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Made in us
Fresh-Faced New User



Metro Detroit area, MI, USA

I'm a new ork player and really like the idea of having a low-point HS unit of 3 kannons on the field, but the artillery rules just don't make it seem worth it--10 armor all around, and any penetrating OR glancing hit destroys them??? Has anyone out there had success with artillery (with any army)? Or learned the hard way that they aren't all that great? Thanks!

WAAAAAAAAAAGH on!

2000pts

(Apologies in advance for noob questions!)

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Made in us
Perfect Shot Ultramarine Predator Pilot





You are going to need some serious threat in the rest of your army to make them worth it. Thunderfire cannons for me are great!...until someone bothers to shoot at them. Honestly the rules make TFCs not that great for a slugging match, and I cannot imagine the orks have it any better.
   
Made in fi
Longtime Dakkanaut




Artillery's not bad, but Orks have so crazy good choices for their HS slots that in most games they just are never taken. They're good for small points games as they are cheap firepower and number of FoC slots isn't such a limiting factor.

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Made in us
Twisted Trueborn with Blaster




goose creek, SC

I have been using the big gunz recently in my games and while the kannons aren't that great the lobbas are one of my favorite units. They are cheap, long range, and have a decent strength to wound units. Of course they cannot take out tanks but I have had great success taking out light vehicles like dark eldar transports and smacking infantry squads and even pinning them. Plus since they don't need LOS they can just sit behind LOS blocking terrain and lob shells all day. Sure they are vulnerable to flanking units but so what they are wasting their flankers to take out a unit that less than a hundred points. Combine that with a couple of 5 man squads of lootas and you got some decent cheap firebases in the back field to cover your boyz as they rush forward to krump heads. Since I play a horde army they are a great addition.

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Made in us
Fresh-Faced New User



Metro Detroit area, MI, USA

I think it would work just as well with Orks, SOFDC, there are no special rules to make them any tougher than the basic guns described in the rulebook. And that's a good point, Backfire, I think I'll retool a few things and pop in my deff dread instead I'll keep that in mind about low-point games though!


Automatically Appended Next Post:
Oh, I forgot lobbas don't need LOS! Maybe I will check them out too, I would still like to give artillery a shot (har har). I bought 3 Eldar support weapons that I mean to Orkify, so I'd hate for them to go to waste

This message was edited 3 times. Last update was at 2011/09/01 20:03:08


WAAAAAAAAAAGH on!

2000pts

(Apologies in advance for noob questions!)

GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Mekboy on Kustom Deth Kopta






I use kannonz alot when possible. hard to beat for the points. you'd be surprised how well they can do. put them in cover along with te crew for cover saves and blast away if they die so what its only like 60 points gone


granted its not possible in BW bash it isnt always possible btu in min I do 4 battlewagonz. 2 are for nobz so dedicated transports and 2 for boyz the one spot lef tis for kannonz (usually)

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Made in fr
Helpful Sophotect






I would love to see an artillery duel between orks and DKoK
   
Made in us
Regular Dakkanaut





Eureka, CA

Backfire wrote:Artillery's not bad, but Orks have so crazy good choices for their HS slots that in most games they just are never taken. They're good for small points games as they are cheap firepower and number of FoC slots isn't such a limiting factor.


Most of our HS choices are crap. The only 2 worth taking are Battlewagons & Killa Kans. Deffdreads should only be taken as troops from 2x Big Mek's. Looted Wagons w/ Boomguns are as easy to destroy as a trukk and are too big of a target. Flash gitz are, well, flash gitz. Then we have the artillery. AV 10 doesn't help, if anything throws a rock at them they will die. Generally not worth it unless you just need to fill out 60 pts for some reason.
   
Made in us
Charing Cold One Knight




Lafayette, IN

60 pts + extra crew. What do you get for that? 3 S8 BS 3 shots. In an army that doesn't really get all that many platforms for that kind of shooting. Certainly not that cheaply. Next cheapest BS3 or TL BS2? Buggies at 35 pts, and kans at 50.

