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![[Post New]](/s/i/i.gif) 2015/02/21 16:43:50
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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Now don't get me wrong I love my lootas, many battles have been won by their random inaccurate shooting. However I want to address the fact that they are possibly one of the worst heavy support choices now.
Lets start with whats wrong with them (Not necessarily what needs to be changed)
First off, 6+ armor, so unless they are in cover they die to EVERYTHING, on top of that a lot of players will bring ignores cover weapons specifically to kill lootas (at least in my games)
BS of 2 (like every other ork) these are orks who spend their lives shooting from a distance and yet still only have a BS of 2....
No Access to different weapons (unless you upgrade to a Mek and then he can take a KMB.......not exactly long range.)
Deffgun has D3 shots, this can be a blessing and a curse at the same time. Ive had games where i rolled nothing but 1s and 15 deffguns hit about 5 times and wound about 4 times...not good enough especially with AP4
Price: 14pts a model isn't bad but you gotta remember what your getting, your getting D3 shots from a S7 AP4 weapon at BS 2. for 18pts you can get a Kannon or a Lobba at BS3!
now lets go with whats right:
Pt for pt they are a decent heavy support choice with low point cost
They can take up to 15 which is nice but htis means you get between 15 and 45 shots a turn.....
You can attach meks, but again they dont get anything good except mek weapons and their aren't any really.(for ranged combat)
You can take a trukk as a DT, but with AV10 all around it will explode (its open topped) and it will probably kill between 2-8 of your lootas inside because a 6+ save doesn't do much.
yes im being a bit negative on them but seriously they need a buff, we lost deff rolla, our BW got nerfed hard, we lost Ramshackle, our KFF got nerfed even harder, Cybork got nerfed, we lost the good Mob rule fearlessness, Ghazkuul got NERFED hard and what did we get in return? the Nauts which are over priced and not that great to begin with, Mek gunz which are great but they compete with about 8 other units for a HS spot. At some point we need a unit thats going to be money for us, And So help me god if someone says "You get to take a Stompa" im going to do...nothing because this is a chat forum
My proposal, reduce base cost of lootas by 2, making them 12 pts each, give them the option of taking a gitfinda, either give them some kind of other ranged weapon or invent one for them. S7AP4 is good against most infantry but against Tanks its useless, against a Rhino i need 4s to glance. lastly give them 1+D2 attacks with the Deffgunz that way your not shooting minimum shots and screaming at inanimate models the entire game
What say you Dakkaites?
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/21 17:56:42
Subject: Fixing Lootas
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Longtime Dakkanaut
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Lootas really should be called Deffgunnas. They don't exactly loot much.
Back in 3rd, a Big Mek them different gubbinz and wotnots. The squad make upgrade to be Lootas. Alternately, allow any Mek to upgrade to a Loota for 10 points.
Loota: When in base-to-base with a wrecked vehicle, a Mek may forfeit shooting to attempt to jury-rig it. Roll a D6. On a 5+, remove the Mek. The vehicle is resurrected with D3 HP (up to its starting HP) under the Ork player's control, with BS 2 and subjecy to the Don't Press Dat! Rule.
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![[Post New]](/s/i/i.gif) 2015/02/21 21:50:01
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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Yeah the name and fluff don't work that well together anymore, do you have any other ideas besides the rule changes I suggested? and how do you like them?
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/22 05:53:57
Subject: Fixing Lootas
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Fixture of Dakka
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I'm not terribly ork savvy. I shoot them, but I don't play them. From what you've said and from what I've experienced on the table though, it sounds like lootas are fine, and your real issue is with several other things in the ork book.
Lootas can put out an insane amount of dakka. Their low BS and random shots makes them a little unreliable, but they're still a solid source of high strength firepower. You say that strength 7 is no goov against tanks, but I actually think S 7 is great against rhinos, chimeras, trukks, dark eldar vehicles, and even fliers (as you don't give up much accuacy by snap shooting at them.) Heck, plasma, serpent shields, and tesla are all S7.
