This article follows on
a footnote in the previous article, a thought that just kept bubbling
up when I tried to write about Orks. Shooting. Its a thing we
do now. Its a good 90% of what those new models do. Its gone from
being something we couldn't consider, to what people earnestly are
building armies around. And I've found in the few games I've managed
to play, its an element I've been having success with. But is this
just novelty? Are we making up for lost time? Or are mistaking crumbs
for a feast after a famine? This article discusses the issues.
I will now use the word
“shooty” a lot.
Item 1: BS 5+ and Dakka Dakka Dakka
Even under ideal conditions, most Ork models are not marksmen. They hit a third of the time, but as most of their guns are short ranged with the Assault keyword, that often ends up halved. Dakka Dakka Dakka, or DDD for convenience, stops that from dropping to zero due to enemy bullshit like camouflage, but what excites people is the bonus shot a 6 generates. Ork guns put out a lot of shots anyway, so this creates the potential for a ridiculous damage output. Mathematically speaking however, and I'm sorry if you have already grasped this(1), you don't actually get that many actual hits out of it. Say 60 shots, no other modifiers. That's 20 hits, 10 of which generate more dice, and 3.333 ish extra hits. Or, if we treat the DDD bonus shot as improvement to accuracy, its a 5ish% increase on top of the basic 33.333%. Units with higher BS obviously do better, but we'll come back to them. This reality check is important, but it glosses over two important factors. The first is that when the gun is big enough, say a rokkit and above, the pay off is worth it. The second is that this triggers for Overwatch, where any additional shot is welcome, in hope of killing a model that strikes first. The takeaway from this is that DDD doesn't help the rank file that much, although shooty specialists do love it. DDD can be further improved with More Dakka, which is somewhat situational, but does grant 44.4% accuracy if needed.
Item 2: Bad Moons and Other Clans
As the designated shooty clan, Bad Moons obviously excel with guns although not in the way you may think. I honestly had to get help with the sums for this one, but the interaction between DDD and their culture boils down to 46.5% accuracy. This is a hair below "competent", AKA BS 4+, although it does pay dividends if the unit gets a +1 modifier. Bad Moons impress more with the Show-Offs stratagem, which is a straightforward doubling of damage output. Mob up some Lootas or Tankbustas, apply that, and opposition vanishes. So far, this has granted Bad Moons a certain popularity in competitive play, as part of a multi-clan strategy(2). Some other clans do also have shooty aspects, not as immediately powerful as Bad Moons, but enough so ranged units get a bonus without hampering the choppy ones. Deathskulls get many rerolls that help with the more unstable Ork weapons and the Wreckers Strategem. This leads to a lot of Kustom Megablasters and small units to max usage of the rerolls, but also big units of shooty specialists because Lootas are their thing. Also notably, their Opportunist warlord trait allows them to snipe characters. Freebooters inevitably feature Flash Gitz, but also shooty units in general, so as to trigger their Kulture, at which point you are looking at BS 4+ or better. Finally, Evil Suns don't suffer the negative of assault weapons, although that is obviously about going fast rather than dakka.
Item 3: Shooty Units
Ok, we've established that there are reasons to think Orks can be shooty. Do the actual units and their abilities back this up? I mean you get T'au players pointing to Kroot and the Farsight Enclaves as examples of "close range" and "melee", but that's only relatively speaking. Or are Orks more like Tyranids now? Mainly choppy, but quite capable at shooty, if they wish? Lets look at the codex as a whole. We're gonna pick out units that are overtly shooty. Ones that rely on shooting as their primary damage output, have a reasonable option of shooty for the price, or come with so many guns by default it would be dishonest to say they weren't. We are also gonna ignore any Kulture benefits, we're looking for a baseline.
HQ: Shokk Attack Gun, Deffkilla Wartrike, Kaptain Badrukk.
Troops: Shoota Boyz, (including Ard Boyz,) Gretchin.
Elite: Tankbustas, technically Burnaboyz.
Fast Attack: All of it bar Stormboyz, for a total of 7.
Heavy Support: Flashgitz, Gunwagon, Killa Kans, Lootas, Mek Guns and 'Orkanauts.
Fliers: all 4.
Lords of War: The Stompa.
Shooty units: 26.
Total units in codex: 47.
I think we can safely say Orks are shooty.
Is This Actually Wise?
Maybe, but context is important. On the competitive/tourney side of things, those shooty units that seem to be popular are those that fill a specific niche, tie in the aforementioned Bad Moons strategem. or are shooty as secondary function. For example, the Traktor Kannon has gained fans as it solves a historical problem with aircraft, while the Smasha Gun just blows up tanks very cheaply. Those units do have quite major limitations, such as the Gretchin crew preventing many bonuses, but they do the job. By comparison, Shoota Boyz turn up in hordes, going for the old Stalin quote about quantity. Shoota equipped Boyz do shoot, but given their effective range, its more something they do BEFORE they charge. This brings us back to the elephant in the room(3), the self-evident counterargument to any suggestion that Orks should shoot; Orks are really good at punching things. You don't see people talking too much about this as its so obvious. Ork profiles default to WS3+, A2, with a special rule about charging. Ork units typically put out more numerous and more accurate attacks in the Fight Phase than at range, and have numerous reliable delivery systems to get there. Basically all ork vehicles have an explicit melee function too, the only exceptions being supersonic aircraft and artillery. Even Gretchin units, whom have a obvious shooty bias, include Killa Kanz in their number with have 3 unique melee weapons now. Its just a lot harder for ork players to mess up punching than shooting.
The Conclusion
Orks are shooty again, but its about third or forth on the list of things they do. There's certainly the tools to build a compelling shooty army, but you'll run into some tactical preferences baked into the army design. This puts them slightly behind shooty Tyranids in my judgement, as bugs specialise more easily, but Orks can definately play against type better than punchy Astra Militarium or T'au(4). Dakka Dakka Dakka is very much the odd one out of the Ork rules; its an ensemble dark horse, a clearly welcome one, but the big picture for most players is unchanged. For those of you want to shoot though, go right ahead.
Orks are shooty again, but its about third or forth on the list of things they do. There's certainly the tools to build a compelling shooty army, but you'll run into some tactical preferences baked into the army design. This puts them slightly behind shooty Tyranids in my judgement, as bugs specialise more easily, but Orks can definately play against type better than punchy Astra Militarium or T'au(4). Dakka Dakka Dakka is very much the odd one out of the Ork rules; its an ensemble dark horse, a clearly welcome one, but the big picture for most players is unchanged. For those of you want to shoot though, go right ahead.
Foot Notes
- Maybe skip a section, or two.
- This is slightly outside the remit of the article, the idea of taking cheap detachments from different clans for different roles, while maximising Command Points, is a popular one.
- I call him Dennis.
- Don't @ me. Once those factions routinely give their Troops swords and pistols, we can talk.
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