weapon that is close range. Eldar: The OP dex of 6th-7th edition, its not surprising that they are one of the few exceptions to having quality long ranged AP weapons via wraithknights alongside mass S7 spam with their wave serpents to boot. Necrons: They also lack for having widely accessible long ranged anti-tank, with the nerfing of tesla and removal of the haywire cryptek stick their primary way of getting rid of heavy vehicles is now through gauss spam, not high strength and AP weaponry. Heavy Destroyers aren't really long ranged either with only 36" range. At most maybe the Doomsday Ark but that has its own issues with mobility and getting proper LoS without moving. And again the Doomsday Ark has the same issue of it being the only platform (which is not cheap) for the weapon, meaning you get 1-2 of those in a list tops. Forces of the Imperium: Not going to bother writing out every chapter/faction given that the core weaponry is largely the same. As spoken previously, lascannons aren't exactly the most efficient AT anymore given that you need to roll a 5-6 to penetrate and kill most heavy vehicles. It's also expensive enough that spamming it is not viable or causes the rest of your force to be under armed against other threats. Melta weapons are the one that is most efficient and used (particularly with Sisters of Battle or Blood Angels) but that requires you to get up close and personal. So again, even with IoM forces that you desperately want to loot from, their most effective weapons are actually the short-ranged ones not the long-ranged ones so... If you honestly want to get long range anti-tank, you can ally in another book's unit. Just Ork it up if its a vehicle and say its looted or if its an actual unit you can use Ork cyborks or other experiments to represent those like Space Marines and Grots for weedier guys like Guardsmen or Tau. With regards to vehicles you can also claim that because of its esoteric nature, the bad vibe it sends off means most Orks don't want to be near it which helps reflect the "Come the Apocalypse" rules.
|
This message was edited 4 times. Last update was at 2015/03/03 23:53:30
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/03 23:37:00
Subject: Fixing Lootas
|
 |
Slaanesh Chosen Marine Riding a Fiend
Maine
|
Grimskul wrote: Ghazkuul wrote:yes, but every other army in the entire game pretty much has an option to take that can destroy heavy vehicles from range. You used the TAU as an example they can take kroot who are good at CC as troops. Imperial guard can take specialized units as well. Space marines have assault marines and devestators. Chaos have just about everything hte imperium has so really I am not complaining, I am stating a weakness that needs to be amended. They don't have to be the best long range killers ever but I would like the option of being able to wreck some stuff from a distance. We loot everything from the imperium, why can't we loot some lascannons and turnem into something orky? or an equivalent weapon?
I would argue that Kroot aren't very good assault troops, compared to the Tau maybe, but the Tau are sissies anyways so that's a pretty low standard. Most of those who take Kroot use them for their sniper rounds and hole them up in cover, being only S3 T3 I3 and 1 attack each with only a 6+ armour save is not very threatening close combat wise. They're pretty much guardsmen with 1 extra pip of WS, do you think guardsmen are good melee combatants? At most they act as bubble wrap for Tau units and they don't have the same access to mitigating Ld issues like Orks can with Mob Rule or fearless with items, unless you want to waste points on an ethereal.
Also, does every other army have a weapon to reliably destroy heavy enemy vehicles from range? Honestly I don't think so. Reliably anyways. Let's take a look:
Tyranids: Nope, they literally have no way to insta-pop heavy enemy vehicles with AV13-14 from long range they're forced to get close to their vulnerable rears and sides or getting close with their MC in CC and using the electroshock grubs from their Hive Tyrants. Heavy Venom Cannon is pretty pants (and short ranged) and their longest ranged gun, the Tyrannofex's rupture cannon, is inaccurate with only BS3 and can't pop tanks without HP-stripping due to being AP4.
Chaos Daemons: Nope, they also lack long range AT. Unsurprisingly, they have only have short ranged and unreliable psychic powers for high strength AP weaponry short of the Soul Grinder who also has short range.