It sounds like what might be more helpful for orks is to give them more reliable ways to deal with heavy armor, fix the new mob rule, etc.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2015/02/22 13:56:14
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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I was more pointing out the fact that a lot of the reliable ork abilities and units got nerfed pretty hard in this last codex update and instead of giving us things to compensate for this they gave us a bunch of new HS choices that are just as unreliable or god awful. Lootas are fun but I never waste them against anything over Armor 12. Most of my opponents bring preds and Land raiders and I just can't kill them with lootas, I have to physically drive run up to them and kill them in CC. you said it "more reliable ways to deal with heavy armor" thats very true and I think the best way would be to fix lootas. Why give orks a piece of battle gear designed to increase ballistic skill so long as they don't move and then NOT give it to Lootas, at least as an addon.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/22 14:12:46
Subject: Fixing Lootas
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Foxy Wildborne
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Or you could use Lootas for what Lootas were designed to do, and just kill heavy tanks with units designed to kill heavy tanks.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2015/02/22 14:50:11
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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and what ranged weapon would that be? Rokkitz S8 are short ranged, KMK's are good but again only S8 and its a blast weapon that drifts A LOT. ZZap gunz are unreliable at best and deadly at worst. So what ranged weapon would you recommend to use against..Land raiders that would be reasonably effective?
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/22 15:07:37
Subject: Fixing Lootas
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Lootaz are already pretty good. Against an army where you're frantically trying to stop a hundred angry green men from hitting you with an axe, they tend to be pretty safe in back with their great range. With their mass amount of shots, they're also decent anti air.
If you buffed lootaz in any way, I would expect them to cost more. And really, specialization for a cheap cost makes for a good unit, so if you did buff them and increase the cost, you'd probably just make them worse.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2015/02/22 15:14:03
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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one of the solutions i offered was allowing them to take gitfindas as a piece of wargear. This would raise their cost by 5pts each and if they didn't move that turn they gain +1 BS. I think that is a good option. As for being safe in the back? my lootas are ALWAYS targeted first. The reason for that is that if they don't kill them quickly lootas can annoy light armored vehicles and squadrons, and rain down shots to exposed infantry. like I said they do a good job with what they have but I think they should receive a bit of a boost, give us a HS option thats worth its weight.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/22 15:35:00
Subject: Fixing Lootas
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Generally being targeted first is a sign of a good threat unit. Against my ork buddy, I also go for lootaz first if I have any light vehicles or flyers, because a whole bunch of autocannon shots is scary to them. If I fail, the unit that was scared of them dies.
They're a very effective kill or be killed unit.
We were already shocked when they were reduced by a point each in the latest book. I can't imagine the logic of wanting to make them even better. If you want them to live longer, get them a battlewagon or some fortification.
Gitfindas for 5 points each, I wouldn't be against, but if I were playing with them, I would never buy those for that cost.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2015/02/22 15:46:17
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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They are GREAT at killing light armor, but orks already have 100 things that kill light armor well. we also have TONS of anti infantry, what we don't have are heavy tanks and ways to KILL heavy tanks. even our scariest thing on the board the Stompa has AV 13 :-P
As for the 5pt upgrade for Gitfindas I would gladly pay 5 points for it but I would also manage them carefully by putting them in a wagon which is what I already do. I just don't like the idea of more and more light armor weapons and infantry weapons when we really need something to stop a Landraider and something more effective against AV13 then a PK.
Statistically you should get 2 shots a turn from lootas, thats 30 shots, NICE! however at BS2 thats only 10 hits so you have 10 S7 AP4 hits now against a Rhino thats pretty good, you need 4s to glance and 5s to pen so statistically you should get 5 glances/pens and it will die. Against a Predator though you will get 1-2 glances at best. So maybe don't increase strength but at least givem a better BS with gitfindas so they have a good chance of popping vehicles in 1 turn of shooting instead of 2-3. (All of these calculations follow basis statistics and don't allow for CS which most competent players get)
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/22 15:46:42
Subject: Fixing Lootas
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Nasty Nob
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In the old book Lootas were unquestionably known as, point for point, the most point efficient source of volumetric shooting in the game.
Seemingly, when the new codex came out, everyone on the internet got this new idea. Apparently, because Lootas got moved to Heavy Support and had their cost -reduced- by 1 point, that they somehow suck now.
I talk gak on Lootas all the time, the single shot selection dice rolled prior to the hit rolls is perhaps more variable than -any- elite army's dice could be.
At 48 inches they are one of the safest shooting choices in our dex. Lets reinforce what I"m saying; Turn one, 48 inches away, perhaps one of the best volumetric shooting sources of strength 6-8 in the game. Point, click, roll dice.
You can't scratch a Land Raider with it
I've shot enough Deathwing Termies with Loota to know that when they roll hard they roll termies.
