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none at all im always gonna run them
3 big shootas so i can do some damage before i charge
3 rokkits so i can do some dammage and blow up vehicles on the way in
ok now im a fan of running my slugga squads up the board but is it worth to put some special weapons with them?
Chaos W/D/L 48/12/18 almost retired
Orks W/D/L 13/0/0 Still going strong
Space Marins in the making (Salamanders)
When making Ork army lists, I always take special weapons; you aren't going to always be running, nor always in combat, and having a Rokkit Launcha per 10 Boyz is going to be useful, even if you only shoot them for one turn. Rokkit spam is a very nasty strategy, especially against lists that don't have too many tanks. Big Shootas also have their place, being cheaper and having a ton of shots, but I'm a big fan of Rokkits and thus most of the squads in my army lists come with them.
For their low price, I find special weapons unvaluable: they add a great deal of tactical flexibility.
Let's remember we play W40k, not theoryhammer.
For example, the other day, I fought a SM drop pod army. Well, one of my mobz was too far to affect the game when the last pod landed by turn 3, even with running, considering I had enough troops at the flashpoint. On the other side, they were too slow to catch the landspeeders anyway. With rokkits, I could at least take potshots, and brought the speeder down.
The game is not a static lines facing each other. Good players will maneuver, and surprise one another, which makes tactical flexibility more important than "good-on-paper" options.
"Politics is the womb in which war develops"
I like ==My== slugga mobs cheap and plentiful. They'll be running anyway so I leave heavy weaponry to the shootas. If I had spare points then maybe, but I'd could just get more boyz.
Check out ==My== blog: www.bnhblog.blogspot.com
The goal of every slugga squad is to get into close combat as soon as possible, since every turn not spent in close combat is a turn being shot to pieces. Slowing down just to take 3 rokkit shots, with only 1 of them hitting on average, is simply a bad idea.
In shoota squads, I prefer big shootas over rokkits. Big shootas are much better at dealing with light armor (because of the number of shots), and the low number of hits with rokkits greatly reduces their effectiveness against vehicles. Even though the rokkits can hurt vehicles with higer armor values, they rarely ever do. It's just not enough shots to consistently do damage.
"Any job worth doing, is worth doing with a powerklaw."
Before run i used to use Rokkets in my Slugga Squads for the pot shot HAHA i just nailed your predator while moving towards something else. However now that we have run, i rarely find myself not using it, unless its to slow up a bit to take advatage of cover, or whatever the case may be, because its near impossible to tell before hand, i have since stripped them down to no Specials.
Getting maybe only 1 chance to fire them, right before you charge, isn't really enough to justify the points cost, run has become too good not to use for the orks in most cases.
I clicked Rokkits more to give my opponent a little pause than anything. I probably won't go all 3, because as said above, 30 sluggs need to get into close combat lickity split. However, having a rokkit or two might make my opponent think twice about light vehicles getting near that mob. Probably not, but I'd rather give the opportunity for my opponent to make mistakes.
Plus, sometimes someone parks a rhino or trukk loaded with delicious morsels inside that I might be able to crack, emptying the juicy tidbits in range of another 30 slugga mob to waagh and assault. Doesn't happen often, but hey, I can dream!
Though I admit, the better tactic is to save the points and spend em on kannons, which will get to shoot more than once a game.
i myself use no special weapons, prefering bodies over shots. and as everyone knows, orks cant hit the side of a reaver titan (get it? side of a barn? yer im funny)
Funnist warhammer moment ----> http://www.youtube.com/watch?v=Kr2jlCyCJBI
Yes and no.; While I agree with your basic tenet, it is true only during turn 1-3. After that, the battlefield often becomes pretty messy, and the ability for a squad to inflict damage beyond a 12" range (we can safely assume Waaagh! will have been used by turn 3) becomes very useful. If, say, your 30-strong unit has cleaned out the enemy flank, but you struggle on the other flank, there's a strong possibility that you won't make it in combat in 2 turns, even with running one of them. In that case, some shooting is helpful. Similarly, if you need to keep said unit of orks sitting on an objective, it'll still be able to do something. And I've found out that even though rokkits seldom hit, they keep the opponent on edge, and a lucky hit on a vehicle is all you need to bag 150+pts. Additionally, if your opponent has a lot of vehicles, particularly skimmers, 30 orks will generally never get in contact, and the rokkits then become useful.The goal of every slugga squad is to get into close combat as soon as possible, since every turn not spent in close combat is a turn being shot to pieces. Slowing down just to take 3 rokkit shots, with only 1 of them hitting on average, is simply a bad idea.
We could argue that BS are indeed better, and I always give them to shootas, but I generally find the pts to equip my slugga boyz (20 -strong, as 30-strong becomes cumbersome and often means they won't have cover saves) with rokkits for the added flexibility.
While mathhammer is valid up to a point, it generally doesn't live up to the fog of war and the mess that a battlefield becomes, and flexibility then reigns.
"Politics is the womb in which war develops"
Im a speed freek player, so i dont have these weapon issues. if i did have to take special weapons, i'd take rokkits anyday. to blow up nasty stuff (carnifexes come to mind)
before charging in.
and dont forget powerklaws in the larger matches. The STR8 power attacks are invaluable (on a nob!)