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The way I see it, Orks have no really effective way of killing vehicles from range, but some ways are better than others, so I just wanted opinions about which was most effective (per point maybe)
Lootas (only really against light vehicles)
deffkoptas w/ t/l rokkits
buggies w/ t/l rokkits
slugga boyz w/ rokkits (usually not, I make them run)
shoota boyz w/ rokkits (usually not, you want to be shooting at infantry woth shootas)
tankbustaz (DAMN THAT GLORY HOG RULE)
and anything else i haven't thought of.
dont forget kannons and zapp guns
when life gives you lemons.........LEMONS FOR THE LEMON GOD!!
..Also, Killa Kanz with KMBs and Rokkits, Looted Wagon Boomgun, and Big Gunz...the list is starting to look long to me!
I think to answer this you need to better define what makes a long distance option "effective", which should be easy. I'd say it's a balance between the following:
1.) The range. The longer the better!
2.) The Strength involved.
3.) The Odds of scoring a hit. Obviously this relates to #2
4.) The maneuverability of the option. Your odds are better when you can actually get a shot off!
5.) As you pointed out, point cost for the option.
Your best range options are Shock Attack Guns and Lootas followed by Boomguns and Big Gunz, and lastly rokkits and Kustom Mega Blasters.
This part is a little tricky because the Shock Attack Guns and Zzap guns random Strength. So, as a basis for comparison I think it's fair to say that Strength 8 is the common weapon strength for the majority of the above contenders. I'll use this strength to show the odds of the SAG and Zzap Gun achieving a comparable or better Strength...
Rokkits, boomgunz, kannons and KMBs are easy, they always have the same strength and one of the best in the Ork army! Lootas strength is constant as well, but is one less than the "basis for comparison". Lootas: consistent, but weak by anti-tank standards.
Now, the Zzap Gun has a 41.7% chance of rolling Strength 8 or higher and a 16.7% of causing a wound to the crew! Those kind of odds are looking pretty bad when you desperately need a high Strength to score a penetrating hit.
Shock Guns have the same problem, but because of "Zonik" the chance of hitting with a strength 8 or higher is reduced to a 38.9% chance of scoring a Strength 8 or higher hit, with 5.5% of that (Bzzap and Raarg) causing some seriously nasty damage!
If you consider that you'd opt to take the SAG or Zzap gun for a BETTER Str then the it's worth noting that the zzap gun is only better than rokkits 27.7% of the time and the SAG is only better 25% of the time.
A constant strength is really starting to look better than a SAG and Zzap gun here.
Odds of Scoring a Hit
This is important: An Ork with a T/L weapon has a 55% chance of scoring a hit verse a Grot with a regular Rokkit or KMB who has only a 50% chance of scoring a hit. Lesson: Twin-Linked Rokkits give a shooter the best possible odds to hit something in the entire Ork army!
Lootas are a bit tricky too, because they depend on random volume of shots to score a hit. But in general each shot always has a 33% chance of hitting...
Template weapons are tricky because we don't know the size of the target to figure out real odds, but a template weapon such as the SAG and boomgun generally have a 33% chance of scoring a direct hit. 66% of the time the template will scatter 0-10" due to BS of an Ork. Now, this part is ROUGH APPROXIMATION: subtract 3.5" (radius + .5" for the rest of the "blast hole") of template and you now have a 6" tolerance, meaning a person would only need to roll a 7 or higher in a worst case scenario to cause the blast hole to miss an average size target. That translates to a 58.3% chance of missing IF you didn't get a direct hit in the first place. So because of this thing called math: The odds for a template weapons are something like this:
33% Direct Hit
29% Scatter and Blast hole Hit
38% Scatter and Blast hole Miss (greatly reduces the strength)
In other words the SAG and Boomgun have about a 62% of hitting with their templates, of course on really small targets I'd say only count on the 33% direct hit because the exact odds from scatter are theoretically impossible to calculate.
