Blackie wrote:
Well in green tides lootas match quite decently because they can use the mobz
LD value,
Since you want to deploy them 48" from the knights and everyone else needs to advance, the only
LD value they can use after your first round is their own.
and there are other units like stormboyz but even standard teleported boyz that can frighten the opponent who may want to shoot at them with his/her anti-infantry rather than lootas.
Either lootaz are a threat or they are not. "frighten an opponent into doing something" is pretty much hoping for playing errors. Few opponent will chose to kill 10 boyz over 10 lootaz (which will then kill the other 5 through moral).
Usually my opponent direct some long-range fire at them to kill a little more than half the unit and then ignore the four or five survivors - or - they deep strike some unit between the lootaz and the advancing footslogger, rapid fire into the lootaz and charge the other unit.
Lootaz' strength is S7 and high amount of shoots. They do awesome against primaris marines, T3 infantry (daemons, eldar,
IG that are not conscripts), light vehicles and are still ok against regular vehicles. As soon as you are rolling 5+ to wound though, you are wasting those 17 points.
Durability is also pretty terrible. Personally, I'm hoping for the
SAG to become viable so I can have a big mek to protect them from deep strikers. You mess with my lootaz and you get the big choppa.
They're certainly overcosted but I don't think they're going to lose many of them to moral in the first turns, which are the ones that really matter against lists of superheavies. When I played mine, 2x10 with 150 boyz they didn't lose that many dudes to moral issues.
Thing is, unless you roll a 3 for shots, 10 lootaz (170 pts) will not even be close to the performance of 5 kannons (135 pts) against T8. And, you'll probably lose just as many wounds to moral as the kannons take additional wounds due to multi-damage weapons.
Artillery also offers a lot of KPs to the enemy, and against lists that are not very good to sit on objectives scoring KPs and killing stuff by shooting may be a thing.
I keep hearing that, but when facing 3 knights and a primarch or three bane blades, how are you ever going to win the
KP game? You pretty much have lost by default already. In addition, the grot crew cannot be shot unless someone goes get them, and even then they can only be shot two gretchin at a time. If your gunless grots are far enough from other crews, the cannot be multi-assaulted either.
Jidmah wrote:Last but not least, kannons will simply do more damage to knights. Rerolling a lo
d6 damage with
CP will also outperform rerolling the d3 for shots.
We can re-roll only one
D6 per turn though.
Sure, but if you re-roll one

into a

, that's more damage than the entire unit of lootaz is probably going to do.
I don't think artillery or lootas could perform that great against multiple superheavies in general, and in TAC lists I'd certainly prefer artillery over lootas. My best advise against those kind of lists is to play objectives and to reduce if not completely eliminate the juicy targets for their big guns.
See, I think that 10-15 lootaz
are a juicy target. Some of them have
2d6 shots for units of 10 models or above, and when everything is just boyz, they will shoot the boyz with the D2 weapons and wipe them in a single round of shooting. A unit of kannons (read 6 kannons and 6 units of 2 gretchin) for the same amount of points is a lot harder to neutralize, so they will be able to shoot back more often. In addition, when the gun gets blown up, the two gretchin remain to capture objectives, which cannot be shot without additional effort. So you basically get more damage out of them and get to play the objective game.