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![[Post New]](/s/i/i.gif) 2014/01/25 03:48:30
Subject: Orks Big Gunz.. Worth it?
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Insect-Infested Nurgle Chaos Lord
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Should still be in the FAQ also. Haven't looked in a while.
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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) 2014/01/26 07:45:49
Subject: Orks Big Gunz.. Worth it?
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Krazy Grot Kutta Driva
Littleton
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Ascalam wrote:Should still be in the FAQ also. Haven't looked in a while.
It is not in the faq and it is posted no where in the rule book. As fAr as RAW goes lobbas dont have the US of barrage.
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![[Post New]](/s/i/i.gif) 2014/01/26 07:49:45
Subject: Orks Big Gunz.. Worth it?
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Insect-Infested Nurgle Chaos Lord
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Ok, so they must have updated it and left it out.
It was in a prior FAQ I guess.
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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) 2014/01/26 16:33:04
Subject: Re:Orks Big Gunz.. Worth it?
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Tough-as-Nails Ork Boy
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I'm actually a fan of zzap gunz.. Then again, I just like Orkish randomness in general. Not to mention AP2 for Orks is really nice.
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"Nothing good can ever come from staying with normal people." -Harry McDougal (Outlaw Star)
"Hey, I don't make the rules, I just twist them to my purpose." -Celia (Order Of The Stick) |
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![[Post New]](/s/i/i.gif) 2014/01/26 19:53:11
Subject: Orks Big Gunz.. Worth it?
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Waaagh! Warbiker
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crazyfoxdemon: As am I, which is why I was torn between Zzap guns and Lobbas. I love Zzap guns and the AP2 is awesome, but they are overpriced for what they do. In fun lists I take them all the time, but they wont get you far in a competitive list unfortunately.
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4000
1500 W:7 D:2 L:2
WAAAAGH!!!!
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![[Post New]](/s/i/i.gif) 2014/01/26 20:19:26
Subject: Orks Big Gunz.. Worth it?
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Tough-as-Nails Ork Boy
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Warboss Zarruk wrote:crazyfoxdemon: As am I, which is why I was torn between Zzap guns and Lobbas. I love Zzap guns and the AP2 is awesome, but they are overpriced for what they do. In fun lists I take them all the time, but they wont get you far in a competitive list unfortunately.
Its just that we Ork players only get 3 AP2 weapons.. Shokk Attack Guns, Kustom Mega Blastas, and Zzap guns. Now.. I'm no fan of kustom mega blastas because they're gets hot. And while I LOVE shokk attack gunz and love fielding them as my HQ, they can be unreliable at times. Zzap guns in comparison, are a lot more reliable in regards to hitting a target and if you've added extra grots to the squad you don't even have to worry about rolling high. I usually put one in a squad with kannons and use it to target tanks and other enemy vehicles. It's worked well for me so far.
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"Nothing good can ever come from staying with normal people." -Harry McDougal (Outlaw Star)
"Hey, I don't make the rules, I just twist them to my purpose." -Celia (Order Of The Stick) |
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![[Post New]](/s/i/i.gif) 2014/01/26 20:25:41
Subject: Orks Big Gunz.. Worth it?
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Trazyn's Museum Curator
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crazyfoxdemon wrote: Warboss Zarruk wrote:crazyfoxdemon: As am I, which is why I was torn between Zzap guns and Lobbas. I love Zzap guns and the AP2 is awesome, but they are overpriced for what they do. In fun lists I take them all the time, but they wont get you far in a competitive list unfortunately.
Its just that we Ork players only get 3 AP2 weapons.. Shokk Attack Guns, Kustom Mega Blastas, and Zzap guns. Now.. I'm no fan of kustom mega blastas because they're gets hot. And while I LOVE shokk attack gunz and love fielding them as my HQ, they can be unreliable at times. Zzap guns in comparison, are a lot more reliable in regards to hitting a target and if you've added extra grots to the squad you don't even have to worry about rolling high. I usually put one in a squad with kannons and use it to target tanks and other enemy vehicles. It's worked well for me so far.
You aren't allowed to mix big guns. They all have to be the same.