Once again, T/L rokkits will ALWAYS have a 55% chance, but templates will have a variable chance to hit with the guaranteed percent chance(33%) being much lower than T/L rokkits. Buggies and Deffkoptas are starting to look like a good choice!
Well, T/L rokkits have a great chance of scoring a hit and wouldn't you know it, but they are arguably on the two most maneuverable units "out of the box" in our list of choices: Deffkoptas and Buggies. Deffkoptas definitely take first place here. They have so many movement and deployment options it really makes up for the fact the rokkits are only half the range of deffguns and nearly a third of the range of SAGs. A close second is Buggies with their fast movement options.
I'd say, Boomguns are third since they already come on a transport. Boyz on foot (Tankbustas, Lootas, Sluggas, Shootas or SAGs) all share fourth place since they require the additional purchase of a vehicle to gain them more mobility to compete with Buggies and Koptas. Lastly, I'd put Killa Kanz only because the general follow the same movement as footsloggas BUT they can not take a transport to get them around any faster!
Ah, point cost. This must take everything above into account to really matter. So lets review our optioins first:
SAG: Best Range, 38% Chance of Strength 8 hit or above, 33% to ~62% of hitting with Blast Hole, "Standard" Footslogging Maneuverability, can be upgraded with transport
Lootas: Excellent Range, 33% Chance of hitting (large volume), Lower than average Strength, "Standard" Footslogging Maneuverability, can be upgraded with transport
Zzap Gun: Medium Range, 41.7% Chance of Strength 8 hit or above, 50% chance of hitting, "Standard" Footslogging Maneuverability
Kannons: Medium Range, 50% Chance of hitting, Guaranteed "Rokkit" Strength, "Standard" Footslogging Maneuverability
BoomGun: Medium Range, Guaranteed Strength 8 hit, Maneuverability: can reposition quickly at the cost of firing
TankBustas: Shortest Range, 33% chance of hitting, Guaranteed Rokkit Strength, "Standard" Footslogging Maneuverability, can be upgraded with transport
Deffkoptas: Shortest Range, 55% chance of hitting, Guaranteed Rokkit Strength, Best maneuverability
Buggies: Shortest Range, 55% chance of hitting, Guaranteed Rokkit Strength, Excellent maneuverability
Killa Kanz: Shortest Range, 50% chance of hitting, Guaranteed Rokkit Strength, Standard" Footslogging Maneuverability
Boyz: Shortest Range, 33% chance of hitting (low volume), Guaranteed Rokkit Strength, "Standard" Footslogging Maneuverability, can be upgraded with Fast transport
Now, all we have to do is take the most expensive SINGLE option on the above list and compare what we could get for the same amount of points. In this case the single most expensive item is a Looted Wagon with Boomgun so:
For 1 Boomgun Wagon you could instead get:
1 Big Mek with Shock Attach Gun
7 Lootas or (can't afford lowest unit composition and a transport)
3 Zzap Guns with 5 additional crew or ammo runts
5 Kannons with 1 additional crew or ammo runt
7 Tankbustas or (can't afford lowest unit composition and a transport)
3 Buggies with T/L Rokkits
2 Deffkoptas with T/L Rokkits
2 Killa Kanz with Rokkits
15 Boyz with 1 Rokkit or 10 Boyz with 1 Rokkit + Trukk
So, now all that is left to do is compare what you get for the same points verse the other four criteria. Granted, one could just about argue that anything is better then something else is a specific situation, but generally speaking we should be able to sort the list into the options that are overall the best choice given we don't have more facts about a specific game.
I'm not going to attempt to sort the list, although I'd love to see some people try based on the above information, but I will say that I still think that even after thinking through all this I belive that Deffkoptas or Buggies are just about your best bet. They're mobility makes up for the Rokkits shorter range, they are both fairly cheap (especially buggies), have a good Strength, and an excellent chance of hitting! I'd put Boyz and Tankbustas(why consider them if we are talking about "range") at the bottom of the list because you get poor shooting at a high point cost (Boyz being the absolute worst!). I'd maybe even put Zzap guns near the bottom because they have random strength (not in your favor) and poor maneuverabilty that is further punished by an okay range. Everything else is someplace between!
