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Is the shok atak gun still in the new ork codex?
If so, does anyone use it?
Yes, the Shokk Attack Gun is in the new Codex, and I use it quite often. Its a blast to use.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
I play necrons and both fear and love it. In fact, I veiled and sacrificed nearly an entire unit just to kill that god-forsaken weapon XD
Good plan. The shokk attack gun is the best anti-armor gun the ork army has. It can possibly backfire, but the orks just don't have a more reliable way of taking down armor 14.
As a Necron player, you'll be interested to hear that in the new 5th edition 40k rules, coming out some time this summer, glancing hits will no longer be able to destroy vehicles. Basically there will be one chart for all vehicles:
1 -shaken, 2 -stun, 3 -weapon destroyed, 4 -immobilized, 5- destroyed, 6- explodes
The catch is, glancing hits get a -2 to the roll, so a 1-3 is shaken, 4 is stun, 5 is weapon destroyed, and 6 is immobilized.
In order to destroy a vehicle with glancing hits, you'll have to destroy all the weapons and immobilize the vehicle first. This means that rokkits and kmbs can no longer destroy Monoliths without first immobilizing it, and destroying every weapon upon it, because strength 8 cannot pen armor 14.
This also means, unfortunately, that gauss weapons will have a harder time destroying vehicles, but the good news is that vehicle damage rolls against open topped vehicles still get +1 to the roll. Since all ork vehicles are open-topped (unless they paid for the upgrade, and then that greatly limits what they can do with it), this means your glancing hits against ork vehicles will still destroy on a vehicle damage roll of a 6, like they do now.
1) Roll an 8+ on the 2d6 Strength roll, avoiding a double 4 or 5 (13 in 36 chance)
2) Roll Scatter and hope you still land on the Vehicle. 2 in 3 chance of scattering d6 inches, generally a 4+ will scatter off the vehicle.
3) Provided double 6's were not rolled for Strength, roll a 4 (for S10), a 5 (for S9) or a 6 (for S to atleast glance.
4) Roll a destroyed result on the Damage Chart
Orks best means to take down AV 14 via shooting are Tankbustas (Rokkits and Bombsquigs) and Boomguns. But there overall best chance is in CC with PKs (S10 for the Warboss and S9 for Nobz) or Tankhammers.
That said, the SAG is certainly the most entertaining weapon in the game and is a great means to take out Termies and other 2+ armour save baddies.
When using ordnance against armor, and rolling the die to add to strength (to see if you glance or pen) you roll 2 dice and choose the highest of the two rolls. To me, this makes the SAG more effective than volleys of rokkits, which can only glance AR 14, especially considering the upcoming 5th edition rules, where glance can no longer destroy a vehicle outright. Also, the SAG has more than double their range.
You're right though, I forgot to consider the boomgun. The boomgun is great at destroying armor, and most likely the best gun the orks have for it (although it may have problems with AR 14 after 5th edition rules come out), but I'm not sure if it's the best unit for fighting armor. With a front armor of 11, most enemy tanks will be able to choose to target it, and blow it away before it's a concern. Also, you have a 1 in 6 chance every turn or driving 12in forward, and not being able to shoot. The weapon is the best, but the looted wagon itself is problematic.
The big mek also has the benefit of being an independent character, and although 5th edition rules are taking away a lot of their benefits, you can still hide him in a large unit, to protect him from shooting (of course, the whole unit has to target the same unit he does, so he's best kept with units you don't plan to move, and would use against vehicles, like boyz with rokkits, lootas, or possibly even grotts).
You have a good point about the reliability problems with big meks. I never really completely thought the math out for them before. Not only do you have to roll an 8 or better, but you can't roll a double 4 or 5 either, which limits the rolls which will work. That makes shooting a bit rough, which leads me to consider a new 'best anti-armor gun': the big gun's zzzzzap gun.
If you take big guns, give them zzzap gunz and ammo grunts, you have a fair shot of doing some real damage. They're extremely vulnerable of course, but you could run them in 1 gun per unit, to keep them cheap and expendable, or give them extra krew, to give them staying power.
I completely agree with you on assaulting vehicles as well. The best way for orks to destroy armor, in both 4th and 5th edition, is by assaulting it with powerklaws, tankbusta bombs and tankhammers (although the lack of a bonus CCW attack limits their effectiveness, I feel). Deffrollas and wrecking balls on battlewagons also work great, especially when transporting nobz or tankbustas.
Assaulting is definitely the best way to go, but I was only considering the best guns to use, at a distance. I think I have to give the grotts' guns a try. :happy:
Just keep in mind that with the Zzap Gun, like the SAG, you have a Strength of 2d6, which means that not only do you have to roll to hit (1 in 3 chance) but you also have to roll a high enough strength to do some damage (15 in 36 chance).
Another thought is the Wierdboyz Zzap power: Max Strength, Melta that auto-hits. Of course as with all Ork stuff, unreliable since his Psychic Power is random. But technically, when you get it, this is probablly the Orks best means of taking down tanks.
On the other hand, I've watched players wreck their strategy and lose valuable units, simply because they weren't patient enough.
When people use a warp 'ead, they're usually looking for a specific power. I've watched people get a perfectly good roll, and then re-roll it, because it wasn't the one power they were looking for. The results usually wind up being hilariously catastrophic. Either they're deepstriking a 30 man unit when there's not enough room anywhere on the board to do it safely, or blowing up a good portion of their own unit, or a similar hilariously disastrous effect, the worst of which probably being the deep strike. Nothing can screw up a strategy more easily, and rolling 10+ on the scatter roll often means death.
Warp 'eads are great, but random, which is par for the course with orks. I'm going to go out on a limb and say all the really powerful ranged anti-armor units/guns in the ork army have a significant random factor attached to it.
I think you're right, Weirdboyz definitely seem to be the best of them. Even if they're a little random, the strength of the zzzap is always 10, and auto-hits. If you're willing to press your luck, and use the re-roll to get it, you have a 1 in 3 chance of getting the power every turn, and if you have 2 warp eads, the chances improve to 2 in 3. That's certainly better odds against AR 14 than any other ork unit will give you, outside of assault. ;Y
Bikes are great anti tank, as well as a warboss on a bike. 6 or 7 str 10 attacks make land raiders nervous... But the weirdboy power is definitly the most effective when you roll it. I would like to add that the zzzap weird boy power is also melta and with its range you'll be rolling 2d6 for penetration against vehicles 18" or closer.
Personaly, the randomness of zzzap guns and SAG make me use them for anti infantry/heavy infantry. To unreliable for tank hunting, unless its for lightly armored vehicles... but then that's what lootas are for.