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So if big gunz are even worth taking witch ones should I take. Is the zap cannon worth it here is very unpredictable but with the better grot bs at least it has a decent chance of landing. Thoughts?
I find the Kannon to be quite useful, especially for its cost. 60 points gets you three rokkit shots at BS3. For a couple of extra points you get yourself some rerolls, a few more you up the LD of the unit. Throw them in cover somewhere so that your 'vehicles' get a cover save and they're actually pretty solid. So what if any glance or penetrate destroys them if they barely cost anything. Zzaps seem much more expensive and unreliable so I'm wary to use them, and lobba's do what everything else can do just fine in our army - kill infantry.
Kannonz are the best, a very underrated pick. 75 points nets you 3 kannons, 3 runts and 2 extra krew. That's 3 S8 AP3 shots at BS3 with 3 re-rolls to hit or 3 S4 AP6 blasts. Dirt cheap fire support that can nail light armor is something a lot of Ork armies are missing, so if you don't feel like shelling out for Lootas and have free heavy slots, I highly recommend them.
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I agree with ==Me==, Kannons are a very cheap and versatile unit, capable of dealing with both vehicles and infantry (using frag shot). They have a good BS, can take a few ammo runts, and can be fielded anywhere from 1-3 in size. They often get overlooked because of lootas, which are indeed more powerful, but at 2-3 times the cost. If you've got the points and heavy slots to spend, I'd go with the big gunz.
Just don't get the official models. They're a ripoff. One box of grots and one IG weapons team box (the single team, not the 3 pack) are more than enough parts to make a full unit of big gunz. If you can get cheap grots and guns (perhaps dwarf cannons from the skull pass set) on ebay, all the better.
I've been considering adding some Gunz lately, and after ruling out Zzap guns, have been trying to weigh between Lobbas and Kannons. I think Lobbas may be good simply because no other Ork weapon can cause Pinning or is Barrage. I know I'll be fielding them with Lootas together in my Death Skulls army.
I know that I'll have a hard time with 14 AVs, but mostly I've been playing a Infantry heavy Raven Guard Space Marine list, and it hasn't been an issue.
Kannons split the difference between the (sometimes) tank-killy Zzap gun and the infantry threshing Lobba. Besides, they're much more reliable than either as well. Zzap guns need to get 7-9 to be effective against most tanks, and if you roll an 11 or 12 a grot gets killed, and you can never guarantee you'll get that good roll when you really need it. Lobbas, as guess weapons, once again lack reliability. Kannons have the ability to do both jobs better. I'd much rather S8 every turn than 2d6, and the 12" reduction in range is hardly a high price to pay.
Am I wrong in thinking that the Pinning from the barrage weapons makes them worth it? Unless I'm mis-remembering the rules...
If they do cause a pinning test, then still, pinning tests aren't really hard to pass, depending on the unit of course. Zzap guns used to be my big gun of choice until it was decided that they had to roll to hit. That was the deal-breaker for me.
Though the Kannon is statistically the better choice...I cannot help myself getting the Zzap Gun.....too Orky! I love those kind of weapons....they screw you most of the time but when they succeed....they can be the stuff of legends! I usually take 2 or 3 Zzap Guns...with a few extra crew...you aren't likely to lose too many crew tho. 7 is the most likely number to roll on 2d6 so you should average a 7 str...which isn't bad.
Consistency - Kannons
Orkiness - Zzap Gun
Eh, my main concern with zzzap guns is the short range. You can't move and fire, so you're pretty much stuck waiting for the enemy to come to you. Kannons and Lobbas have much better range.
Lobbas aren't bad, but they do something the Orks already do well: kill infantry. Pinning isn't that important, in my experience, because there's simply far too many fearless, auto-regrouping, or high leadership units. The only time units ever seem to break is in close combat, and that's due to a lot of negative modifiers. I prefer kannons because Orks need the anti-armor shooting badly, and they can also deal with infantry if you like.