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hey im a new ork player just got a job lot of orks off ebay the other day and it included a bigmek with the shokk attack gun at first glance this looks like realy fun to use but is it effective yet a little unrelieble
Chaos are not evil just missunderstood.
when the chaos gods offered horus gummy bears he could not refuse the offer of betraying the Emperor.
I don't really think he's effective, you have to pick a target before determining strength, which means you have a high chance of either not being strong enough or being overkill. Too many times have I rolled some horrible results on the shokk attack gun table, either the mek blows up or gets teleported into combat, but thats just my bad luck...
Also you have to stick him in a squad, so you'll need a squad that isn't going to move like lootas or big guns. Whenever I do use one I stick him with 3 kannons, due to the artillery rules, he can fire at a different target to the kannons and there's not much chance of the mek getting hit by shooting either.
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Been here nearly 10 years and still haven't managed 500 posts.
My mek, Shokka Zulu, consistently disappoints me.
Putting him with the kannons is a good idea, I just painted some so might try that.
Personally, I really like the SAG, especially in larger games. In smaller games I'd rather have a warboss or the kustom force field, but if I have the points to spare, the SAG has proven itself to be very effective, even in competitive settings.
The problem with SAGs is that they are not good at destroying vehicles. In fact, they're more or less terrible at it. The average strength of each shot is 7, which is no better than a loota shot, and if it scatters slightly off, its strength drops to 3. Plus, it's only one hit (although you do roll two damage dice and take the highest). A lot of people aim these shots at vehicles, but that's not where SAGs do the most damage.
SAGs work wonderfully as anti-infantry, ani-MEQ, and anti-terminator. With an AP of 2, an average strength that allows them to wound on 2+, and one re-roll of the scatter dice per game (thanks to the ammo runt), the SAG can really cause havok against enemy troops.
A favorite tactic of mine is to sit him on the very top of a hill around the center of my deployment zone, giving him a complete view of most of the board, with a trail of grots leading behind him, down the back of the hill. It's not only intimidating, distracting, and destructive, but it also survives enemy fire fairly well.
Yes, the bad rolls make them a bit random, but none of them will cripple you, as long as the unit the SAG is attached to, and the SAG themself, are cheap enough to be expendable.
"Any job worth doing, is worth doing with a powerklaw."
Aye, for 95pts you're not losing much if he happens to blow up. A good reason to keep him a little bit away from everyone else (minimum 6" of course). I've used him fairly effectively so far, first shot ever with him knocked out my opponents entire HQ, his second shot killed him so yeah, there is randomness there, but that's why I play Orks!
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He's a fun unit, pretty handy in a shooty army. Don't try going after tanks (except light armor) because of his random S, but sticking him in a unit of Kannonz is very cheap ablative armor and doesn't affect either of their shooting.
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