Tau Empire: They really only have 1-2 really longed ranged high strength and low AP weapons, which is the Hammerhead railgun and the Riptide Ion Accelerator. The railgun is limited from how you can't really spam it nor is it guaranteed to hit or pen short of paying even more for Longstrke (which you can only have 1 of) and given that this is the only platform that the railgun can be used, it can't be spammed, which is you typically see people taking HYMP Broadsides in conjunction with fusion blaster crisis suits instead, given that it is the age of HP-stripping and the fusion blasters are the solution to higher AV past 13. The Riptide Ion Accelerator is the one exception but given that its Tau they kinda need this advantage over us.
Dark Eldar: One of the few cases where they can spam a butt ton of lances, but this is countered by how the S8 and lance means you get diminishing returns against vehicles AV12 and lower. Also people use haywire blasters/heat lances for, you guessed it, better HP-stripping which again is another weapon that is close range.
Eldar: The OP dex of 6th-7th edition, its not surprising that they are one of the few exceptions to having quality long ranged AP weapons via wraithknights alongside mass S7 spam with their wave serpents to boot.
Necrons: They also lack for having widely accessible long ranged anti-tank, with the nerfing of tesla and removal of the haywire cryptek stick their primary way of getting rid of heavy vehicles is now through gauss spam, not high strength and AP weaponry. Heavy Destroyers aren't really long ranged either with only 36" range. At most maybe the Doomsday Ark but that has its own issues with mobility and getting proper LoS without moving. And again the Doomsday Ark has the same issue of it being the only platform (which is not cheap) for the weapon, meaning you get 1-2 of those in a list tops.
Forces of the Imperium: Not going to bother writing out every chapter/faction given that the core weaponry is largely the same. As spoken previously, lascannons aren't exactly the most efficient AT anymore given that you need to roll a 5-6 to penetrate and kill most heavy vehicles. It's also expensive enough that spamming it is not viable or causes the rest of your force to be under armed against other threats. Melta weapons are the one that is most efficient and used (particularly with Sisters of Battle or Blood Angels) but that requires you to get up close and personal. So again, even with IoM forces that you desperately want to loot from, their most effective weapons are actually the short-ranged ones not the long-ranged ones so...
If you honestly want to get long range anti-tank, you can ally in another book's unit. Just Ork it up if its a vehicle and say its looted or if its an actual unit you can use Ork cyborks or other experiments to represent those like Space Marines and Grots for weedier guys like Guardsmen or Tau. With regards to vehicles you can also claim that because of its esoteric nature, the bad vibe it sends off means most Orks don't want to be near it which helps reflect the "Come the Apocalypse" rules.
Hey, what's that behind you! it's an exalt!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/03 23:52:51
Subject: Re:Fixing Lootas
|
 |
Waaagh! Ork Warboss on Warbike
Waiting at the Dark Tower steps..
|
Lootas are great I have many mixed feelings about them either you hate them and use other forms of dakka or you love love em. I personally love them and always bring them in most orks battle. The fact that there range is 48 (only ork unit that has that range) What you should do is put them in buildings or other structures of some kind. My worst game with lootas was Hammer and anvil because they footslogged the whole game because of lack of structures to use for cover.
They are fine though much better then flash gitz in my opinion.
|
First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/04 00:10:51
Subject: Fixing Lootas
|
 |
Ferocious Black Templar Castellan
|
Ghazkuul wrote:My point is that Lascannons CAN kill a landraider with 1 shot, theres nothing in the ork list that can do that right now besides a stompa.
Zzap Gunz and Shokk Attack Guns can.
|
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/02 17:39:26
Subject: Fixing Lootas
|
 |
Gargantuan Gargant
|
AlmightyWalrus wrote: Ghazkuul wrote:My point is that Lascannons CAN kill a landraider with 1 shot, theres nothing in the ork list that can do that right now besides a stompa.
Zzap Gunz and Shokk Attack Guns can.
Don't forget Smasha Gunz!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/03/04 00:21:55
Subject: Fixing Lootas
|
 |
Slaanesh Chosen Marine Riding a Fiend
Maine
|
|
|
 |
 |
|