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Made in us
Ork-Hunting Inquisitorial Xenokiller






So i just got done making a kustom big mek with a shokk attack gun.....yet i don't know how to properly use it. My idea was to stick him in a squad of lootas and let him sit back....or let him go solo and stay back. Also, what woud he be used for, anti-armor or anti-troops? Please help!?
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Mostly, anti troop. The weapon is a bit to unpredictable to be used for armor.
   
Made in gb
Ultramarine Scout with Sniper Rifle




Terra

I wouldnt use him with lootas, too unpredictable, and they would be a very tempting target for your opponent. I tend to field him with a bunch of wound absorbing grots

 
   
Made in us
Blood-Raging Khorne Berserker





Riverside, Cali

I put one on my Junka Truck with my mek boy in it and get a KKF to proptect him. and dun ferget da deffrolla....

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Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

He can be great inside a building. We have someone who runs one since we always have Bastions on the field, and once they get there he can just rain death the whole time. IDK what your tables look like.
   
Made in us
Resentful Grot With a Plan





He can be hard to use in lists with large groups of infantry. If the infantry get between the mek and the target they get a cover save.

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in us
Ork-Hunting Inquisitorial Xenokiller






So i should: put him behind lots o' grots with/without another mek with a forcefield. And/Or put him above ground so the enemy doesn't get that pesky cover save. i might also give him a klaw so if he is forced to be shooting at the enemy's vehicles, if he gets teleported into assault with it, he can klaw it to death.
   
Made in ca
Flashy Flashgitz





I wouldn't put a Klaw on him. If he get's teleported into assault with it he will attack at Initiative 1 so he's likely to just get killed before he strikes.

Using a SAG Big Mek can depend on the type of list you're taking. Giving him some Grots can work to soak up ranged fire. Don't put him with Lootas because you want your Lootas to target light vehicles/transports. The SAG you usually want lined up on enemy infantry, but if you have nothing else to shoot at the Ordinance helps if you hit vehicles. If you ever see enemy terminators on foot, if you pop them out of a vehicle or something, they should be your priority since the SAG is likely your only AP2 and it can put some hurt on Termies if you roll nice.

I find he can be useful in Shooty lists when attached to Big Gunz squads. In a squad of Big Gunz he can shoot at different targets than the artillery.

This message was edited 1 time. Last update was at 2012/05/08 04:14:50


 
   
Made in us
Resentful Grot With a Plan





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.

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






superskrull wrote:I wouldnt use him with lootas, too unpredictable, and they would be a very tempting target for your opponent. I tend to field him with a bunch of wound absorbing grots

You're right, you shouldn't put him with lootaz, but for a different reason: Lootaz excel at shooting light vehicles, infantry with 4+ armor (like necron warriors) and units with few models and high toughness (like MCs). The SAG is great at shooting units with good saves or high numbers. So basically, whatever you aim the unit at, you are wasting either the SAG or the lootaz.

stompygitz wrote:So i should: put him behind lots o' grots with/without another mek with a forcefield. And/Or put him above ground so the enemy doesn't get that pesky cover save. i might also give him a klaw so if he is forced to be shooting at the enemy's vehicles, if he gets teleported into assault with it, he can klaw it to death.

Another option are big gunz. Due to artillery rules the SAG can shoot at a different target than the gunz, and 2/3s of the time a gun is hit when shot and not the crew. Combine that with 4+ cover and you've got a pretty resilient unit.
If your mek gets shot into combat (1/36 times), he is dead anyways, so don't bother giving him a weapon.

This message was edited 1 time. Last update was at 2012/05/08 06:21:30


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Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

No.1 tip for SAG:
Bring a good sense of humour

   
Made in za
Mutilatin' Mad Dok





Jihallah wrote:No.1 tip for SAG:
Bring a good sense of humour

Dis

Drop him with Grots, is my personal advice.

Big Guns also do work really well.
   
Made in au
Grovelin' Grot Rigger




Another vote for sticking him with Grots.

10 Grots and a Runtherd aren't going to be shooting at much anyway so just put the grots behind cover and the Mek in a good firing spot and wham 4+ cover save. He really is a pain to deal with. Opponents usually think they could take him out but is it worth it? He may vapourize Mephiston or Imotekh and his Douche Canoe or he may roll a Str 3 shot that scatters wildly.

My last game against DE had my Grots on my home objective with 1 maybe 2 turns left to play and a DE sailboat full of warriors heading for me. The Mek waxed the sailboat and thanks to the Grots soaking up the warrior shots lasted another turn where he scored a decent hit and sent them running to win me the game. Anecdotal I know but not bad.

I do like Big Guns but find the two combined attract to much attention. When taking a SAG I think in my head that he is a 145pt 13 wound model and not a 105pt 2 wound model.
   
Made in us
Trollkin Champion





Grand Rapids, MI

Jihallah wrote:No.1 tip for SAG:
Bring a good sense of humour



Cant stress this enough. The gun can be pretty powerful, keyword being CAN.

First turn, of the first game I used him...he sucked himself and the squad of lootas sitting on top of a building into the void. On the other end of the spectrum though, I've had the experience to wipe out an entire squad of termies with double 6's.

Overall though I think its a good unit. I've been putting him by himself inside of a building if possible. Otherwise I would say grots.

This message was edited 2 times. Last update was at 2012/05/08 13:41:38


 
   
Made in us
Mutilatin' Mad Dok




Philadelphia, PA

I use the Shokk Attack Gun with the Grot Shield. To me it makes sense in game play, points, fluff. Considering he will be funnelling snotlings into the gun, its hysterical. Game play, its a wound shield. Usually I camp them in terrain. Mek leadership is not horrible, so your pretty survivable in the terrain.

