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![[Post New]](/s/i/i.gif) 2013/07/07 12:45:38
Subject: Ork's Tankbustas
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Flashy Flashgitz
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I stated before that I will not present anymore crazy ideas.
As it stands Tankbustas are a little more useful than Flash Gitz, but only because they are 10 points cheaper.
Rokkit Launchas are worthless to Orks due to the fact that they have a BS2 and it's 1 shot meaning that you will not even hit your target 67% of the time. of that 50% of the time you will cause a hull point of damage or your opponent to save for a wound. 17% you will penetrate the hull. So basically with 15 Tankbustas, 5 will hit, 3 will cause Hull Point damage, and 1 should penetrate against a Rino. Against a Landraider, no penetration and only 1 of the 15 on average will cause a hull point - before the unit gets wiped out. 10 Lootas will take out a Rino and do nothing to a Landraider.
So what would it take to make an Ork player want to take them? The suggestion of adding MC to their perfered attacks is nice but still 15 Lootas will do the job better.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/07/07 12:52:13
Subject: Ork's Tankbustas
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Trazyn's Museum Curator
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1: Make them tankhunters (because, you know, they are tank BUSTAS) 2: give them tl rokit launchas, or make them assault 2, kinda like how they are in DoW2 3: Give the Tankhammer an AP value (seriously, no AP on a friggen missile to the face?)
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This message was edited 2 times. Last update was at 2013/07/07 12:53:15
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2013/07/07 16:13:36
Subject: Ork's Tankbustas
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Flashy Flashgitz
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I like it, though it doesn't make them worth taking, it almost gives them a place in the Ork Codex.
1. Changing their name from Busta to Hunta doesn't change their effectiveness.
2. Twin-Linked anything is awesome but since there is still only 15 shots, it will increase the hits to 7, the wounds to 4 and the penetrates will still be 1 (but a solid 1, instead of a maybe). Against a Landraider it's still a maybe 1 hull point. Assault 2 is much better, It's the Lootas average without the range, but it should take out a Rino in swift measure and if you are lucky, you'll damage something like a Landraider or even a Flyer. This is much better and if it were Twin-Linked Assault 2, I would probably field a squad of them, just cause.
3. Tank Hammer should be AP3 but even still it's a Str 10 CC Power weapon. That even though it should be one use, you get to swing it 3 times on a charge. Now the question is how do you get them in CC? How many Tank Hammers should you take? And why would anyone give their Nob a Power Claw instead of a Tank Hammer?
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This message was edited 1 time. Last update was at 2013/07/07 16:22:19
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/07/07 16:49:58
Subject: Ork's Tankbustas
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Shas'ui with Bonding Knife
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Tank Hunters is a special rule. It lets you reroll the Penetration roll. Between TL Rokkits and Tank Hunters, I'd say 15 points is pushing about as efficient as you can cost them. 6.6r hits, 2 glances on a landraider, 2 Pens + 2 Glances on av13. 225 points kills you a tank a turn.
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This message was edited 1 time. Last update was at 2013/07/07 16:52:31
Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2013/07/07 16:58:44
Subject: Ork's Tankbustas
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Major
Fortress of Solitude
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He meant giving them the tankhunter rule, not changing the name lol.
I would give them that and some kind of preferred enemy rule vs. Vehicles.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/07/07 16:59:29
Subject: Ork's Tankbustas
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Trazyn's Museum Curator
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Sleg wrote:I like it, though it doesn't make them worth taking, it almost gives them a place in the Ork Codex. 1. Changing their name from Busta to Hunta doesn't change their effectiveness. 2. Twin-Linked anything is awesome but since there is still only 15 shots, it will increase the hits to 7, the wounds to 4 and the penetrates will still be 1 (but a solid 1, instead of a maybe). Against a Landraider it's still a maybe 1 hull point. Assault 2 is much better, It's the Lootas average without the range, but it should take out a Rino in swift measure and if you are lucky, you'll damage something like a Landraider or even a Flyer. This is much better and if it were Twin-Linked Assault 2, I would probably field a squad of them, just cause. 3. Tank Hammer should be AP3 but even still it's a Str 10 CC Power weapon. That even though it should be one use, you get to swing it 3 times on a charge. Now the question is how do you get them in CC? How many Tank Hammers should you take? And why would anyone give their Nob a Power Claw instead of a Tank Hammer? 1: Tank hunters is a rule. 2: The S10 hammers, the tankbusta bombs and the power klaw would take care of AV14. 3: Give them a trukk as a dedicated transport to make sure they get there. All orks should have trukks anyway (except for bikers and kopters). Two reasons as to why you should take a klaw. The first reason is because it's another 3 S8 attacks, 4 S9 attacks on the charge. The other reason is because it's AP2. Besides, if you are going to make the hammers 1 use only (which doesn't make that sense to me, but anyway), you'd want some permanent anti-armor CC.
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This message was edited 2 times. Last update was at 2013/07/07 17:00:40
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2013/07/07 17:41:37
Subject: Ork's Tankbustas
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Flashy Flashgitz
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got it.
Tank Hunters - reroll failed penetration rolls. You can reroll glances, but why would you since it still removes a hull point.
So 5 hits will equal 3-4 glances and 1 to 2 pens. Against a Landraider 1 to 2 glances - which is certainly better.
The reason I asked how many Tank Hammers is because that will cut down on the number of Rokkit Shots you take. Also I don't think Orks get the bonus attack on their charge, so it's only a bonus of Strength. AP2 with a Power Claw is the only reason to take it over a Tank Hammer. Because with the Power Claw you no longer have a Shooting Weapon, the same as a Tank Hammer.
Glory Hogs is still a hindrance, though now you can freely move if a vehicle is not within 24", unlike before when you just had to charge the closest vehicle. There's nothing worst than a smart opponent creating a gauntlet for the Tank Bustas to go through, putting their vehicle in the 24" range. Or even worse putting your guys in a trukk (now 12) and once out in the open, no trukk and you have to footslog it to the closest vehicle.
Personally, I would never take Tank Hammers or a Power Claw - my bustas have never made it that close - they have always been eliminated before melee and usually not by a vehicle.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/07/10 14:17:56
Subject: Ork's Tankbustas
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Growlin' Guntrukk Driver with Killacannon
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Tankbustas need to get within 8 inches ..no vehicle survives Tanbusta Bombs..However I have very few tankbusta groups get that close...So I just take rockets and tankbusta bombs and they tend to okay... Automatically Appended Next Post: But Yes giving back the Tankhunter USR to Tankbustas will make them usefull once again..
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This message was edited 1 time. Last update was at 2013/07/10 15:11:44
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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