Tactica- Zzap Guns

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IVEATCH


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While Zzap Guns are no longer an Automatic hit (with a varible strength) the Grot Gun Krew does have a Basilitic Skill of 3.  Very important when most Orks have a BS Definition: Battle Sister or Ballistic Skillof 2. They can miss by "overheating" on rolls that, shall we say, are rather high when the strength of the hit is determined. Just to give an idea of just how nasty these are, they can potentially hit a vehicle with strength 10 if the dice gods favor! Add your D6 roll to this.  They have a new and improved range of 36.0". I usually run the Lobbas in atake on all comers list. But in Bunker or objective missions I sometimes take the faithful Zzap.

When used in defense, there is little the Orks have that is worse to charge (by vehicles) then an entrenched Zzap Gun.

Strengths - Dead hard against vehicles and Dreadnoughts/Wraithlords etc. A Big Mek can repair "destroyed" guns.  Although this is arguably not the best use of a Big Mek. Take extra Grot gun Krew to give ablative armour to the gun by their presence. Hits on gun are split between the gun and gun krew.

Weaknesses - Can be attacked by swarms or lots of common troops. Since the Zzap is NOT a template that makes a big difference! Go ahead and Zzap a single Guardsman or Kroot each turn! See if your honorable opponent cares!  In addition, Big Gunz (like all crew served weapons) automatically lose any sweeping advance that your opponent pulls on them.
 




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