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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) 2014/01/26 20:43:35
Subject: Orks Big Gunz.. Worth it?
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Monstrous Master Moulder
Rust belt
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If you looking under the modeling section on Dakkadakka a guy gives the information that you need to scratch build the lobba from plastic card. I agree with the others that the lobba is the best choice out of the three different types of artillery.
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![[Post New]](/s/i/i.gif) 2014/01/26 20:52:01
Subject: Orks Big Gunz.. Worth it?
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Smokin' Skorcha Driver
Tucson, Arizona
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osirisx69 wrote: Ascalam wrote:Should still be in the FAQ also. Haven't looked in a while.
It is not in the faq and it is posted no where in the rule book. As fAr as RAW goes lobbas dont have the US of barrage.
Except on Page 415 in the BRB
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2014/01/26 21:03:02
Subject: Orks Big Gunz.. Worth it?
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Daemonic Dreadnought
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If I spread squads out to avoid lobbas it makes the squads footprint larger, and thus easier to assault. If I compress a squad into a smaller footprint that extra inch or 2 can make the squad more difficult to assault, but the squad becomes more vulnerable to blast weapons.
Assault armies benefit a lot from blast weapons, especially if they have barrage. If you dakka the squad with non barrage weapons models are pulled from the front and an assault may fail, but if you dakka from a barrage weapon models are pulled from the middle of the squad which means less models swing back in CC without risking the need to roll a few more inches on charge distance.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/01/26 21:04:52
Subject: Orks Big Gunz.. Worth it?
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Trazyn's Museum Curator
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y0disisray wrote:osirisx69 wrote: Ascalam wrote:Should still be in the FAQ also. Haven't looked in a while.
It is not in the faq and it is posted no where in the rule book. As fAr as RAW goes lobbas dont have the US of barrage.
Except on Page 415 in the BRB
Yep. That just about solves that problem
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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) 2014/01/26 21:08:35
Subject: Re:Orks Big Gunz.. Worth it?
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Lone Wolf Sentinel Pilot
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Big guns are garbage outside of hidden Lobbas, and even then they're trash because you're Orks, there are way better anti-infantry investments.
Why?
Well, if you lose 2 Grots out of 6, which is far from difficult, you're forced to take an LD5 check, which per Murphy's law to you almost guarantees they'll be running. I once routed an entire battery of Big Guns just because an executioner blast scattered from another target, killed a few Grots, and then forced an LD check that lost him his whole unit.
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![[Post New]](/s/i/i.gif) 2014/01/26 21:10:37
Subject: Orks Big Gunz.. Worth it?
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Tzeentch Aspiring Sorcerer Riding a Disc
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easysauce wrote:c ompared to the battlewagon,
nope not really worth the slot choice...
if you dont want/need BW's andhave a more shooty army, sure go for it... but the ork artillary is over costed compared to its effectiveness 75pts for 3 str 4 or 5 ap 5 small blasts vs 75 for a large str 9 ap 3 one from IG artillary
Automatically Appended Next Post:
that being said the lobbas would be the only ones id take, as they fill a decent barrage niche in the ork dex, and are ok for taking out small units of stuff...
but again, you take up a BW slot with them, so not so hot unless you are foot slooging
Unless you mount on a battlewagon, they are an option.
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Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
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![[Post New]](/s/i/i.gif) 2014/01/26 21:11:23
Subject: Re:Orks Big Gunz.. Worth it?
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Trazyn's Museum Curator
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Mr.Omega wrote:Big guns are garbage outside of hidden Lobbas, and even then they're trash because you're Orks, there are way better anti-infantry investments. Why? Well, if you lose 2 Grots out of 6, which is far from difficult, you're forced to take an LD5 check, which per Murphy's law to you almost guarantees they'll be running. I once routed an entire battery of Big Guns just because an executioner blast scattered from another target, killed a few Grots, and then forced an LD check that lost him his whole unit. That's why you stick them in cover, add more grots and attach a runtherd to them. You "once" did that. If you had done that reliably, you may have had a point. I "once" saw a stealth suit kill a flyrant in close combat. That does not mean that flyrants are garbage.