They are what the internet meta fears; A large source of cheap strength 7 fired from 48 inches away. It is the dice check that makes AV13 and lower hard to field, mobs hard to spam, and good saves too variable to depend on. It is another tool that reinforces the importance of efficiency in units that can be shot, and begs for the rare freak things that require melta or flamer weapons to show up in fringe lists fighting the internet meta.
Put thirty of them in your list spread them out as 10 over all three heavy support slots and find other things to do with your other points.. You'll be amazed what a 48 inch radius of influence will do to your opponent.
EDIT; To the point of the topic.. Being able to depend moreso on their shooting output would be a way to 'fix' them. Like maybe making them just Heavy3 with Gets Hot!.
EDIT2; Just did some math on that, probably kill Lootas too fast that way.
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This message was edited 2 times. Last update was at 2015/02/22 15:56:35
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2015/02/22 16:14:45
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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Orks do not need any other weapon that "Gets hot" Like I said, Ork shooting is Ork shooting, but why give us a piece of gear that increases BS skill but not give units that would benefit from it access to it? For the most part the only people who can use Gitfindas are Characters and the Flash gitz who are yet more infantry killers and with a range of 24in the gitz usually have to move to get close enough to use their weapons making the gitfinda USELESS! Maybe its because im used to reading codexs with more synergy in them and this one just doesn't have any synergy.....FFS the painboyz and Grotsnik both have access or have Cybork bodies but they don't use them because they themselves give a 5+ instead of the 6+ :-P
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/22 18:18:15
Subject: Re:Fixing Lootas
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!!Goffik Rocker!!
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I'm a hater towards lootas since the 4- th ed codex, to be honest. They used to be a fun squad that was capable of equipping looted weapons - even sniper rifles! They hit on 4-s instead of 2-s though (old sniper rules). I have tried to avoid them altogether and haven't run them even when they were close to mandatory in 4-6 ed. In 6- th i've even started putting together allied ig to replace lootas. Now we've got upgraded mek gunz and plenty of cheap rokkits everywhere so that there are even less holes to plug with this guyz. And i'm sorta happy i no more have to think: "What do i need to take to replace lootas?".
/hater's revelation
Anywayz, i do think they need a complete revamp and do what they're supposed to do in fluff. Run around and loot stuff. Lootas are supposed to be close to the front to faster lay their hands on shiny stuff! They need close-support weapons. Like looted stormbolters, looted pulse carabines, looted meltaguns, looted whatever that's supposed to be a mid-close ranged gun! I think they should be something like an ig specialist's squad.
And guyz that are sitting back with deffgunz are supposed to be someone else. Deffgunaz, as proposed above..
All hate aside, current state of lootas is somewhat mediocre. It's not good or bad. They still have place if you've got free HS slots.
What can be changed to make them more interesting in Their current role? I think they could use some orky table coming from mek.
If lootas have an attached mek, he can try to adjust their weapons. If he tries to do it, he foregoes his shooting. The result of adjustment is seen below:
Roll d6:
1. Mek got carried away and spent too much time adjusting the weapons. Though, it was quite entertaining to observe. Deffguns count as Heavy 1 until the beginning of controlling player's next turn.
2. Mek accidentally made the guns less powerful. Lootas are unhappy  Deffguns count as s6 until the beginning of controlling player's next turn.
3. Mek made somethinig outstanding with the guns at first but than screwed it up. Deffguns shoot as normal.
4. Mek adjusted the guns to be shootier! Lootas are happy  Deffguns count as Heavy 3 until the beginning of controlling player's next turn.
5. Mek accidentally made the guns deadlier! Lootas started making bigger holes into their targets! Deffguns count as s8 until the beginning of controlling player's next turn.
6. Mek overcharged the guns to the max! WAAAAAAAAAAAGH!  Deffguns count as s8, heavy 3, Twin-linked, Gets Hot! until the beginning of controlling player's next turn.
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This message was edited 5 times. Last update was at 2015/02/22 18:53:59
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![[Post New]](/s/i/i.gif) 2015/02/23 01:40:54
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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thats not a bad idea for the Mek list but GW wouldn't do it its to beneficial to the orks. on rolls of 1 the squad explodes and kills everyone nearby would be more likely. I like the idea though :-p
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/23 03:41:37
Subject: Re:Fixing Lootas
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Missionary On A Mission
Australia
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koooaei wrote:
What can be changed to make them more interesting in Their current role? I think they could use some orky table coming from mek.
