da Art o' Lootin!

- 13 March 2006 -

Special thanks to the Ladz at the WAAAGH for helping refine this -Scarpia

No listen up, ya zoggers. Dis ‘ere is Warboss Bob, of da mighta Killa Konviktz. Derse a few tings yaz gotta know when lootin’, derse always too much stuff lyin’ around dat ya gotta focus on da good bitz. I don’t got timez ta sit witchaz like a nursin’ squig, so I’ll make it brief. Now dis is my opinonz as Iz seez it, and Iz knowz dis from havin’ used dese zoggerz fer a spell.

Letz start wit da basicz. First, ya krump da zoggerz real solid like an din’ ya call in Gooba and hiz krew ta clean out da good bitz. Wot? Not enough detailz? Weedy bligtaz. I’ll let Scarpia take it from ‘ere.

…er...thanks Bob.

Why loot at all.

You can answer this one yourself. Pick The most appropiate answer.

1) I liked the paint job.
2) It wasn’t chained down/guarded/minded
3) I don’t have one
4) All of the above.

The correct answer? 4

While any of the selections are appropriate, it’s really the combination of all three that makes a looted force viable. For gaming terms, it should be a model or unit that you like (1); the relative point cost (2); some looted units can do the same thing as another for fewer points, and are therefore a better choice overall; and should help fill a hole or gap in the normal ork list (3).

So let’s translate this scale into our discussion terms.
1) I like the model or unit idea. (Man, having a sniper squad is just cool!)
2) Relative point cost (A single land raider is 250 points! That’s a lot of grots!)
3) It fills an important tactical niche in the ork list. (what are we missing…)

This should be considered as a sliding scale; the more you field a model/unit for reason (1), and the less for (3), it’s less likely to be a tactical success on the table (example: a looted tac squad with bolters). The more you field it for (3) than (1) (example: a looted Leman Russ) than the opposite becomes true, and it can significantly enhance your battle field presence. A model/unit in the (1-2) range will be successful on occasion, while ones in the (2.5-3) range will be a lot more reliable. There’s a big difference between the two when dice are involved; and you’ll note that the top units don’t rely upon the firer’s BS to be successful.

Here’s a quick rating of typical looted units and where they’d fit on this scale.

Unit/Model Options

Looted Leman Russ (3.0)
Pros: Perhaps the best of all looted vehicles, the stock Russ provides you with a 14 front armor, and a 72 inch range battle cannon that will squish AP 3 models flat, for a pretty reasonable point cost.
Cons: None, really. lose the cannon, and it is a bit less effective, even with side sponsons.

Additional comments:
Ironshark: The Russ is a great all rounder, feared by Beakies and horde armies alike. It has an incredible range of six feet, and an AP3 pie plate will have Beakies crapping in their armor! It’s other main advantage is a front armor of 14. It can take quite a lot of punishment, as even lascannons need a 6 to penetrate. The Russ is my favored choice, due to its combination of great range, solid hitting power, and good armor. However, it does have a relatively high cost. The Russ is a “Jack of all Trades, Ace of None,” as the expression goes.


Looted Basilisk (3.0)

Pros
: Also preferred by a lot of players, the Basilisk, with its indirect fire upgrade, and armor save removing template of doom.
Cons: Weaker armor makes it a bit more likely to get popped.

Additional comments:
Ironshark: The Basilisk is a very popular choice. Depending on your standard gaming table, it tends to either kick ass beyond description, or suck big time. With the worst survivability of all the Imperial looted vehicles, it is entirely dependant on its ability to fire indirectly. This is a problem in two situations. If your table is small, the minimum range of three feet can hamstring its abilities. If your terrain is sparse, and/or simply too small to hide a largish tank, it will just get smoked first turn with discouraging regularity. That said, if you have a good sized table with sufficient terrain, an indirect firing Basilisk is simply awesome. Few fast units can get past your mob of Orks to threaten it, and other methods, such as deep striking units, are often unreliable or much more expensive then your Basilisk in the first place. The strength of 9 combined with a 10 foot range also makes it one of the better anti-tank guns, handy for things like a Monolith, or another indirect firing Basilisk. It also causes pinning, with a –1 modifier to leadership, which can be quite handy.

