So how on earth do you get to lay down some serious ranged damage. May I have the pleasure of introducing the Ork Loota.
Loota's |
Things to note: -
1) 48" range. You can stand outside the range of most opposing units and still be effective. This is an important advantage.
2) Heavy, D3. You roll one dice and apply the outcome to the entire unit. So you will have either 15 shots, 30 shots or 45 shots. Volume baby. Likely 33% hit so 5, 10 or 15 hits. Lady luck will have play her part. Heavy makes the unit static so consideration can be given to put the unit in a transport for added mobility and protection. Likely a Battle Wagon to optimise the number of troops in the unit.
3) S7 so when to hit you are likely to be doing damage. Probably wounding on 3+, 66%.
4) D2 so that is doubling the damage if the target has multiple wounds.
5)AP-1 reduces the armour save by one.
That is some tasty output.
Up to 3 Loota's can be replaced with Spanner's. Spanners come with the Mekaniak special rule that allows them to repair a vehicle would once per turn. So it might be worth swapping out one of the Lootas for a Spanner. Bearing in mind that we want these guys operating from distance consideration could be given to arming him with a Souped-up-weapon. Maybe a Kustom Mega Blasta with R24", Assault 1, S8, AP-3, D D3. I think I would likely stick with the Loota's myself.
I think it is safe to say that many an Ork general will be including some Lootas.
I'm reading that things die a lot in this new edition and you just have to get used to it.
ReplyDeleteHe, he. I guess we will just have to bring lots of 'things' to the table.
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