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This message was edited 2 times. Last update was at 2014/01/26 21:12:41
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) 2014/01/26 21:28:37
Subject: Re:Orks Big Gunz.. Worth it?
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Lone Wolf Sentinel Pilot
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CthuluIsSpy wrote: Mr.Omega wrote:Big guns are garbage outside of hidden Lobbas, and even then they're trash because you're Orks, there are way better anti-infantry investments.
Why?
Well, if you lose 2 Grots out of 6, which is far from difficult, you're forced to take an LD5 check, which per Murphy's law to you almost guarantees they'll be running. I once routed an entire battery of Big Guns just because an executioner blast scattered from another target, killed a few Grots, and then forced an LD check that lost him his whole unit.
That's why you stick them in cover, add more grots and attach a runtherd to them.
You "once" did that. If you had done that reliably, you may have had a point.
I "once" saw a stealth suit kill a flyrant in close combat. That does not mean that flyrants are garbage.
Except then you're paying a premium for at best, meh firepower every other part of your army already does, maybe with the exception of Zzaps, but then there's even bigger loss.
You think a 4+, 5+ is going to make any difference against a Serpent Shield wave, HYMP attack, Riptide blast, or other weapons designed to kill heavy infantry? No.
Even LD7 re-rollable isn't reliable, anyway.
Anecdote for mocking hilarity. Its by no means evidence at all, and wasn't intended to be.
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This message was edited 1 time. Last update was at 2014/01/26 21:30:52
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![[Post New]](/s/i/i.gif) 2014/01/27 04:19:05
Subject: Orks Big Gunz.. Worth it?
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Tough-as-Nails Ork Boy
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CthuluIsSpy wrote: crazyfoxdemon wrote: Warboss Zarruk wrote:crazyfoxdemon: As am I, which is why I was torn between Zzap guns and Lobbas. I love Zzap guns and the AP2 is awesome, but they are overpriced for what they do. In fun lists I take them all the time, but they wont get you far in a competitive list unfortunately.
Its just that we Ork players only get 3 AP2 weapons.. Shokk Attack Guns, Kustom Mega Blastas, and Zzap guns. Now.. I'm no fan of kustom mega blastas because they're gets hot. And while I LOVE shokk attack gunz and love fielding them as my HQ, they can be unreliable at times. Zzap guns in comparison, are a lot more reliable in regards to hitting a target and if you've added extra grots to the squad you don't even have to worry about rolling high. I usually put one in a squad with kannons and use it to target tanks and other enemy vehicles. It's worked well for me so far.
You aren't allowed to mix big guns. They all have to be the same.
True, but nowhere does it say that I can't have 2 squads of them next to each other as a battery. I don't have many Heavy Support models at the moment so I'm actually fine at the moment with wasting the Heavy Support slot on a single zzap gun...
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"Nothing good can ever come from staying with normal people." -Harry McDougal (Outlaw Star)
"Hey, I don't make the rules, I just twist them to my purpose." -Celia (Order Of The Stick) |
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![[Post New]](/s/i/i.gif) 2014/01/27 09:39:12
Subject: Re:Orks Big Gunz.. Worth it?
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Daemonic Dreadnought
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Mr.Omega wrote: CthuluIsSpy wrote: Mr.Omega wrote:Big guns are garbage outside of hidden Lobbas, and even then they're trash because you're Orks, there are way better anti-infantry investments.
Why?
Well, if you lose 2 Grots out of 6, which is far from difficult, you're forced to take an LD5 check, which per Murphy's law to you almost guarantees they'll be running. I once routed an entire battery of Big Guns just because an executioner blast scattered from another target, killed a few Grots, and then forced an LD check that lost him his whole unit.
That's why you stick them in cover, add more grots and attach a runtherd to them.
You "once" did that. If you had done that reliably, you may have had a point.
I "once" saw a stealth suit kill a flyrant in close combat. That does not mean that flyrants are garbage.
Except then you're paying a premium for at best, meh firepower every other part of your army already does, maybe with the exception of Zzaps, but then there's even bigger loss.
You think a 4+, 5+ is going to make any difference against a Serpent Shield wave, HYMP attack, Riptide blast, or other weapons designed to kill heavy infantry? No.