Redbeard: Middle of the road, nothing more. On a larger-than-standard (4'x6') table, it can be better, but in general, a wise opponent can play tricks to get inside it's minimum indirect range, and it has poor survivability when not hidden. I think one of the best uses for it might be as a distraction, luring your opponent to dedicate deep-striking units to destroying the basilisk, and leaving them cut off from the rest of your force and not a factor in the rest of the battle.

Looted Griffon (3.0)
Pros: same basic stats as a whirlwind, forces pinning at -1 leadership. Indirect fire. Low point cost.
Cons: light strenght and poor AP; Weak armor.

Additional comments:
Ironshark: The rarely seen Griffon is almost exactly the same as a Whirlwind, a cheap anti-infantry pie plate that can fire indirectly. Like the Bassie, it too forces a pinning check at –1. Its very low cost makes it worth considering, but it sadly lacks the AP or high strength of the Basilisk. For the rules, you will have to go looking through Chapter Approved or the old codex, as its no longer in the Guard codex.

Redbeard: The griffon is under 90 points. It fires a higher strength ord blast than a whirlwind. It fires indirectly without paying extra for the ability. Sure, it's AP4. But that's plenty for anything except MEQs, and even against MEQs, wounding on twos pretty much means failed saves, and pinning tests at -1. It has a shorter range than a basilisk, but a much smaller dead zone, while having longer range than anything else in our arsenal. It's armour fits into the combat patrol rules.

Leman Russ Demolisher (2.5)

Pros:
Massive armor, and terminator killing ordinance template.
Cons: short range (24 inch) means it has to get up close and personal. While still effective, it doesn’t fill the missing hole in the ork armory (range) as well as a stock Russ

Additional comments:
Ironshark: A S10, AP2 pie plate makes the Demolisher Cannon the most powerful gun in the game. Sadly, it is hindered by a range of 24 inches. The fact that there are very few models with 2+ armor saves running around, and the abundance of choppas in an Ork army tends to make the AP 2 rather unnecessary. A Basilisk or Russ will kill the vast majority of models just as easily. It’s great for intimidation factor though, and Ork upgrades like red paint and turbo boosta mean that it can get in range with its big gun soon. It also has superior side and rear armor, making it the best armored tank in the game after the ‘lith and the Land Raider. It is also the priciest of the Imperial Tanks though.

Redbeard: Shorter range than the Russ means that it's got a slightly different role, and doesn't cover our weaknesses as well. If you need AP2 to handle terminators playing orks, where are your choppas. But, it does a good job of scaring your opponent into wasting a lot of shots on it, which don't hit the rest of the force.

Looted Hellhound (2.0)

Pros:
The inferno cannon, armor 12, cheap point cost.
Cons: armor 12 can be soft against a lot of str 6 weapon armies (panzee), 3+ AP armies still get save.

Additional comments:
Ironshark: The hellhound got quite a reworking with the new Guard codex. It’s now one of the best anti-horde vehicles in the game. You can often get more models with the flame template, and against Orks, Genestealers, Tau, Kroots, etc, it wounds on a 2+ with no armor save! It can also shoot its heavy bolter along with the main gun, unlike the Ordnance carrying tanks. Worthy of note, the Inferno Cannon is particularly handy against Orks. As a flame weapon, it ignores cover. Grots and KFFs provide cover saves, not invulnerable saves, and thus are removed by it. It’s also good for something a bit different than the almost standard Russ and Bassie. However, the Hellhound has several weaknesses. At AP4, Beakies, Chaos, and Necrons are not nearly as threatened by it as the Basilisk or Russ. Second, it has a front armor of 12, meaning it is shredded with relative ease compared to the AV 14 of the Russ variants, or the indirect Basilisk. Finally, it has a rather mediocre range. At over a hundred points, its in the same price range as the Russ and Basilisk, but has neither the range, strength, AP, or armor value of the Russ.


Looted Rhino (2)
Pros: Transport, Armor 11 is actually a lot better than you think. Cheap point cost, and you can field three in one slot if under 50 points each. Yes, that means 9+ rhinos.
Cons: Only carries 10 models, closed top, no assaulting out of it if it has moved. Looted roll, the inability to move with a fully loaded transport when you want may be disastrous.
Note: Be forewarned about using looted transports; the ork wartrukk is a superb transport due to its cost, speed, and open topped nature. Loosing the ability to assault out of a different transport may be a larger detriment than the advantages conveyed by the stronger armor.

