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Made in us
Been Around the Block



Elkton, MD

Hi, just started playing 40k using Necrons and my first match up was with an Ork player. Needless to say he mopped the floor with me. During my postmortem of the match I tried coming to grips with how to handle his 3 zzap gunz unit that sat in the rear and took pot shots at me. He missed my monolith every time but still...the unit is being baby sat by a unit of 3 killa kans. So it's no easy task. I had an idea though of using a lord mounted on a destroyer body with the nightmare shroud with a screen of scarabs - separate units as the scarabs will be sacraficed. If I engage the killa kans with my scarabs my destroyer lord will be within 12" of the zzap gunz unit. Do the 6 gretchin's that are manning the zzap gunz get the mob rules special rule? My thought was that the nightmare shroud would scare off the gretchins if they had a LD of 2. If they get the special rule it would make life more difficult as they would then have an LD of 6 but I think I could do it. If the rule doesn't apply to the gretchins then bye-bye gun crews. Now for my real question. My actual target here is the gretchins - if they run from the zzap gunz never to be seen again does that mean the zzap gunz can't fire? If that's the case than whoohooo! I read the page in the ork codex about big gunz but it really doesn't go into the function of the gretchins
   
Made in hu
Rebel_Princess






London

Gretchin do have the mob rule and they will fall back WITH the artillery as long as there is at least one crewmember a gun... I think!



Roll up roll up and join Da Kroozin Klanker's squadron of Killa Kans, PM me or look at the Waagh Dakka article for info! 
   
Made in us
Longtime Dakkanaut





Just rake them with a round or two of destroyer fire. Any hits against the guns will kill them 1/2 the time (since any glancing or penetrating hit kills an artillery piece), or knock out a crew member 5/6 of the time. With three destroyers, that's 2 guns dead in the first wave, take out the last one the next turn. Assuming average rolls, of course.

Grots do not have mob rule. They also have Ld 5, and if they flee, they take the guns with them, and cannot fire them while falling back (they are heavy weapons).

Read p. 55 of the BRB. This will tell you how to kill artillery.







There's just an acre of you fellas, isn't there? 
   
Made in us
Squishy Squig




So, this is a bit off topic for the thread, but I'm wondering why you're even worrying about the zzap guns. You said you got beat, yet the zzap guns missed every shot... so why are you worrying about the zzap guns, why not worry more about the reason you got beat? Zzap guns are pretty terrible. They average str 7.5 which won't ever hurt your monolith and won't even instant kill a warrior to prevent will be back. Honestly, particularly as an army that doesn't really have any massive gun totting vehicles to worry about other than a monolith, I don't think zzap guns pose any threat to you at all. Is he guarding the zzap guns with a killa kan squad; even better then! Now your opponent is wasting at least 195 points and two heavy slots fielding something that won't hurt you at all (well, until the killa kanz give up protection and come into the fray). Honestly, those killa kanz wasting away in the back field are one of the few things that could actually harm your monolith so yay for them not even trying.

What did you actually lose to, massive foot sloggers or troops in transports? focus on how to deal with those, ignore zzap guns.

This message was edited 1 time. Last update was at 2010/08/04 18:35:51


 
   
 
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