If lootas have an attached mek, he can try to adjust their weapons. If he tries to do it, he foregoes his shooting. The result of adjustment is seen below:
Roll d6:
1. Mek got carried away and spent too much time adjusting the weapons. Though, it was quite entertaining to observe. Deffguns count as Heavy 1 until the beginning of controlling player's next turn.
2. Mek accidentally made the guns less powerful. Lootas are unhappy  Deffguns count as s6 until the beginning of controlling player's next turn.
3. Mek made somethinig outstanding with the guns at first but than screwed it up. Deffguns shoot as normal.
4. Mek adjusted the guns to be shootier! Lootas are happy  Deffguns count as Heavy 3 until the beginning of controlling player's next turn.
5. Mek accidentally made the guns deadlier! Lootas started making bigger holes into their targets! Deffguns count as s8 until the beginning of controlling player's next turn.
6. Mek overcharged the guns to the max! WAAAAAAAAAAAGH!  Deffguns count as s8, heavy 3, Twin-linked, Gets Hot! until the beginning of controlling player's next turn.
Sounds similar to how Jokareo Weaponsmiths work in Codex: Inquisition. When you deploy a unit that contains a Jokareo you roll a D6 (and add +1 for each extra Jokareo), and all models in the unit get a buff from the table for the rest of the game like extra range on their weapons, rending on their guns, armour save +1 or a 5+ Invulnerable.
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![[Post New]](/s/i/i.gif) 2015/02/24 01:43:44
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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so many ways to buff them and change the HS role they fell into but really what orks need more of is Long Range ANTI TANK. I don't think the ork list can take anymore Anti infantry weapons. Hell even terminators die to our Anti infantry weapons these days, what I want is something to make a AV13-14 SCARED!
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/24 05:00:56
Subject: Fixing Lootas
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Yellin' Yoof
4th corner's corner
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Make them less random. EACH model rolls a D3 for number of shots then add them up and roll for hits. The average is 2 shots each obviously but still variable and much more reliable. Or simply make them heavy2.
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Standing with my enemies, hung on my horns. With haste and reverie, killing with charm. I play, I'm sick and tame, drawing the hordes. I wait, and show the lame, the meaning of harm. The skulls beneath my feet, like feathers in sand. I graze among the graves, a feeling of peace.
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![[Post New]](/s/i/i.gif) 2015/02/24 05:04:07
Subject: Fixing Lootas
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Dakka Veteran
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Ghazkuul wrote:so many ways to buff them and change the HS role they fell into but really what orks need more of is Long Range ANTI TANK. I don't think the ork list can take anymore Anti infantry weapons. Hell even terminators die to our Anti infantry weapons these days, what I want is something to make a AV13-14 SCARED!
I think GW's idea was that killsaws purpose was ^^. Again that's still melee and meganobz get focus fired fast and meks are not reliable even with a killsaw.
Ps. I don't run lootas and never have. Realistically there is no such thing as reliable anything for orks. Your best bet is to just take a stompa and shoot the s10 a 1 blast at heavy armor.
