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![[Post New]](/s/i/i.gif) 2013/08/13 20:25:21
Subject: Big Gunz: LOBBAS!
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Fresh-Faced New User
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So I noticed that a lot of ETC Ork players fielded big gunz! Good thing I just painted some up
Lobbas: 48 inches - S5/AP5 - Small blast, Ordiance Barrage, pinning
I was thinking of running them as follows:
Lobba w/ 3 Grots = 28pts
Lobba w/ 3 Grots = 28pts
Lobba w/ 3 Grots = 28pts
OR
3xLobbas w/ 7 Grots & 2 ammo runts = 84pts
The first option would take up all of my HS slots, but each would be reasonable tough to kill (3xT7 Ws). Additionally, my lobbas will only be a target if my opponent wants first blood due to their limited impact on the greater game (I usually play 1500). With my nob bikerz and BW w/ mega nobz my opponent will probably target my hammer first.
Additionally, I am not a fan of the multiple barrage rule (kind of wonky and will require re-rolls).
Either way, the ability to snipe characters/sergeants seems very appealing  as the models are taken from the middle of the blast!
What do you think?
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This message was edited 1 time. Last update was at 2013/08/13 21:04:33
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![[Post New]](/s/i/i.gif) 2013/08/13 20:43:52
Subject: Big Gunz: LOBBAS!
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Maniacal Gibbering Madboy
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Interesting tactic. It could work. I'd probably think about taking the Ammo Runts option just on the off chance of a miss. Usually when I run Big Gunz I'm taking either the Kannon or the Zzap Guns just for the high STR, low AP values. Yerah, I'm sacrificing 12" of range but at least its something that makes an opponent think twice before getting close.
Lemme know how the Lobbas work for you. WAAAGH on!
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![[Post New]](/s/i/i.gif) 2013/08/13 21:11:05
Subject: Big Gunz: LOBBAS!
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Growlin' Guntrukk Driver with Killacannon
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I've taken Lobbas since DA Banners came out. Lobbas are the closest thing we have to snipers barring 3 Meks with BS's in a Burna or Loota mob.
They work great for sniping non-character models. I also started taking Zzap guns in front of the Lobbas for AP goodness. I suppose I could find some points and throw in Kannonz and record how well each unit does every game just for LOL's but I just picked up the Wall of Martyrs double Battle Cannon set so I'm all set on Str 8 AP 3. I do roll notoriously bad with Str rolls for Zzap guns, I think last game was 3,3,4.
I've never thought of MSUing Lobbas but you'd need a really dedicated opp. to waste 3 units of fire on three separate Lobbas. If you got Big Guns Never Tire you could get 3 more scoring units for 20 points each!
Amazing how one of the worst Ork HS 5th edition units became the best Ork HS 6th edition unit.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2013/08/13 21:17:48
Subject: Big Gunz: LOBBAS!
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Disguised Speculo
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Lobbas are very points efficient but not slots efficient at all.
What I tell people is that if you have spare elites slots, take Lootas. Spare fast attack, take solo grot bomms. And spare heavy, you take Lobbas or Kannons
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![[Post New]](/s/i/i.gif) 2013/08/13 21:20:12
Subject: Big Gunz: LOBBAS!
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Big Mek in Kustom Dragster with Soopa-Gun
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One rule changed that: artillery are T7 and so are their crew.
MSU'ing isnt a bad idea. The problem with only a single battery (if points permit only one) is if they do get shot by a bigger gun (say a baleflamer) theyre gone because their leadership BLOWS. This way he needs to do that 3 times or just keep getting bombarded.
Normally i just use kannons because i like the S8 AP3 more than the blast, but sniping big guns out might be useful though you'll never ever pen the armor unless its just a S5 level "big gun" in a troop squad.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/14 15:51:48
Subject: Big Gunz: LOBBAS!
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Maniacal Gibbering Madboy
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Yeah, and that's one thing that saves the Big Gunz every game for me too! Your opponent can no longer snipe your crew to take them out.  I always take more grots for the crew to place two in front (per gun) for bubble wrap (so that the gunz themselves don't take wounds off the bat) and two behind to still fire the thing. Odds usually are that the game's over before the Gunz are taken out.