So if you are building a list that isn't otherwise using much HS, and you are tight on points, the kannons aren't too bad for their price. If you have the points, kans are better in most ways. If HS is otherwise occupied, but you don't make much use out of FA (which is more likely than not, most people put suicide koptas if anything there) than buggies are a great and cheap option.

 
   
Made in fi
Longtime Dakkanaut




Boris420 wrote:
Backfire wrote:Artillery's not bad, but Orks have so crazy good choices for their HS slots that in most games they just are never taken. They're good for small points games as they are cheap firepower and number of FoC slots isn't such a limiting factor.


Most of our HS choices are crap. The only 2 worth taking are Battlewagons & Killa Kans.


Yes. Those are the crazy good choices I was talking about.

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Made in us
Fixture of Dakka





Ork Kannons are amazingly awesome. They're cheap, effective, and durable.

Ork anything else is mediocre at best.

Space Marine Thunderfire Cannons can be good. It takes an army not using it's Heavy Support for vehicle killing, and it'd really help to have a good ruin to put it in (3+ cover save with that techmarine).

Eldar artillery licks donkey.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Made in fi
Longtime Dakkanaut




DarknessEternal wrote:
Eldar artillery licks donkey.


Why Eldar even have artillery? Most advanced race in the Galaxy is pushing around carts of big cumbersome cannons? Hello...

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Made in us
Charing Cold One Knight




Lafayette, IN

Backfire wrote:
DarknessEternal wrote:
Eldar artillery licks donkey.


Why Eldar even have artillery? Most advanced race in the Galaxy is pushing around carts of big cumbersome cannons? Hello...


Your also talking about a race that fields CC units transported in vehicles that don't have assault ramps or SOMETHING so they cargo doesn't stand stupid waiting to get shot. I think they are a dying race for a reason, too stupid to actually apply their techno sorcery to current (in 40k) times.

Now the DE... they know how to re-purpose almost well as orks. Need a small assault vehicle? Well, we have these fast little grav chariot things that could work, lets mount guns to it and toss a squad of guys into combat at high speed.

As for the actual artillery rules, they generally blow. If the guy gets hit for damage at all, it goes away, making the crew useless. If the crew gets hit, they could fail morale and make the gun useless. Not a good situation. Only take units of artillery if they are cheap enough (orks), or have some way around this rather glaring problem (thunderfire cannons in bolstered ruins).

 
   
Made in us
Fixture of Dakka





notabot187 wrote:
Your also talking about a race that fields CC units transported in vehicles that don't have assault ramps or SOMETHING so they cargo doesn't stand stupid waiting to get shot. I think they are a dying race for a reason, too stupid to actually apply their techno sorcery to current (in 40k) times.

It makes me cry any time someone mentions "assault ramps". Do you know the first vehicle in 40k lore to be described as being equipped with an assault ramp?

Wave Serpents.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in cn
Flashy Flashgitz






China

I love the kannons, they never failed me and I played a good 15 or so games with 'em. Swapped out ZZAAP guns when facing SM for that AP2, got me some terminator kills, use lobbas in a more competitve list keep 'em back behind the wall of chargin boys they don't need line of site and help keep the opponents troops cautious of where and how to move.
Kannons themselves are good because BS3 with St8 AP3 and some ammo runts for 9 points means you get 69pnts worth of good shooting. As long as your moving the rest of you army up aggressively most opponents can't make time to shoot at them and often a kannon or lobba comes through for you at the end of the game.
Also my ZZap cannons managed to kill a Hive Tyrant on turn 1 a few games ago...tell me that didn't make them worth it. Going on to kill off those spawning tyranid monsters throughout the game until getting charged.
Tactically played, they can be a huge asset.

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Made in us
Plastictrees






Salem, MA

I've seen several instances of a really successful ork list that includes (1) maxed out kannons, (2) two or three giant units of boyz and (3) nob bikers.

These sound like old, outdated choices, but the list is successful--even at big tournaments--because it's a three-pronged threat. If your opponent goes for one thing, the other two things kill him.

Kannons are the best choice in this kind of list because they're an immediate threat to enemy transports from turn 1. Also because they're cheap enough to let you buy all the other stuff.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
 
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