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![[Post New]](/s/i/i.gif) 2010/02/12 09:03:12
Subject: Big gunz or not ?
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Fresh-Faced New User
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I would like some input on a build i am considering ... with orks you whant to pick one approach and "over do it", so basically i whan take 3 full size big gun units. They are cheap versatile and shooty :=), Some groots to protect em (10of em or so, they in turn are cheap and scoring). If i got the points for it i add in a Big meck with shookAttackGun Support it with as much buggies / bikes / kopptas and boyz in trukks i can fit for the rest of the points. Would that be fesiable any one tried something like this?
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This message was edited 2 times. Last update was at 2010/02/12 09:15:45
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![[Post New]](/s/i/i.gif) 2010/02/12 11:49:20
Subject: Re:Big gunz or not ?
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Major
far away from Battle Creek, Michigan
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Why take big gunz when you can take Killa Kans? Sure the kans have a shorter range, but they'll also move 6" and shoot.
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2010/02/12 13:20:02
Subject: Re:Big gunz or not ?
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Horrific Howling Banshee
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because they are completely different units that perform different jobs and some people like list variety
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Quoted from "The Defenestrator":
"Yes, I don't buy into the goody goody image the Tau PR machine has churned out . They're all dirty cold-blooded space-communists if you ask me! Besides, their shiny, selfless "we love everyone for the Greater Good" vibe is so unfitting for the "lulz we're all badass jerks" future of 40k. GW needs to play up their cold, calculating, "join us or die, and probably still die anyway" Borg-y style. That's just me of course."
Altanis wrote Vindicare. Hes like Santa he watches when your sleeping. He knows when your awake. I doesn't matter if youve been bad or good because the inquisition put a hit out on you and a shield breaker round is gonna go through your head when your eating your weaties.
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![[Post New]](/s/i/i.gif) 2010/02/12 13:26:59
Subject: Big gunz or not ?
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Decrepit Dakkanaut
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Well...
For 60 points at the minimum, you get a battery of big gun kannonz that has a 3 foot range that can shoot anti-infantry or anti-armor shots. While their pinging away from long range, if they are successful in causing some harm, will be hunted by a unit worth far more points than 60.
For 75 points, you get lobba big gunz that increase their range to four feet, but only have one type of shot. The good news is that it is indirect fire and causes pinning. Depending if the opponent is infantry heavy, this could be a good thing for you. And the point investment is still small enough not to matter too much for you.
For killa kans, they are great as a screen for a slogger army, and their point costs while higher, are more than amde up by their highly useful array of weaponry from big shootas (not really a good upgrade) to grotzookas (great for anti-infantry) and rokkit launchas (good for vehikle smashing).
It's all up to you really. Do the gunz do what you want them to? If so, by all means field them.
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![[Post New]](/s/i/i.gif) 2010/02/12 14:06:41
Subject: Re:Big gunz or not ?
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Major
far away from Battle Creek, Michigan
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If you're set on Big Gunz I'd recommend the kannon. Versatile and with decent range.
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2010/02/12 15:02:57
Subject: Big gunz or not ?
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Long-Range Black Templar Land Speeder Pilot
Beijing,China
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Kannon is the best of the big guns. Cheap, Missilelauncher-like profile, and with rerolls they has 75% chance to have a first-time hit.
They almost have no survivability, but if you have the chance to fire them, they could easily earn back their costs(and their performance in a game may be very different by you went first or second).
And lootas should have higher priority than kannons in a list. If your elite slots are full, you can have a try.
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![[Post New]](/s/i/i.gif) 2010/02/12 16:27:09
Subject: Re:Big gunz or not ?
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Decrepit Dakkanaut
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I agree, the kannon is porbably the best of the 3. They are pretty good at popping landspeeders thats for sure. And if you fill them up with extra grot crew, they have a decent chance of bogging down some units in cc when they are assaulted. Ive used them a couple times against SM, and when they were assaulted, it took 2 turns on average to kill all the grots there.
I say go for it, its something different which is nice
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![[Post New]](/s/i/i.gif) 2010/02/12 16:37:35
Subject: Re:Big gunz or not ?
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Battlewagon Driver with Charged Engine
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Don't underestimate Lobbas either. They really do put the hurt on GEQs; for instance, Lobbas are the Ork answer to Gaunt and Stealer swarms. S5 so they're wounding gaunts on a 2+ and stealers on a 3+, AP5 so they get no save. Guardsmen also fold when hit with Lobba shots, as do other Orks.
Against MEQs they're not nearly as good, but they do still wound on a 3+. A single battery of Lobbas could quite easily score 6+ wounds on a squad of Marines, and since they're so cheap, you can take two batteries with all the fixings for the cost of a single mob of Lootas and have plenty of change left over.
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![[Post New]](/s/i/i.gif) 2010/02/12 17:54:43
Subject: Big gunz or not ?
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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Lobbas are also pinning, so that's a point in their favor.
Big guns work best, IMO, in a "gunline" type ork army, with 3 x 15-ork loota squads and 3 batteries of big guns. That can deal a fair amount of punishment. Even with some extra crew, a few ammo runts, they are dirt cheap. You can have 3 max loota squads, 3 max kannon batteries, and a big mek w/ KFF will cost you about 1000 points. Still plenty left over in most games for shoota boyz or whatever you want.
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![[Post New]](/s/i/i.gif) 2010/02/12 22:57:06
Subject: Re:Big gunz or not ?
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Regular Dakkanaut
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The kannons as others have said are hands down the best way to go. I use them every so often. There nice cause there cheap. And they ussually make there points back after there first shot. Be sure to also add in the extra crew members as well. That is a must. Your also gunna have to be ok with them dieing. Cause they will! but they are gunna do some hurt before they get taken out for sure. Mine always do.
Your gunna get alot og flake for not useig the most "competitive" unit in the codex but they are worth it. Very cheap and very shootie. I wouldnt rely on them as your only anti tank support but they do help alot. Be sure to read up on the artillery rules in the rulebook as there are a few of them and since orks are about the only ones that even have an artillery unit anymore know one really knows them.
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