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![[Post New]](/s/i/i.gif) 2015/02/25 10:16:20
Subject: Fixing Lootas
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Waaagh! Warbiker
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Wow you are being REALLY negative here. I'm sorry but I find Lootas to be one of the best heavy support choices. Saying they aren't is a tall order. Asking how we can "buff" them is pointless because at the end of the day, it's Games Workshop who will decide if they are any good or not and change their rules accordingly. What are you finding to be more effective than them? The main issue with Lootas is that the Heavy Support section is full of fantastic units. There was a survey done a while ago on DakkaDakka where most people seemed to favour Lootas as number 3/4 (tied with the Battlewagon). And this is why: 1. Lobbas. 2. KMKs. The above are the best Mek Guns we have access to. The Kannon, Smasha Gun and Traktor Kannon are all very good but highly situational. It should be noted that these 3 can hit fliers. 3. Battlewagons. 4. Lootas. -- Sure they don't have anything better than a 6+ armour save. But guess what else don't? Flash Gits. Flash Gits can take the Battlewagon and have 2 wounds, but still at only Toughness 4, they're going to get insta killed. Which means you're having to add points to make THAT unit more effective straight away. Otherwise you're not going to get them into range. Lootas are cheaper and point for point more effective due to their range. Your not having to waste many points on supporting them. -- Yes, you'll probably need to take a mini Mek to avoid them running away. But the same can be said for KMKs and Lobbas. -- Lootas can be added to, pretty much, any list. They sit at the back and WORK. You said that they're one of the worst units in the Heavy Support section but you admitted to winning with them? Sorry but to me, that's not the the definition of a "worst unit". -- They're still one of the best anti-flying units we have because, in comparrison to the Traktor Kannon, these guys are versatile and can effective do work against ground units. Compare them to the rest of the things in the Heavy Support section: Killakans, Deffdreads, Mork/Gorkanaughts, Flash Gits, Zzap Guns, THE BUBBLE GUN! The Looted Wagon. I feel like I've missed a unit. Can you really say that any of these units are better than Lootas? In the casual environment, you'll be able to get away with using your own rules, I really like Koooaei's suggestion TBH. Unfortunately that's all we can really do without taking over Games Workshop's headquaters and forcing them to alter the codex/update it. Fluff wise, Lootas are a disaster. But then so are Flash Gits IMO. What type of unit who prides itself to having the coolest/most unique guns out there don't have options to equip different guns? Not one true to fluff. Early rumours of the new Ork Codex said that Lootas might regain the ability to use your opponent's gun (this is over a year ago when these rumours came out). Even something like that would be cool. Unfortunately, we've been left with a very lack-luster codex IMO. Orks are a lot less fun than they used to be and that was the key to them. They were supposed to be fun. And random.
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This message was edited 2 times. Last update was at 2015/02/25 10:31:48
30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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![[Post New]](/s/i/i.gif) 2015/02/25 12:43:23
Subject: Fixing Lootas
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Longtime Dakkanaut
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Ghazkuul wrote:
First off, 6+ armor, so unless they are in cover they die to EVERYTHING, on top of that a lot of players will bring ignores cover weapons specifically to kill lootas (at least in my games)
I wouldn't have a problem with them buying Eavy'Armour at the same price the other units get it
BS of 2 (like every other ork) these are orks who spend their lives shooting from a distance and yet still only have a BS of 2....
No Access to different weapons (unless you upgrade to a Mek and then he can take a KMB.......not exactly long range.)
Ghazkuul wrote:
Deffgun has D3 shots, this can be a blessing and a curse at the same time. Ive had games where i rolled nothing but 1s and 15 deffguns hit about 5 times and wound about 4 times...not good enough especially with AP4
Think that is bad? try having a your melee beatstick daemon prince turn up for his epic challenge against a chapter master and roll a 1 on his daemon weapon (-1 wound, WS 1 for a turn and 3 less attacks - average). That is WAY more punishing than just getting half as many shots as is average.
Ghazkuul wrote:
Price: 14pts a model isn't bad but you gotta remember what your getting, your getting D3 shots from a S7 AP4 weapon at BS 2. for 18pts you can get a Kannon or a Lobba at BS3!
A squad of 4 Havoks with Autocannons is 115 points, they are quite good comparison unit, they have 8 shots at BS4. Vs the same number of points of lootas your looking at half the shots but double the BS, Half as many wounds but much better saving throw (3+).
Have to say I think these guys are pretty fine. Ignores cover is one of the best special rules in the game so I really don't think you can call people out on list tailoring just because they bring some.
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![[Post New]](/s/i/i.gif) 2017/02/26 15:36:58
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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Im not calling people out for taking ignores cover weapons, im pointing out how fragile Lootas are. LD 7 6+ save means they suffer 25% casualties when they lose 4 models and with bad Armor and low leadership they will lose those 4 and run away.
You compared your Havoks to Lootas. 8 shots at BS 4 means 6 hits. For 115pts I can take 10 lootas, so thats between 10 and 30 shots averaging 3, 6 and 10 hits (depending on how many shots they get.) you will get a 3+ against almost any weapon except Anti MEQ weapons. Lootas will get a 6+ against almost nothing except AP- (of which not many exist.) Your leadership is 9 or 10 depending on upgrades, so even if you do lose 2 CSM your still fine as you can only fail on 10,11 or 12. And even then you will easily regroup the next turn with that good leadreship. Furthermore, your Havoks have access to better weapons and specialist weapons to kill vehicles, lootas have the same S7 shot against infantry that they do against Land raiders where as your Havoks can tailor and bring Lascannons and Missile launchers.
