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i fink dat big gunz are a must for orks as they have nothin for takin out ard things like wraithlords
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I'd have to agree. Especially Zzap guns, those things are killer. 24" range (so it's not a dark reaper *phfff* big deal), automatically hits nething in its range, and has 2D6 strength. Sure it can overheat if you roll an 11 or 12 and kill a grot, but they're replaceable.
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Therz good chance dat da gun will get dem nice duble fives or more and den da gun will turn any of da 'umie tanks inta slagg easily.
But den again it could get badder roll too...and dat aint good.
Dem lobbas is good to I thinks.
Just lobbin da bombs over da terrain and den just smashin into da poor 'umies dat 'appen to get in da way!
Cheers from da would be orc....
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I hope Lobbas are worth it, I scratchbuilt one 2 days ago! I'll get a pic of when I've gotten round to painting it.
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I have 3 Lobbas, got em from a bargain Dollar Tree store and converted em. They work fine on groups of infantry but otherwise better off with more rokkits.
WAAAGH! does a body good...
"Da Orks is da best cuz we ar ded ard an killy, mean, green, krumpin machines, hav da most dakka, da stompiest dreads, da shootiest gunz, da biggest bosses, an we uze choppas...WAAAGH!"
Big gunz are not a must. It depends on the army you are facing and I think gunz are more effective vs low armor troops. If you chose such an option, buy the full lot because anything less than 3 are going to be a waste of shooting (at least with 3 you can expect one hit a turn). As for wraithlords? Phhfffft...
My thoughts on wraithlords from a previous post...
One last bit of advice, Wraithlords... just ignore em. Keep your units out of charge range and ignore them. They are unit killers if they get troops into HTH (no way to kill them and once in HTH it never breaks = one orc unit you can write off). Use your limited firepower to hit units you can hurt. And not to mention, ignoring them drives your opponent crazy.
True story here. An eldar player was flabbergasted that I was trying to shoot a wave serpent with my boy's rocket launcher, ignoring the wraithlord nearby (he saw what might happen also). I ignored his question of "Why are you shooting at that serpent when you should be trying to damage my Wraithlord?", and promptly got an immobilized result crashing his serpent (I guess he did not bother with the upgrades). Lucky rolls can make the game, but maximize your firepower on units you can hurt.
I was thinking of buying a unit of three zzap gunz..... and maybe adding three more crew per gun. Should i? Yes no? what?
Yes, they are effective at hitting armor. But the 24" range is a bit short for heavy support that is pretty much a 'static' unit. It's a heavy weapon, so moving and firing are not an effective option. I like the zap guns on units that can move and fire like battlewagons (maybe dreads also).I was thinking of buying a unit of three zzap gunz
I like Kannons. To me they have a bit further reach (36") and are more versatile. Against vehicles they are a tad sub-par over zap guns because you have to roll to hit. But with a full unit of three, you can pretty much expect one to hit at a gaurenteed strength of 8, not to mention ordnance effects (basically doubles the chance you have at destroying a vehicle). Against troops, they use the smaller template but are even more effective as they use the ordnance rules (guess range and then roll the hit/scatter die).
In either case, I would also add a few crew members to help in absorbing any shooting hits or bad ork shooting rolls.
Thanks. now alll i have to do is find some damn zzap gunz.... :unsure:
Zzap Gunz have always been my favourite Big Gun. As ever, I'm not really sure why. I guess it's because they are just so Orky: "Hit it and hope it workz".
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