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I have been using a three zzap gun squad lately and I have found that it is not very useful. I only get 2 turns of shooting(usually) and then my whole army is tied up in combat so I have no targets. I was curious if this was everyone's experience with big gunz was this way or are you successful with them???
Personally I have only used lobbas, but I have found them to be quite useful, even against models with 4+ saves or better.
I haven't been playing orks long at all, but I have to say, I laugh my butt off when someone takes big guns against me. They have rarely been annoying at best, though depending on teh weapon, it can have the psychological effect of : "what if he rolls well, then that squad is screwed" but how often do you really hit with those things anyhow.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
The only big gun i would use as a battery is a lobba, this is mainly as with lobba's you don't need line of sight and don't need to roll to hit. I've found the Zzap guns have too short of range for my liking, and only find them suitable for being on Battlewagons which is usually closing distance anyway.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
The way I see zzap guns is this;
-Most boards are 48" long, if you set up your big gun batteries about 12" up from your deployment zone, you can reach most of the board and effectively deny enemy vehicles from moving into a giant 24" circle. Also, if you gear up your big guns batteries with lots of grots/slaver-squighound/mekboys with kff, they will be very survivable from shooting. Also, since the enemy might want to send some thing to tie it up in combat, always remember to make a powerful countercharge unit to slam into what ever tries to attack the quasi grot mob of big gun grots.
They are also very cheap, so I believe the 120-150 points is worth what it can do/psychological effect and field dominance.
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
but would this best be done with zzap guns or should i switch to kannons/lobbas???Originally Posted by Bruiser117
I completely agree with Bruiser117. Zaaps can be a very useful unit, depending on your own strategy and your army configuration. You have to spend just 2 turns moving. After that, you "control" the centre of the board. Usually your opponent do not pay attention to this unit, but after these 2 moving turns, it is a tragedy to have this unit in the middle of the battle for our opponent. They are very survable if you add 9 extra grot, mek +kff +3grot (repair at 3+). I also add the warboos to this unit to give it L10 and to neutralize 1 turn units that want to get in CC with the zaaps.
I combine zaaps with basilisk. In this way your opponent can not get out of the minimun range of the basilisk(with vehicles), because zaaps are much more dangerous. So it is a dilema for your opponent.
I like Kannonz because they're Orky. Like rokkits, taking three of them in a battery is statistically one hit. Ordinance, baby! If only they used large templates for their frag rounds...
Hey, I'm the first to admit that you can probably do better with something else, but it brings my heart joy to see a command rhino or waveserpent obliterated with all it's passengers while some puny Grots jump around gleefully, bumping chests and giving high-fives...
Even if that only happened once so far (though I don't play all that often)....
...But it keeps bringing me back, kind of like hitting a big combo on a slot machine. :yes:
Is this your only success with kannons or is your success fairly consistant???Originally Posted by Grotstompa