My biggest point was that orks need a unit designed to deal with armor from range because as it stands the only way to kill a land raider with any kind of certainty is to run a unit of Mega nobz with Killsaws into it and do work that way. Even a regular nob with a PK has 4 S9 attacks on the charge hitting on 3s so only 3 hits and then only glancing on 5s and pen on 6. So if we don't buff Lootas then we need some kind of ranged weapon worth a damn. Someone stated to take a Stompa and use its pie plate....sadly that is probably the best anti tank option we have (800pts) and it is squishy itself with only AV13 :-P
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/26 15:43:47
Subject: Fixing Lootas
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Locked in the Tower of Amareo
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Sounds like Orks got the BA treatment.
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![[Post New]](/s/i/i.gif) 2015/02/26 21:25:55
Subject: Fixing Lootas
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Longtime Dakkanaut
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Autocannons are twinlinked, if lootas were twinlinked I don't think anyone would complain about them. In fact that's all they need because thier bs is so low and they are a decent anti flyer unit.
Tankbustas are the av13/14 unit.
Orks biggest issue is its mobility and to a degree its durability.
Walkers are a huge part of the army and they pretty much suck for all armies. yet the ork codex has like 4 different versions of walkers.
Trukk need to not blow up so easy and kill everything inside (needs a bonus to the damage table)
Cybork should add +1 to fnp rolls
Warbuggies and trakks can use a cover save when moving even if it's just 5+.
Would like to see walkers able to move run charge during a waagh. And certain assault walkers to have the fleet rule.
Ghazskull able to call waagh each turn but lower his invul save to 4+.
Gorkanaut able to take a kff and lower both versions by 25 points.
Cowardly grots negated if a character in the unit is still alive.
Drop the price of ork slugga boy to 5ppm
You also rarely see ork flyers on the table cause they are overpriced, not sure how to fix that without a simple price reduction.
Several special character just shouldn't be in the hq slot and should be unit upgrades, still wouldn't make half of them viable but you will see them used more.
Even with these changes you would still have half a codex of non competitve units like flashgits, burnas, killakans, many special characters, certain Mek guns like bubble chukka, etc
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This message was edited 1 time. Last update was at 2015/02/26 21:49:37
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![[Post New]](/s/i/i.gif) 2015/02/27 01:16:28
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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Morkanaut needs a lot more then a 25pt reduction, I only bring him in my lists for hilarity and the fact that he scares my enemies though my local gaming club is starting to figure out he doesn't do much.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/02/27 18:06:14
Subject: Re:Fixing Lootas
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Dakka Veteran
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Lootas are decidedly a medicore unit, but they've gone through phases in the game over the years.
In 5th Edition, Lootas were awesome. They were the go-to Elite choice for Orks. One reason being that 5th Edition was Transport-heavy and Lootas were one of the only thing we could use to pop a Transport in the first turn of the game. Nothing else at our disposal had that kind of range and volume of firepower. Tankbustas sucked, and all our other good shooting was for the most part 24" or less.
In 6th Edition the addition of Hull Points made Lootas arguably more useful and less useful at the same time. We could now "glace" vehicles to death, but at the same time our glancing hits no longer immobilized or stunned the enemy vehicles, allowing enemy vehicles to become more of a threat to us overall. If you didn't outright KILL a vehicle, it was more viable overall. In 5th Edition, if you got a couple hits on a vehicle, you would likely at least Stun it and make it such that it couldn't move or shoot. Now in 6th Edition, if you only got a couple hits on a vehicle, you've removed a couple hull points, but the vehicle still gets to return fire.
Also, 6th Edition changed the meta and became the age of the Monstrous Creature. Again, Lootas are our go-to shooting unit for killing most Monstrous Creatures, but they are significantly hampered by being only AP4. They were a mediocre solution for killing MCs but at the same time, one of our only good choices.
The 7th Edition codex has definitely resigned Lootas to the realm of mediocrity, but for different reasons.
+ Lootas got a small point reduction. This was welcome news.
+ 7th Edition Orks codex introduced the Mob Rule table. This made Lootas slightly less prone to running off the table, as long as you buy a Mek upgrade to have a character babysit them. Previously, since they had no option for a Bosspole, they were prone to being pinned or fleeing.
- Lootas got moved to Heavy Support, an incredibly over-crowded slot in the CAD. All through the 5th Edition codex people whined "Lootas should be heavy support!" and they got what they wished for, which threw out the balance of the codex. My argument has always been that if a Space Marine Dreadnaught can be an Elite choice, why the hell can't Lootas be Elites? They always fit better in that slot.
