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==== Da Gunz ==== Two classes of batteries to bring along to the fun, big and small. The smaller Big Gunz are your [[Heavy Weapons Squad]]s, able to provide close fire support for your Boyz and Grots, or rain down suppressive barrages from out of sight. The bigger Mek Gunz are your [[Basilisk Artillery Gun]]s and [[Griffon Heavy Mortar Carrier]]s, more aimed at engaging heavy armour whilst the footsloggers do their own thing. *'''[[Mek_Gunz#The_old_Big_Gunz|Big Gunz]] (Legends)''': Benefit from Grots' 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they've only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy the type of gun (15 or 20 points) for each model. This works out to 23 (Kannons/Zzap Gun) or 28 (Lobba) points each. **'''Kannon''': Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It's one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit. *** A single missile launcher heavy weapons team is 27 points, Kannon team is 23 points. Orks lack 12' of range and access to orders (which are both important) but we have a much tougher platform. **'''Lobba''': D6 S5 hits that ignore line of sight and an impressive 48" range, but doesn't have AP. The appeal of these doesn't come from their potency on the battlefield, it comes from their dirt cheap utility. Now you have a 48" range poking stick, ''plus'' a rear-line screen against Deep Strikers or Infiltrators. They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment. **'''Zzap Gun''': Its gun's random 2d6 Strength. If you roll 11+, you don't roll To-Wound, this model takes 1 Mortal Wound and inflict 3 Mortal Wounds to the target. The gun platform has to take the Mortal Wound, but you can keep a Mek nearby to fix up the damage. **Take a look into Mek Guns to see some Mathammer. *'''[[Mek Gunz]]''': Those guys were almost auto include in 8th. Now not so much. They benefit from Grots' 4+ ballistics skill but not from Clan Kultur rules, which is a shame. The chassis and the crew are 45 points and operate as single models, then there's one of 4 variants applied for free on top of that. The model is expensive monetary for what it is, so kitbash or make your own models (You can easily make mek guns out of stompa parts). Currently they can be taken in units of 1 to 3 (sorry for all of you who sold a kidney to have 18). They are still decent but since they are Ld4 and do not split after deployment morale is a big issue. Losing only 1 cannon gives you 50/50 chance of losing second 45 point model or potentially even all 3 and limiting it costs CP and prevent you from saving other units. **'''Bubblechukka''': Random as hell. It now rolls once and this point to choose one of 3 profiles for its gun good against different things. The roll only occurs after a target has been picked so it's very tricky to ever get this right! It was made faster to play and slightly more reliable but still so random it is still questionable. Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon. **'''Kustom Mega-Kannon''': It's fantastically lethal but lose some range in exchange (36"). If you are taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Gun itself is typical plasma equivalent S8 AP-3 D6 damage. Could be a good idea to outflank these from reserves with 1 or 2 full squads. They come in, shoot with 3d6 super plasma, then die gloriously. *** By far best of the mek gunz now. *** Take few with Freebootaz buggies to trigger the clan culture. **'''Smasha Gun''': D3 shots, but it lost its cool unusual rule of wounding that circumvented transhuman. It is flat S8 AP-4 D6 blast weapon now. It wins over Kustom mega variant with its 48" range and lack of gets hot, but KMK is probably better overall. **'''Traktor Kannon''': No longer autohit. Now it is Heavy 1 but it adds 1 to hit or 2 if target is aircraft (so it typically negates rules like supersonic and add 1 to hit). It is S8 AP-2 and d3+3 or d6+3 against aircraft. Frankly 1 shot with 3+ is not great and should be skipped in favor of KMK.
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