Additional comments:
Ironshark: The Rhino could be handy in a mechanized Ork army, with trukks/bikes rushing forward, and a battlewagon drawing heavier fire. Also, a squad of Burna boyz, tankbustas, etc, jumping out and unleashing some serious close range dakka could be quite devastating. You can also get three of them for one slot, each one fully capable of contesting a quarter. They are all also capable of tank shock, something that can potentially be quite handy. The Rhino also has a significant advantage over the Chimera in the number and location of entry/exit points. However, with 4th Edition rules, I see Rhinos as a potential deathtrap. If it's destroyed, nearly 70% of the boyz inside die, then are pinned. If you jump out, you can't assualt, and are then vulnerable to being rapid fired to death, or assaulted yourself.

Redbeard: Only because you can take three of them, and can treat them as a moving wall. I wouldn't put any boyz inside them, because even Beakies consider them moving coffins these days. We don't have the armour save to fall out and survive, we can't take the smoke launchers to avoid penetrating hits like the beakies can, and when we get out, we don't have the BS or the number-of-shots to make rapid firing much of a threat. Yeah, moving wall.

Looted Chimera (2)

Pros:
Transport, carries 12 instead of 10 models, armor 12 in the front, and multilaser offers some str 6 weapon action.
Cons: Closed top, no assaulting out of it if it has moved, ork BS comes into play. Looted roll, the inability to move with a fully loaded transport when you want may be disastrous.
Note: Be forewarned about using looted transports; the ork wartrukk is a superb transport due to its cost, speed, and open topped nature. Loosing the ability to assault out of a different transport may be a larger detriment than the advantages conveyed by the stronger armor.

Additional comments:
Ironshark: An interesting choice, a Chimera can be both handy as a transport, as well as lethal. Although more expensive than a Rhino, the additional carrying capacity and vastly better firepower makes it a comparable choice. A Chimera can tote 2 heavy flamers, so Ork Ballistic skill can be removed as a disadvantage, and as a transport is likely to get up in the opponents face to use them! A front armor of 12 also makes it more durable than a Rhino. However, one should remember the general raping transports received in 4th edition could make it as much a deathtrap as a transport.

Looted Fire Support Squad (2)
Pros: Access to some nice weapons including autocannons, missle launchers, and lascannons. Up to three per unit. This allows a nice fill in the ork roster, as these are all long range weapons. 3 autocannons with nob with a big shoota and three ammo runts can provide a nice fire support base.
Cons: You can shoot your self, and you are working off of a BS of 2. Heavy bolters an option but not recommended unless you’re really going fluff. Only 10 orks in the mob, break checks come fast and furious.

Looted Predator (2.0)
Pros: Twin linked las cannon(s), or side mounted heavy bolters and an autocannon. Decent front armor. Worth considering if its not its only
Cons: Even with the twin linking, you are working of a BS of 2. Side and rear armor very soft.

Additional comments:
Ironshark: The Predator’s reliance on ballistic skill makes it a mediocre choice for Orks. The 2 Heavy Bolter, one autocannon setup will get you an average of about 3 AP4 hits a turn. While not an expensive tank, you can get a Griffon for significantly less, or a Basalisk or Hellhound for the same. The predator does have a superior front armor to the hellhound, but weaker side armor. A predator with Lascannons offers something Orks lack, ranged anti-tank firepower. However, it is a rather high price to pay for an average of about 1.2 hits per turn.

Looted Scout Squad (2)
Pros: Sniper rifles wound high toughness things easily, and make it easier for orks to hit.
Cons: You can still shoot your self, and you’re still wounding toughness 4 and below on fours. Only 10 orks in the mob, break checks come fast and furious.

Looted Land Raider (1.5)
Pros: 14 armor all the way around, twin linked las cannons. Transport, you can still move and assault out of it.
Cons: Extremely high point cost make this an iffy proposition at best. Looted roll, the inability to move with a fully loaded transport when you want may be disastrous.

Additional comments:
Ironshark:: The Land Raider has awesome armor, as well as the ability for the unit to assault the same turn it disembarks, but its huge price tag in points makes it a questionable purchase. If it's moving 12" to unload it's payload into assault, you're not using it's guns, and if you're sitting still to shoot both lascannons, its transport ability is wasted. Add on it's reliance to BS, and I think it takes last place quite soundly.