- 7th Edition introduced changes to the vehicle damage table. It is now impossible for Lootas to destroy a vehicle unless the vehicle is open-topped. We have to rely on getting multiple glancing hits, and against AV12 or AV13, accomplishing that with Lootas is unreliable, given they already have to randomly roll the number of shots they get.
- 7th Edition Orks fixed Tankbustas, making Tankbustas a viable competitor with Lootas. Tankbustas are much better at destroying vehicles and Monstrous Creatures, but come with their own drawbacks.
- 7th Edition Orks introduced Mek Guns, which also compete against Lootas as being an efficient vehicle and flyer killer. The Kustom Mega Kannon and Tracktor Cannon are great and cheap.
So as you can see, they got a couple small pluses, but a few minuses. They just don't shine like they used to. They're not BAD, but they're not MUST TAKE anymore.
Personally if I were going to fix Lootas I would:
Give them an option to be led by a Nob or a a Big Mek armed with a Deffgun. Allow the leader of the group to upgrade the whole unit with Gitfindas or with Twin-Linked Deffguns. Sadly I think the main reason this won't happen is because GW decided to put a Mek Boy in the Loota/Burna box years ago instead of a Nob. So Lootas and Burnas are going to be forever cursed being unable to be led by a Nob.
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![[Post New]](/s/i/i.gif) 2015/02/27 18:51:58
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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good suggestions, I also said that Lootas would be worth it if they could purchase gitfindas for the unit but apparently nobody agrees :-P
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/03/01 18:33:26
Subject: Fixing Lootas
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Longtime Dakkanaut
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Ghazkuul wrote:Morkanaut needs a lot more then a 25pt reduction, I only bring him in my lists for hilarity and the fact that he scares my enemies though my local gaming club is starting to figure out he doesn't do much.
255 points for an av13 walker with 5hp and 5++ aoe is a great vehicle espeically considering its fire power. 25pt reduction is all morkanauts and gorkanauts need. Although the gorkanaut should have access to kff as well since that is the main reason people take the mork/gork unit. And let the difference be weapon load outs. One bein anti infsntry other anti tank.
Automatically Appended Next Post:
Ghazkuul wrote:good suggestions, I also said that Lootas would be worth it if they could purchase gitfindas for the unit but apparently nobody agrees :-P
Personally I think teinlinked is much better. Bs3 isn't great, does nothing for snap firing and lootas are a go to anti air, and gitfindas don't work on transports. I wouldn't say no to gitfindas for free but lootas are already a random amount of shots so I think it pairs well with twinlinked.
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This message was edited 2 times. Last update was at 2015/03/01 18:37:24
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![[Post New]](/s/i/i.gif) 2015/03/01 18:45:06
Subject: Fixing Lootas
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Krazed Killa Kan
Homestead, FL
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yeah, TL would work but gitfindas might make it a bit more balanced, i think TL people would complain about a lot.
As for the Morkanaut, its not 255pts its over 300 when you give it the KFF and the IWND. And yes it is 13 Av which is AWSOME! but you said "especially considering its fire power" what fire power are you talking about? its got a KMK which is good but you have a 1/6 chance of hurting yourself. you have a KMB which is border line useless and again 1/6 chance of hurting yourself. from there you have the regular 2 TL rokkitz and 2 TL Big shootas. for 300+pts your getting AV13, 5++ against shooting and mediocre weapons. for 300pts i think you can bring 2 las preds and destroy the Morkanaut with lots of hits or 1 lucky 6 on a pen roll
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/03/01 18:57:36
Subject: Fixing Lootas
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Longtime Dakkanaut
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255 is with 25 point reduction and not putting iwnd on it because not only is it not required but meks are Cheaper and better. Kmk and kmb pair perfectly together for range and targets. Str8 ap2 is an a great shooting weapon. For 255 pst your getting a large footprint 5++ aoe against shooting with weapons that can kill any target in game from terminator armour to av14. Hardly anywhere near borderline useless. I do believe the gork/mork naut is overcosted but it has a role as a durable unit that protects your infantry and walkers from shooting atks. Not that Orks need a 300 point imperial knight.
Also lootas are basically autocannons which are the simlar cost to the imperial gaurd version and also twinlinked.
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This message was edited 4 times. Last update was at 2015/03/01 19:06:22
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