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I'm wondering what would be the best non-assault anti-tank addition to a tide list... I'm leaning more towards either Kans or Zzap Guns but any comments are appreciated.
Tough choice but I'd probably go with the Kans as they have good survivability and good close combat prowess. The Zzap guns get re-rolls and extra crew members though, and effectively have a 5+ save against small arms fire (lasguns will bounce off the guns), and a 3+ save vs single shot anti-tank weapons (which will just kill a single grot crewmember) Though no where near as good as the auto-hitting 4d6 armor penetration of the previous rulebook, the Zzap gun is still a decent anti-tank weapon. You have about a 40% chance of the battery firing a S8 weapon, equal to the Rokkit or KMB that you would equip the Kans with, and a 1 in 6 chance of it being S10 (although half of the time at S10 it will kill off a crew member. The crew shaken result that happens on any glancing and penetrating hit is also a nice little bonus, especially if you immobilize something like an Basilisk or Leman Russ that most likely won't be moving much anyways.
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Ideally, I'd like to keep the Zzap guns way in the back, behind all my other Orks (providing a cover save). Or, in a perfect worls, on top of the roof of a building. I don't have my codex with me to check, but I *think* the best range I can get with the weaponry on a Kan is 24" (someone please correct me if I'm wrong).
My main concern is if some outflanking/deepstriking/scout unit pops up in my deployment zone and ties up those guns... They're worthless at that point. Whereas the Kans can hold their own in an assault. The CC defence of Kans is great, but ideally I'm looking for a unit that can avoid CC and just pop transports and tanks from a distance (I have enough PKs in my list to take care of business when it gets up close and personal).
Are grotzooka's worth the points? Heavy 2 blast seems like it could be fun.
Last edited by Stabby_McGee; February 12th, 2010 at 03:36.
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Nothing really can. For armor 14, you're going to have to use powerklaws and/or killa kans to peel them open. Shooting them down probably isn't going to happen, regardless of the gun you use.
Lootas, big gunz kannons, and killa kans w/kmbs are your best bet. Zzzzap guns just don't do enough, since they have limited range and no ability to deal with infantry. Kannons can fire as S8 or a S4 blast, making it the best option, in my opinion.
Lootas are great against transports, like rhinos and chimeras, and can easily turn the tide of the battle. Killa kans are great for marching in front, to lead the charge and deter your opponents from coming close, while shooting down a transport or two.
"Any job worth doing, is worth doing with a powerklaw."
One thing I've done is put 3 rokkit boys in with each unit of boyz you have. This has the significant disadvantage of not being able to run and shoot, but it can add another layer of threat to your boyz and with a few units you can put the hurt on even heavier vehicles. Don't expect to fire all of them every turn, but they can be useful, especially if you've already conquered an objective. Also fits well with the tide theme.
I think he was referring to how if you're going with the Green Tide idea, you'd be wanting to Run your boyz mobs as much as possible so they can get to CC with the enemy. So if you have rokkit launchas you would have to forgo this extra 1-6 inches of movement.
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