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![[Post New]](/s/i/i.gif) 2013/08/14 16:26:13
Subject: Re:Big Gunz: LOBBAS!
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Dakka Veteran
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The T7 for artillery is huge.
As for 1 unit of 3 or 3 units of 1, if you have 3 units of 1, you gain the ability to shoot at multiple targets but lose the benefit of barrage in that multiple blasts are placed next to each other (or on top). For me, I would run 1 unit of 3 lobbas with extra crew and ammo runts. I would still take lootas for additional AI but also for AV and AA at that point. Haivng a dedicated unit for anti-infantry like loobas can augment versatile units like Lootas well.
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![[Post New]](/s/i/i.gif) 2013/08/14 23:26:11
Subject: Big Gunz: LOBBAS!
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Disguised Speculo
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Where can I find the info on the ETC armies? I've tried google and failed miserably
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![[Post New]](/s/i/i.gif) 2013/08/15 04:57:18
Subject: Big Gunz: LOBBAS!
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Insect-Infested Nurgle Chaos Lord
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I use lobbas sometimes, especially if there is some handy building to camp them behind.
They can be fairly effective at times, especially if your opponent likes to castle in adl forts...
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
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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![[Post New]](/s/i/i.gif) 2013/08/15 09:18:27
Subject: Big Gunz: LOBBAS!
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Big Mek in Kustom Dragster with Soopa-Gun
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i stopped taking additional crew because its more points (yes, not many more but every little bit counts) that are probably just going to run away. I keep them at 6man crew, which is a total of 9 models. Two in front for ablative wounds and then the kannons themself. Reason for this: 2 out of 9 = 22% of the current unit. No leadership needed unless he takes out one of the 2wound 3+ armor and still T7 guns as well. Forcing me to leadership is a far easier way to kill them than to simply shoot them off the board since LD5 is impossible to pass. Dont think ive ever passed it and im not adding a runtherder lol. If he takes one out, then i leave it at 1 model. Once that other model goes away i move up 1 more and one more etc etc untill i have the minimum required to man the gun to begin with (3). Unless he takes out a kannon, i will not make any leaderships....and forcing a leadership is the only way ive ever lost my kannons and it was usually 1 gun because i just threw bodies in front with no armor. Yes, they get cover saves but what if its a flamer? or some other ignores cover shot like tau stuff? even if he pens the armor of the artillery itself it still has 2 wounds and T7 cannot be pasted by normal means. Sounds like a lot but it isnt really. He can still remove them if he REALLY wants to but then im happy because he utilized 150-300pts to deal with a 60pt unit...they have done their job well indeed
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This message was edited 1 time. Last update was at 2013/08/15 09:19:09
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/15 09:55:12
Subject: Big Gunz: LOBBAS!
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Disguised Speculo
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I thought that each Lobba required two krew to fire, meaning no ablative wounds without buying extra
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![[Post New]](/s/i/i.gif) 2013/08/15 12:21:31
Subject: Big Gunz: LOBBAS!
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Noise Marine Terminator with Sonic Blaster
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Artillery only require one person per gun to fire.
And, I would definitely add the runt herder to a crew. The difference between LD 5 and LD 7 is worth the 10 points.
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![[Post New]](/s/i/i.gif) 2013/08/15 13:08:20
Subject: Big Gunz: LOBBAS!
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Growlin' Guntrukk Driver with Killacannon
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Dakkamite wrote:I thought that each Lobba required two krew to fire, meaning no ablative wounds without buying extra
You might be thinking of 3rd Edition where it took 2 models to move artillery IIRC.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2013/08/15 22:55:39
Subject: Big Gunz: LOBBAS!
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Big Mek in Kustom Dragster with Soopa-Gun
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it is rather comical when they flee, long as theres a grot per gun the gun goes with them even though the gun is massive compared to that one grot lol.
But it would be pretty lame if they FAQ'd it saying grot artillery need 2 while the normal rule is 1, because of the sizes
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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