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Made in us
Regular Dakkanaut





Who are the shooty armies in 6th edition? Who has the most survivability?
   
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Grovelin' Grot Rigger




Alexandria, VA

Tau is still the most shooty. and the new snap shot rule gave them a nice advantage. But the whole 1 v 1 combat is a major disadvantage for them since they have never really been known for their melee ability.
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

Ehhh... I'd still say Imperial Guard are still "most shooty" (as much as it pains a Tau player to say so) in the pure sense of the term. The Tau get better mobility and some darn nice weapons, but for shear volume of firepower for the points cost you can't beat IG.

Most survivable, no idea honestly. Necrons maybe if you don't take lots of fliers (i.e. play badly from what I can tell). Marines are always a massive PITA to kill... although my Tau can do very well in that capacity until terminators start showing up all the time

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Made in us
Rogue






The three true shooting armies are going to be Tau, Imperial Guard, and Necrons. As a purveyor of all three, I can try and give you the lowdown on each.

IG - These guys are what you go to for sheer firepower. 20 foot ranges are common for artillery, we can output the largest number of shots ever from First Rank Fire, Second Rank Fire, giving each lasgun 3 shots if at half range or less.

Tau - These guys sacrifice a little bit in the power department to be incredibly mobile. Best Infantry guns in the game, as well as high strength, low AP spam. Thing is, these guys go down like soggy paper.

Necrons - More midrange shooting than the others, these guys make up for it by being ridiculously tough. Best infantry armor in the game, because they'll just get right back up shooting if they go down. Their most basic gun can destroy your most advanced tank, its fairly pants-on-head slowed.

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Rough Rider with Boomstick





Georgia, US

Shooty and survivability goes hands down to Necrons.

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 Gyrtop wrote:
Necrons - More midrange shooting than the others, these guys make up for it by being ridiculously tough. Best infantry armor in the game, because they'll just get right back up shooting if they go down. Their most basic gun can destroy your most advanced tank, its fairly pants-on-head slowed.


1. Space Marines have the best infantry armour in the game - much more now that Necron Warriors lost their 3+ saves. Reanimation protocols aren't a save, they're a method of making back wounds.
2. It's a pretty gross exaggeration saying 'Their most basic gun can destroy your most advanced tank'. It takes a large quantity of firepower from those guns to strip hullpoints.

This message was edited 1 time. Last update was at 2013/05/19 01:51:33


 
   
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Decrepit Dakkanaut





Vallejo, CA

All of them.

Even orks are shooty now. Perhaps once 7th edition comes out, you'll see a revival of the plethora of choppy armies of old.


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Insect-Infested Nurgle Chaos Lord





Oregon, USA

Orks in 6th actually do quite well as a shooty army, disturbingly enough.

I prefer mine as an assault army, but a properly kitted ork force can hammer out a LOT of dakka.

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Not to jump of topic but how can orks be shooty . they haves the worst bs my frist army was orks i nevet could kill much with shooting
   
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Speedy Swiftclaw Biker



Scotland

zilka86 wrote:
Not to jump of topic but how can orks be shooty . they haves the worst bs my frist army was orks i nevet could kill much with shooting


Because bs2 isn't such a huge problem when you're putting out a bazillion shots.

Orks were designed with bs to "limited" the effectiveness of their mass amounts of shooting. Remember, almost every weapon in the Ork army is assault. Then we moved to 6th edition, and nothing really balanced out that weight of fire bonus. Even snap firing is more efficient for orks. Going from bs2 to bs1 is a 50% reduction. Going from bs4 to bs1 is a 75% reduction in effectiveness. Finally, shooting units such as Lootas (10 boys doing d3 shots a turn), and Burnas (flamers ignore bs, and get the wall of death/ fire rule for d3 hits) Help balance this out even more.

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I have played orks they my first army i couldn't hit a wall if i standing in a house. and lootas are good if you can ever get them 3shots a guy only had it happen 2times and still only managed 6 hits. Bs2 is really hard on orks
   
Made in us
Mekboy Hammerin' Somethin'





In terms of raw per point effective shooting:

Tau
Necrons
IG

They all have their various quirks but all of them are extremely shooty.

If you like a crap ton of inaccurate shots, as quantity is a quality of its own, then go for orks. Dakka dakka dakka. They also don't completely blow in assault.
   
Made in gb
Longtime Dakkanaut







Shooty grey knight's are pretty good still too. Psycannons and psydreads and psy-whateverelse shots are good.
   
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I say sm are a good shooty army
   
Made in gb
Guard Heavy Weapon Crewman





Commanding my leviathan

imperial guard. have the most tanks in the game. max output of one of their tanks is 31 shots. thats alot and then theres the infantry. 30 shots per squad at 12" range. thats scary. then you get hit by a wall of bayonets which isnt really part of a shooty army though if an assult army get close you want to stand some chance in assult

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 Evileyes wrote:
Shooty grey knight's are pretty good still too. Psycannons and psydreads and psy-whateverelse shots are good.

Totally forgot about them. They can put out a ton of dakka at 24".
   
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Grovelin' Grot Rigger




Alexandria, VA

zilka86 wrote:
I say sm are a good shooty army


try getting a shooty space marine army into shooting range of a tau army. your squads die before they even get into range.
   
