Re: [GUIDE] Ork Unit Overview LOOTAS:
Pros:
RANGE!!!
At 48" these guys have a large range for an ork army.
Strength!!! AP!!!
S7 AP4!
Really great crowd control capabilities here. Cut through those pesky Tau while your mob advances for the killer charge.
Shots!!!
1/3 of the time a full mod (15) of these boyz will pull 45 shots which is just insane. Think of 45 S7 AP4 shots connecting with those bastards that have been mowing down the boyz
Meks!!!
Meks give this unit more flexibility in that you can take the more reliable big shoota or some rokkit lauchas for tank busting. And if you like to live on the edge get some plasma cannon equivalent Mega Blastas though none of these are really worth it because of ork BS. They do fix things though. Thats a +++
Cons:
Point it that way, Damnit!
Orks are complete idiots...BS2 means you hit on +5 so you'll really need to hope that you get 30-45 shots a turn to have any affect.
Charge...NOPE!
Without slugga choppa combos they loose an attack and while still good in assaults lose their orky edge and will be chopped up by enemy combat specialists.
Cardboard Box.
They get no armor save when hit with almost any weapon so if you expose them, expect to lose them.
Cost!
More then double the cost of a normal boy. An entire mob of fifteen will run you 225 points and you'll want a full mob to make them affective.
Over all Lootas are sort of lost between shootty and choppy. A strange mix. Nevertheless they diversify the orkish arsenal.
__________________ "The heart that quavers in the breast be damned!
We'll stand our ground right here upon the field;
And we'll provide the carnage and the slaughter
-Roland Vote on the Battlefield <---Pssst! Thats a link
Last edited by BrainDeleted; 04-09-2008 at 09:12 PM.
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