Even LD7 re-rollable isn't reliable, anyway.
Anecdote for mocking hilarity. Its by no means evidence at all, and wasn't intended to be.
LD7 with a reroll is 0.7% away from being as rock solid and reliable as ld9.
LD8=27% of breaking
LD7 with a reroll=17.36% chance of breaking
LD9=16.66% chance of breaking
Scatter laser or riptide shooting on artillery? Lulz
8 scatter laser shots at s6 with rerolls to hit =1.18 wounds
4.5 serpent shield hits at s7 with rerolls to hit=2wounds
First wave serpent kills 2 grots with the serpent shield and forces 1.18 cover saves on a 3rd grot.
Second wave serpent kills the 3rd grot and it’s remaining shots have to deal with a 3+ armor save. Even if the 3rd grot failed his second armor save it’s still only 3.18 wounds on the gun with a 3+ armor save averaging 1 wound and failing to kill the gun.
I call using 2 wave serpents to kill 3 grots and wound a gun poor target priority. If you double down to 4 wave serpents you can take out 2 of the guns and be 2/3rds of the way into killing a 94 point unit that’s decked out with a runtherder and 3 ammo runts. Ork players would just laugh at the grots misfortune and be happy you are not shooting anything more important & vulnerable.
Riptides would also be poorly utilized shooting at a 94 point unit full of t7 grots. A solid 5 wound hit from a nova charged ion cannon would kill 2.777 grots in 5+ cover, and that’s without taking into account to hit rolls, nova reactor rolls, and over heat rolls. There are better uses of a riptide.
BS3 HYMP need 6 shots/3 hits to kill a grot in 5+ cover or 24 shots/12 hits to remove both wounds from the T7 gun. Once again shooting at the guns takes a lot of pressure off the rest of the ork army and should never cross the Tau player’s mind unless the ork player is already effectively tabled.
Basically Eldar and Tau have to handle big guns just like any other army. Allow them to barrage your troops with impunity or assault them in close combat with anything.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/01/27 10:09:15
Subject: Orks Big Gunz.. Worth it?
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!!Goffik Rocker!!
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crazyfoxdemon wrote: Warboss Zarruk wrote:crazyfoxdemon: As am I, which is why I was torn between Zzap guns and Lobbas. I love Zzap guns and the AP2 is awesome, but they are overpriced for what they do. In fun lists I take them all the time, but they wont get you far in a competitive list unfortunately.
Its just that we Ork players only get 3 AP2 weapons.. Shokk Attack Guns, Kustom Mega Blastas, and Zzap guns. Now.. I'm no fan of kustom mega blastas because they're gets hot. And while I LOVE shokk attack gunz and love fielding them as my HQ, they can be unreliable at times. Zzap guns in comparison, are a lot more reliable in regards to hitting a target and if you've added extra grots to the squad you don't even have to worry about rolling high. I usually put one in a squad with kannons and use it to target tanks and other enemy vehicles. It's worked well for me so far.
Oh, you know you can make u'r big gunz nice retinue for a SAG mek. T7 mek, eh. And no need for a runthread and d3 dead crewmen. I used this scheme on a few occasions and i can tell you they're way better than grots in this role. Though, you should decide which gunz you use with a mek. I've noticed that most of the time i shoot mek at infantry cause generally SAG is bad vs tanks. Mostly cause of a 1 shot that needs to hit, pen - even with ordnance it not alwayz happens taking into consideration that half of your str rolls won't do a thing to a vehicle, and pass through that fancy 5+ or 4+ cover that everyone has.
That's why i add a mek to lobbas. Same targets, better range. Ofc, you can try him out with zzap gunz - it'd be hilarious and very orky to roll 2d6 for everything  You can even replace a sag with a zzap gun barrel playing out that a mek worked on a zzap gun and SUDDENLY invented an electricity-based death ray  So he decided to test it in action accompanied by a battery of other electrical stuff he's done before inventing THIS. Automatically Appended Next Post: Mr. Omega is just trolling
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This message was edited 2 times. Last update was at 2014/01/27 10:12:08
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