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I use kannons, people frequenly say things along the lines of "lolsuckkannons go get zzap guns"
but i'm not sure how they reach that conclusion
zzap gun:avarage str 7
kannons: avarage str 8
5 kannons per 2 zzap gun
kannons also have a frag mode meaning they are effective vs multiple enemies
zzap guns no longer hit automaticly which was their bennifit in previous orks
so can anyone explain why zzap's are apprently good?
then only thing i can see is the AP2, but vs termies, i'd
rather have 5 fraggy shots instead of 2 zzapy shots
I'm no expert with orks, or any race, but I would much prefer a costly 2 AP shot vs terminators, than relying on sheer numbers of wounds.
The kustom mega blasta is the king of AP 2. I have to agree with boo. Although the AP 2 makes the zzzap gun on par with the kannon, the price still isn't on par. It's just not worth the extra cost.
Still, if there was no other way of getting AP 2 into the list, I'd consider using them. After a recent tournament, I'm going to say that having AP 2 in at least one unit (that isn't likely to die immediately) is more or less vital, thanks to monstrous creatures, terminators and broadsides.
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I know that, personally, I plan on adding some Zzap with 5th Edition quickly closing in. While the average roll will make the Kannon more effective, the chance that Zzap guns can go higher than 8 is the real benefit for me.
Since glancing hits cannot destroy a vehicle (unless its open topped, or the gun is AP 1) the ability to potentially have a S9 or S10 weapon is pretty huge, I find. Otherwise, there will be precious little in an Ork army that can get a penetrating hit on AR14.
Outside of that, yeah, the Kannon is better with its flexibility to fire frags.
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k, thanks so far, was just wondering, for the zzap, you'd need
to get str 9+ to be able to penetrate the landraiders etc, which
is a.... 29% i think... chance to get, and you then need to roll
a 6 to penetrate, then a 6 again, (and this is after hitting)
so.... 50% x 11% x 18% x 18% = 0.0014% (on the roll of 9,)
50% x 16% x 36% x18% = 0.054% (on a 10+)
=0.0554% chance to destroy it with a zzap
(i'm sure i've done somthing wrong...)
but yeah, if fighting a LR, i'd be happy with imbloising it, as lascannons
don't scare me (oh no! your 40pts guns can kill... 6pts a turn)
and can't be bothererd mathhammering again, but think the number of
shots x consistent str would do that easier
but yeah, to each their own :D
under old rules i would have used my zzap gun trucks, as they were 70pts, but
at least could kill stuff (auto-hit, + effectivly 4d6 str vs vehicles = win)
Zzap Guns USED to be good, they are only a shadow of their former glory now. You didn't need to roll to hit, they had 2d6 strength and 2d6 pen! They were tank killing machines.
Yeah, it'd be great if they were AP1 rather than AP2.
The only thing they've got going for them is that they auto-shake any vehicle they hit regardless of any other damage (or lack thereof).
But their main selling point for me is that they're really the only weapon capable of being S9 or S10 in the Ork arsenal. Besides the Shokk Attack Gun and Warphead Zzap power, there just simply isn't any other really high-strength Ork shooting weapon.
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I would prefer Kannons, especially with the buff to blast weapons in 5th. 3 Kannons are dirt cheap and can do some damage to infantry while threatening vehicles.
The Zzap's appeal is from the possibly of S9 or S10 and AP2. Personally I'd prefer more Power Klaws, but it could be a useful and (relatively) cheap anti-tank/termies/MC option.
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Zzap guns are cool because they kill your stuff, much like most of the ork arsenal. The AP2 is the major temptation as its rare in the orks list. The only draw back is killing 1 cheap grot on a high roll (not much of a draw back really...) Unlike the shokk or KMB which can kill much more costly units. (Or several in the shokks case)
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zzap guns should never be taken to kill land raiders, but the auto shaking is very interesting. Even if they don't kill a tank, it forces it to not move making it VERY vulnerable to assault from PKs the next turn as they would all auto hit....
Unfortunately, in the unlikely event that they do happen to glance a Land raider it has power of the machine spirit which allows it to move anyway. Also, most space marine put extra armor on their vehicles which means they will ignore crew shaken. Eldar palyers also have a "extra armor" type thing, as well as orks (armor plates). However you might think that in order to save points players may decide not use extra armor, however taht's most likely only on rhiinos and trukks which have such shitty av the you may as well be using a kanon.
IMO, zzap guns shouldn't be used for anti tank, far better anti heavy infantry (terminator and monsterous creature hunting).
Personlay, I like kanons better, more versatility, and cheaper. And don't blow your guys up, as much fun as that is.