Anyone care to organize them in order!?
For effective long range, anti-armor shooting, all that the Orks really have are Lootas. Big guns kannons aren't bad either, especially against armor 13, but mainly because they're very cost effective.
Lootas are FANTASTIC against armor 12 and below though, and I use them as the army's main anti-armor gun (especially against dreads, rhinos, chimeras, trukks, and the like). Yes, they aren't good against armor 13 and they can't hurt armor 14 at all, but nothing in the Ork army really is.
Strength 8 guns only have a 1/3 chance of hurting armor 13, and if weilded by an Ork they only have a 1/3 chance of hitting. This means each Ork with a rokkit only has a 1/9 chance of hurting armor 13, which isn't great, considering it usually costs 10-15 points to give that Ork that rokkit. When you think about it, it means that Ork will only hurt armor 13 once every other game, and that's assuming it gets to shoot at armor 13 every round of the game.
That's why I never give footslogging Orks rokkits. Rokkits need to be on quick units that can dart to the sides and rear of the enemy vehicles, and hit side and back armor. I only give rokkits to warbuggies and tankbustas inside vehicles. They can also work on deffkoptas, but I think they cost too much that way. Big guns Kannons and Killa kans w/Kmbs are generally good, but I usually don't use them as anti-armor, I use them to cause instant death, and in the KK case, hunt enemies with 2+ armor saves.
The SAG and zzzzap gun just aren't predictable enough to be effective anti-armor. Looted boomguns are better, but in any case, those units are better as anti-infantry and anti-MEQ than as anti-armor.
Orks just aren't very good at destroying armor from a distance. Super charging bikes with powerklaws work fantastic, walkers with dread weapons can tear armor apart, and even the regular nob in a group of boyz can do some serious damage. You just have to get the powerklaw close up.
Here are two other units that are really good against armor:
1. Tankbustas with 2 tankhammers and a powerklaw.
Tankbustas are much better at cracking open vehicles in the assault than in the shooting phase. The tankhammers, combined with the powerklaw and all the extra tankbusta bombs, will pretty much destroy anything, even monoliths (since the 'living metal' rule doesn't decrease the power of the tankhammers or powerklaws).
2. Battlewagon with deffrolla
If a battlewagon tank shocks a vehicle, it'll get a strength 8-9 ram, and then d6 strength 10 hits from the deffrolla. That'll flatten just about anything, especially if they hit the vehicle's side or back. ^_^
"Any job worth doing, is worth doing with a powerklaw."
The Deffrolla rules on page 55 of the Ork Codex state "Any Tank Shock made by a Battlewagon with a Deff Rolla causes D6 Stregth 10 hits on the victim unit.
The Rulebook is crystal clear to me...On page 3, left column last paragraph: A unit will usually consist of several models...but it can also be a single, very large or powerful model, such as a battle tank."
And then the following page list all the "unit types", vehicles included! Other players just want to keep us orks from having a decent anti-tank solution!
The answer is simple as the best way to get anti-tank at range is to play another army besides orks I don't worry about ranged tank hunting as most of my lists have atleast 5 PKs or so in them.Best Way To Get Long Range Anti-Vehicle Guns Into An Army
Monkey's Killer Kan WiP (Updated 4/29)
Power Klaws solve anything.
Lets go massacre something
I am a sexy shoeless god of war!
Lootas FTW! The amount of firepower they dish out will clear anything of AV12 and less. Above that, hit the sides with rokkits on buggies or deffkoptas, or use PKs.
Only land raiders and monoliths will be really problematic, but the regular land raider is not much of a threat, and the other variants must be at close range, thus getting exposed to your PKs.
Monoliths are tough, but since it's currently the only good unit the necrons have, you can probably phase them out by concentrating on the warriors.
Do NOT use SAGs or other large template weapons on vehicles, it's a waste of their AP capacity.
"Politics is the womb in which war develops"