Lootloader wrote:
Well, orks have kustom mega blastas, which when combined with a comms bonus can be downright nasty, as they have 24" range, and are assault, so they become a very dangerous very quickly. Lootas can be good, even only at -1
ap, the 2 damage is nice for taking things out of action easily. You also have rokkits as you say, so they can compete.
I also run a bad moonz shooty style list, and find that I take things out quite frequently at range.
Yeah, but that means you are running two Spanners (or something even more expensive) get a Comms specialist to affect the other one doubling the risk of self nuking (and if I can self nuke my units, I am going to self nuke my units even with re-rolls). Spanners still only have a
BS 5+ so they are probably hitting on 5s at best (I always assume my opponent has their units in cover at all time. Custom Mega Blasters are Assault, but Assault 1 so Advancing with them is going to put you back at 6s to hit. So you have as much chance of melting yourself as the enemy unless you want to spend
CPs (or are Bad Moons). Plus, after all that work, I don't want d3 damage. I like more static multi-damage numbers so I count on the number of Injury Dice I am rolling.
Me, I am going to probably go with Rokkit launchas which are Heavy 1, at little less
AP at -2 and static damage of 3. I can't move them as much as Spanners, but I don't really miss the
AP since even
MEQ are behind the eight ball on their save with -2. If they do fail it, 3 injury dice is kinda easy to get a roll of 5-6 especially since I am usually willing to spend a
CP to roll them all again. The Spanner idea is basically the same idea except it does free up the Ork Boy Gunner slots for Big Shootas which I do find kind of nice. I just find outside of Bad Moons going that route requires more luck than my dice are willing to give me. Maybe I just roll a lot of 1s making it seem like a bad idea.
I think Lootas have a lot of the same issue as Spanners and Rokkit Launcha Boyz. They are just a bit too expensive for the amount they wiff. Again, my experience has been that it is very difficult to catch an opponent out in the open, so I am dealing with -1 cover penalty all game. I just find 12 points (that's a bolter marine right there) for a Loota needing 6s to hit (even with the Bad Moons re-rolling 1s) a bit too steep. I really think I get more mileage out of 2 boyz instead most of the time.
I still lean toward Flash Gits if you want to do shooty Orks. They have a
BS 4+ which is worth supporting with a Comms Spanner since they have the dakka and firepower to get some work done. They are a bit on the pricey side of points, but even with the Boyz and/or Kommando Nob(s), you have enough points left over for a handful of boyz to help control the board. Besides if you have to roll 6s to hit for whatever reason, Flash Gits give you that extra attack too. Ultimately, I don't really support shooty Orks in Kill Team though if you are looking for effectiveness. I feel that melee Goffs is probably a much better team.