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Hey everyone. Due to the great help and suggestions offered by my last tactica thread (about killa kans) I have decided to ask again about another ork squad that has tickled my curiosity - Lootas.
They seem to be a favorite of footslogging armies, but do they have a place in mech armies as well? Do you max out squad size for the chance of 45 shots in a turn or do you go with a couple smaller squads? Do you take only lootas, or substitute a couple meks in, and if so what do you kit the meks out with?
Again, thanks in advance for all of your help, and thank you to everyone who helped out with the killa kans issue!
Lootas are one of the few units in 40k that if you don't take them, you're probably doing something wrong. They add anti-armor and elite unit torrenting to any army, something Mech and Foot Orks list usually lack.
The next most reliable anti-armor are PKs, which require CC, and TL Rokkits which are mounted on weak platforms, so easy to take out in many cases.
Many good lists take 2 squads of Lootas between 8-10. This gives a respectable shot number even on an unlucky d3 and is very under-priced for what they do. Blowing up AV10-12, torrenting MCs of all kinds and even just blowing away basic units are all in their power.
The best thing I've seen done with them is put them WAY in the back, in cover. Take advantage of their great range, many guns that are good against them max out at 36" and will be busy by trukk/boy rush. Lootas buy time for your other units with shooting to minimize damage you take and absorbing shots with a respectable T4 and 4+ cover.
Great unit, possibly the best in the Codex just because they're never a bad fit.
I'm going to make a few bold statements, but it merely reflects how positive I am of these facts:
1. Point for point, lootas are the best anti-armor shooting the Orks have.
2. P4P, lootas are the best unit the Orks have.
3. P4P, lootas are the best rhino killers in the game. Not the army, but the entire GAME.
For 150 points you can have either two autocannon heavy weapons teams in the Imperial Guard (3 autocannons each) or 10 Lootas. The 6 autocannons get 12 shots= 6 hits. The 10 Lootas get 20 shots on average = 6.67 hits. When Orks are outshooting IG, you know you have a great unit on your hands.
Lootas definitely have a place in both horde and mech armies. My personal favorite setup is 2 units of 9 lootas, held back in cover. That's 270 points well spend, and will halt any rhino/raider/trukk army dead in its tracks. They're not invincible, but they seem to make any army of 1500 points or more simply...better.
True, they can't deal with tough armor, but that's were rokkit buggies shine. Land Raiders and Monoliths will require the klaw. For everything else, you use lootas.
Don't like them? Then don't use them, but be prepared for rhino/raider/trukk armies, and have a solid plan for dealing with them, like Big Gunz kannons and such.
Even Predators and such have side 11, two or more units of Lootas gives that no where to hide. Really all they can't hurt is solid AV14, and Russes. Can't think of anything else with AV13 side off the top of my head.
A big reason I run Outflanking Flamers is because Lootas are so punishing. Bad units don't usually require such a hard counter. :]
Strangely, I've never run lootas and have experienced a good degree of success (even against mechanized armies,) but if I would I wouldn't run them with a mek boy. Most of his weapon options are crap compared to the lootaz' deffguns and they are otherwise identical to their more shooty brethren.
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I say that lootas utterly destroy. They can take out basilisks with ease, destroy the hoardes of Nids, and shut down transports (well, usually the troops transports) in their tracks (or anti-grav engines, wheels, tenticles or whatever). These are a rare ork shooty unit.
Okay so it seems like the general concensus is that lootas are really good, I can see that considering the amount of tank-rush style armies that are out there now-adays.
Only one response about taking meks, so I'm guessing that they are usually left behind.
A follow up question here - do you usually keep some squad back to protect the lootas from being engaged in cc or is their standard orc stat-line enough to get the job done?
Lootas don't really need protection. Cover is good against anything except Hellhounds (which they can wreck) or Outflanking/Deppstriking Flamers (uncommon).
Against Outflanker they can be put down far enough from the edge to stay safe against most Flankers, and same strategy for Wolf Scouts.
DS is a bit messier but if they drop a unit, probably equaling the Lootas cost, to kill them AFTER they've had a few turns of shooting, worth it.
I agree with the Prince, lootas don't need backup. Units of 9 are cheap enough that it isn't the end of the world if you lose them because of an outflanking/fast enemy, and by that time in the game they wouldn't have that much shooting left anyway. You could always screen them with grots, but sticking them in cover, or having them hug the back edge of your deployment zone (so blast/ordnance has a tougher time hitting them) is usually enough for me. The true threat to lootas are concentrated fire and panic checks, as their leadership isn't so good. Just keep them in cover and you should be fine.
Meks in loota units are usually just used to get a unit up to 9 models when you don't have enough loota models. Meks with big shootas are alright, but lootas are a lot stronger. The only real advantage the big shootas have is you can move and still fire, but you don't want to move them too much or the lootas can't shoot. Kmbs and rokkits miss too much when wielded by meks, so I'd avoid them altogether.
Saw a game the other day where the Ork player had 10 lootas with a Shokk Attack Gun Big Mek in the unit. The mek had a PK and attack squig. The unit got charged by a lone wolf (space wolves character) and ended up taking him down! NOT a recommended strategy but still hillarious.