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Insect-Infested Nurgle Chaos Lord





Oregon, USA

Still doesn't stop them from being a shooty army

Tau are good at long ranged shooty, but they aren't the be all and end all of shooty in the game.

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Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

zilka86 wrote:
I have played orks they my first army i couldn't hit a wall if i standing in a house. and lootas are good if you can ever get them 3shots a guy only had it happen 2times and still only managed 6 hits. Bs2 is really hard on orks


You're not using enough shots, then. It's true that BS2 won't hit very often, but you will still get a lot of hits when you're throwing out 30, 40, 50, 60 dice at a time. A full Loota squad fires 15, 30, or 45 shots every turn (assuming it doesn't take casualties). A full shoota boyz squad can (probably won't) fire 60 shots if they make it in range.

Orks being shooty is not dependent on their BS2, it's dependent on generating a wall of bullets.

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Maybe it's my dice i have to full loota squads and very few times do the fire more then 15 shots a trun
   
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Longtime Dakkanaut







zilka86 wrote:
Maybe it's my dice i have to full loota squads and very few times do the fire more then 15 shots a trun


It's your dice. You have a 2 in 3 chance of having twice as many shots as that or more.
   
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Consigned to the Grim Darkness





USA

 Ascalam wrote:
Orks in 6th actually do quite well as a shooty army, disturbingly enough.
They were shooty in fifth too if you wanted to play them that way. A popular unit was burnaboys or shootaboyz in a battlewagon, for example-- never actually getting out, just going around killing everything that moves.

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Speedy Swiftclaw Biker



Scotland

 Melissia wrote:
 Ascalam wrote:
Orks in 6th actually do quite well as a shooty army, disturbingly enough.
They were shooty in fifth too if you wanted to play them that way. A popular unit was burnaboys or shootaboyz in a battlewagon, for example-- never actually getting out, just going around killing everything that moves.


Do this with lootas and you've got a mobile bunker/ drive by unit

evilsponge wrote:
Lots of Little Napoleons in this thread. Half the people in here should never have authority over anyone
 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

 Melissia wrote:
 Ascalam wrote:
Orks in 6th actually do quite well as a shooty army, disturbingly enough.
They were shooty in fifth too if you wanted to play them that way. A popular unit was burnaboys or shootaboyz in a battlewagon, for example-- never actually getting out, just going around killing everything that moves.


True enough, but in 6th they also got Wall of Death for burnas and snap shot rules really don't hurt Orks much. I've seen units assaulting an ork mob die to just the overwatch


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Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
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Temple Prime

zilka86 wrote:
Not to jump of topic but how can orks be shooty . they haves the worst bs my frist army was orks i nevet could kill much with shooting
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Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Even with there old crappy dex I used to do better with shooting than combat. Orks are good at shooting not because of there BS but because of volume of fire. If your not rolling a handful of dice your playing orks wrong. Once they hit there weapons are decent strength and can put oit a fair ammount of wounds.

Eg. 10 Tact marines = around 150pts in rapid fire range you get 20 shots which grants 13.33 hits
20 Shoota boys = 150pts within 18" you get 16.66 hits both weapons are the same strength so the orks should cause more wounds with average rolls.
   
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On moon miranda.

In terms of "most" shooty, as in, who can just put the most and biggest guns downrange, Imperial Guard are that army. Tau are up there as "we can put lots of the specific type of firepower right where we want it" army. Necrons are the "we take the best advantage of 6E rules and get to ignore everything that got nerfed for other armies" army.

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Sweden

 Sinji wrote:
Even with there old crappy dex I used to do better with shooting than combat. Orks are good at shooting not because of there BS but because of volume of fire. If your not rolling a handful of dice your playing orks wrong. Once they hit there weapons are decent strength and can put oit a fair ammount of wounds.

Eg. 10 Tact marines = around 150pts in rapid fire range you get 20 shots which grants 13.33 hits
20 Shoota boys = 150pts within 18" you get 16.66 hits both weapons are the same strength so the orks should cause more wounds with average rolls.


20 Shoota Boyz are 120 points and get 13.333... hits on average.

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Lead-Footed Trukkboy Driver



Oklahoma

 Sinji wrote:
Even with there old crappy dex I used to do better with shooting than combat. Orks are good at shooting not because of there BS but because of volume of fire. If your not rolling a handful of dice your playing orks wrong. Once they hit there weapons are decent strength and can put oit a fair ammount of wounds.

Eg. 10 Tact marines = around 150pts in rapid fire range you get 20 shots which grants 13.33 hits
20 Shoota boys = 150pts within 18" you get 16.66 hits both weapons are the same strength so the orks should cause more wounds with average rolls.


Yes but because shoota boyz get no armor save, the likely outcome will be a net loss on the behalf of the orks. 6 wounds recieved, 6 casualties made. SM? 8 wounds recieved, 2 casualties made.
   
Made in no
Dakka Veteran




Imperial guard prolly have the most shooty in volume and heavy firepower. ( 40 man squads with enough tanks to make a tyranid cry )

Tau have the heaviest reliant firepower in form of their massive amount of Str 5 shots and Str 7 shots and with markerlights
12 firewarriors + 4 pathfinders is basically 24 Str5 ap5 BS5 Ignore cover shots at 15" if the pathfinders manage to hit all of their markerlights ( 152 points total for that btw )

Necrons with their reanimation protocol and rilfes that glance stuff at 6s make em the most resilient.


 
   
 
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