More then likely your opponent won't get to your. Because you will probably more likely blow yourself up or fling yourself at your opponent. Its, of course, highly unpredictable. The bonus, if you get a really good shot, you usually make your points back. The negative, you may very well go 4-5 games without making your points back and just amusing yourself. But every now and then, you hit that big beefy unit that is outside a transport and you make it disappear.

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Made in us
Been Around the Block




Earth

Every game I've used my SAG first double 5s and dies first turn, so number one rule has to be to expect the unexpected, and have fun. And I second the grot meat shield. Maybe add cybork body but that's it.

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Made in us
Mekboy on Kustom Deth Kopta






agreed on the numebr one thing to bring is a sense of humor. I've tabed myself turn 1 in an unfortunate list where 2 SAG and wiped my own 1250 list turn one ... then there are games where I get high rolls or boxcars a few tiems and they are the mvp... it is a randomiser. my best experience was box cars and thanks to ammo runt a reroll to hit wiping out a squad of kitted paladins.. was nice to see 500ish points leave the table to such a cheap model, but don't go into it expecting greatness just go in expecting fun

10000 points 7000
6000
5000
5000
2000
 
   
Made in ca
Flashy Flashgitz





I think Ork players generally have a good sense of humor. I play Orks, GK and Necrons. I actually notice myself acting more serious when I play GK and Necrons...with Orks I'm still just as competitive but my mentality changes and I end up having more fun.

So yeah, SAG Mek we don't often consider a "competitive" choice because it's an unpredictable unit to take. Honestly, I'd sooner build a list centered around 2 SAG Meks than try to work one into my existing lists.

If you're shooting 2 SAGs at an enemy, they will be seriously sweating.

   
Made in us
Resentful Grot With a Plan





I find that I will run SAG in games of 1000 points, when I hit 1500 I feel that a kff mek or two and a warboss give me more love because of the other things I need to protect in the army grows more important as the enemy gains more redundancy to deal with my threats.

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

No matter what you do, bring an ammo grot. This allows the scatter to be re-rolled once per game.

The SAG is best used against infantry, though it can pop transports if need be.

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Made in us
Dakka Veteran





Reckoner wrote:
So yeah, SAG Mek we don't often consider a "competitive" choice because it's an unpredictable unit to take. Honestly, I'd sooner build a list centered around 2 SAG Meks than try to work one into my existing lists.

If you're shooting 2 SAGs at an enemy, they will be seriously sweating.


I'm working on this I just haven't been able to give up my KFF Mek for that second SAG yet.

Currently I have a "Dakka List" which is just all about Ork shooting. It's a really fun list to play. It revolves around:

2 Boom Wagons
1 Unit of Big Gun Kannons w/ Shokk Attack Gun Mek
3 Units of Lootas

The shooting phase with this list is just crazy fun.

I already have a unit of Grots in the list, and I've considered dropping the KFF Mek and sticking the second SAG Mek with the Grots. I haven't tried it yet though. By the way, I second the idea of putting the SAG Mek with a unit of Big Guns. If you can spare the Heavy Support slot, it works REALLY well.
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Dont put him with lootas for 2 reasons.

1: They are a high threat unit, so expect them to die quickly, which in this case will include your big mek.

2: i know its rare, but its not unheard of for a mek to teleport himself with the gun -_-
That then puts the lootas in combat, a place they really want to avoid.



I'd say throw him with a unit of shoota boys.
Keep them back and let them soak fire.
6 points a boy isnt an issue, and if you keep the unit over 10 with a bosspole nob you shouldnt have too many issues.

   
Made in us
Ork-Hunting Inquisitorial Xenokiller






Also, if i hit a model that's immune to instant death and i got two 6s, would he still be removed from play automatically, and does he get invuln. save?
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

stompygitz wrote:Also, if i hit a model that's immune to instant death and i got two 6s, would he still be removed from play automatically, and does he get invuln. save?

He is removed from play, no saves because no wounds were dealt.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

and just a point of fluff, the SAG does shoot grots, so it would make sense for da biggun' to keep his ammoz near and handz.

If only there were a rule that stated that if the SAG was on a mek that was in a squad full of gretchin you could sacrifice members of the squad to roll extra dice or something...


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Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Jackal wrote:Dont put him with lootas for 2 reasons.

1: They are a high threat unit, so expect them to die quickly, which in this case will include your big mek.

2: i know its rare, but its not unheard of for a mek to teleport himself with the gun -_-
That then puts the lootas in combat, a place they really want to avoid.



I'd say throw him with a unit of shoota boys.
Keep them back and let them soak fire.
6 points a boy isnt an issue, and if you keep the unit over 10 with a bosspole nob you shouldnt have too many issues.


Teleporting won't put the lootaz in combat. It only moves the Mek, not the unit he was with.
   
Made in us
Beautiful and Deadly Keeper of Secrets





and just a point of fluff, the SAG does shoot grots, so it would make sense for da biggun' to keep his ammoz near and handz.


Snotlings, it fires Snotlings, they are like weaker, stupider grots.



If only there were a rule that stated that if the SAG was on a mek that was in a squad full of gretchin you could sacrifice members of the squad to roll extra dice or something...


In apocalypse, there's a formation that does exactly this! You get snotlings instead of grots (and multiple meks per formation)
   
Made in mx
Water-Caste Negotiator





Roll him with Flash Gitz just to have true Russian Roulette experience.

Waaagh! 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Or dont. Gitz had a medium range assault weapon, and the SAG is a long range ordinance weapon. So everyturn, 1 unit will get hoed, depending on weather you move or not.
   
Made in ca
Flashy Flashgitz





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?
   
 
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