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Nobs with stabbs is ok in the gorkanaught I think. you know its heading for the action, and as long as it doesnt get popped on turn one or two they will get to something they want to target.
Ork anti air is mostly: storm boyz(who are ok at it but not great, and its easy for flyers to limit what you can bring to bear with 12" move + charge when they can fly 60" in a turn). but they can do about 6-12 wounds in a turn against most t6 or 7 save 3 or 4+ flyers.
Gunz and Mek Gunz: Normally hnitting on 4's these do ok when reduced to hitting on fives. I like the KMKs for this since they have enough shots they usually get a couplethrough from each battery(I suually run them in three gun batteries and treat them like a unit even though each one is actually seperate). I only start firing one gun at a time when something is almost dead. Kannosn pay off bigger sometimes, but hit less. KMKs are the only semi viable anti air that makes it into most of my lists. If thir planes have long range guns they can fly back and forth out of range but most of the time, they have to come in range, and spend time taking out the guns that are threatening to themrather than important stuff in my army, so its one of the few optios I think are worth it, and has utility against any other elite infantry or vehicles/monsters as well, and make great backfield objective campers since the grots can't be targeted unless they are the closest modl.
Tnakbustas in a wagon or trukk is expensive and fragile, and even with rerolls to hit(and no bomb squigs cuz its a flying target) do ok. a squad of 5 wil lhit roughly 1-2 times with the reroll and thats a third to half of a flyers wounds. a big squad of 10 tankbusts can maybe take it down with some lucky rolls. but thats usually a gamble unless they have nothing better to target that they hit more often and can use the squigs against.
Traktor kannons the supposedly anti air ork gun ... are just expensive kannons that on thae rare chance you hit enough to killl it, it makes the aircraft explode automatically. but they dont' hit enough on average, and don't even ignore the hard to hit penalty. The other supposedly anit air gun is the flakka gun, but it too is limited in shots(only 4) and still hits on 5's normally and 6's against aircraft. I think thats an oversight that wil leventually get fixed to be +1 to hit things in the air, so it will ... stay at 5 + to hit and still not be any good against flyers. Poor orks. They want to give us the it takes a horde to accomplish the task mentality, but then don't give us the # of shots to make it even remotly possible.
Pistosl and shoots can peel a coupel wounds off, so if you get a flyer limping, and the boyz can take some pot shots before charging somethign else its always good to throw those in. they can add up to 3-5 wounds over a coupel turns, which is about half of some flyers wounds ... they jsut are shots of opportunity though since you can't reall ychase flyers with 12" pistols and 18" shootas.
Rattler kannons on a meka dredd might be ok too, since after hard to hit you would still be hitting on 5's and get some decent shooting.
Also surprisingly, both of the Kill Tanks do ok against flyers, but at a huge points investment and there are usually more threatening targets for their guns. With 6d6 Giga shots shots for 1 wound each, or 2d6 high strength 1d6 wounds shots and hits on 5+ after hard to hit plus a couple hits on 5+ rokkits(they can take 4 of them) that can down a flyer or severly cripple it in some cases.
And lastly, this is assuming the flyer only has hard to hit. in rare cases (hemlock Wraith fighter) it can go up to -2 and then its impossible to hit for every 5+ ork, and only gets hit on 6's with 4+ shooting orks and gretchin. :( In those cases its best to hope you have stormboys or jsut gnore it and take whatever it dishes out each turn.
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