Redbeard: It remains one of the most resilient tanks in the game, and a lot of its cost is from the fact that it carries 10 boyz, and allows assault after moving. Twin-linking all the weapons on it makes up for our BS problems. Firing 2 twin-linked lascannons statistically gives you one hit. I realize that's not going to happen everytime, but it's not bad for ork shooting. Stick the right squad in it, and it might (might) be worth the points.

Looted Razorback (1.5)
Pros: twin linked las cannons, multimeltas, or heavy bolters. Transport, carry's 6 models. Low point cost.
Cons: low armor value, and limited transport capabilty. Twin linking still using ork BS

Looted Tac Squad (1.5)
Pros: Melta and plasma guns.
Cons: Bolters, and heavy bolters. Doesn’t really fill any holes in the ork roster. Only 10 orks in the mob, break checks come fast and furious.

Looted Infantry squad (1.5)
Pros: grenade launchers and mortars. Mortars pin, fun stuff.
Cons: only one of each, sorry, and you won’t hit that often or pin as often as you like. Only 10 orks in the mob, break checks come fast and furious.

Looted Devastator Squad (1)
Pros: up to four lascannons, plasma cannons, missile launchers, or heavy bolters.
Cons: high point cost for that one extra lascannon versus an 'umie looted fire support squad. You can shoot your self, and you are working off of a BS of 2. Heavy bolters an option but not recommended unless you’re really going fluff. Only 10 orks in the mob, break checks come fast and furious.

You will not that on this sale, the higher scoring units do so as they fill in one of the biggest gaps in the ork list; long range firepower. A Russ scores higher than a Demolisher, as the Demolisher has a much shorter ranged kannon, and costs more. A Devastator squad ranks pretty much last, as it becomes an expensive unit when compared to an 'umies fire support squad.


Weapon Options

When evaluating the weapon options allowed per model or unit, take a look at this scale again. Type (1) weapons are cool and fluffy, but may reduce battle field usefulness; Type (3), again, will be the opposite. In order to rate weapons, ask yourself this – can something in the standard ork armory do the same thing, or even better? Balance that question against the “oops, sorry mate” rule for a final score.

Autocannons (2)
Pros: 48 inch range, good strength vs light amor. 2 shots each gun.
Cons: “oops, sorry mate”, infantry can’t move or shoot. Uses ork BS
Notes: The “oops, sorry mate” is somewhat balanced out by its strengths, and the ork BS is somewhat negated by two shots per round.

Flamers (2)
Pros: no “oops, sorry mate”, doesn’t use ork BS, template, removes cover saves.
Cons: none really
Notes: With the ork burna, do you really need a flamer? It can be an expensive way to sneak one in your list.

Lascannons (2)
Pros: 48 inch range, excellent strength versus armor.
Cons: “oops, sorry mate”, infantry can’t move or shoot. Uses ork BS
Notes: Probably the best anti-vehicle weapon out there, players should question how it will fit with their list. Arguably, tankbustas do just as good of a job; their shorter range offset by their ability to move and shoot.

Grenade Launcher (1.5)
Pros: Frag and Krak grenades
Cons: “oops, sorry mate”, Uses ork BS
Notes: Pairs nicely with a mortar.

Melta Gun (1.5)
Pros: great against armor.
Cons: “oops, sorry mate”, Uses ork BS. Limited range
Notes: Can be handy in a looted tac squad.

Missile Launcher (1.5)
Pros: Frag and Krak missiles, long range.
Cons: “oops, sorry mate”, infantry can’t move or shoot. Uses ork BS
Notes: If used as fire support, either las cannons or auto cannons may be better choices.

Mortar (1.5)
Pros: Pins, indirect fire, no “oops, sorry mate”, doesn’t use ork BS
Cons: infantry can’t move or shoot. Can only take one, weak AP.
Notes: If out of line of site, that means most likely the rest of the mob is as well, and that’s a lot of orks sitting around watching the fireworks. Fun stuff though.

Multi-melta (1.5)
Pros: great against armor.
Cons: “oops, sorry mate”, infantry can’t move or shoot. Uses ork BS. High point cost. Limited range
Notes: If this is your game, you're better off with tankbustas.

Plasma Cannons (1.5)
Pros: good strength and AP, small template, good range.
Cons: “oops, sorry mate”, infantry can’t move or shoot. Uses ork BS. High point cost.
Notes: Could be fun, could be an expensive unit to self destruct.

Plasma Gun (1.5)
Pros: good strenght and ap.
Cons: “oops, sorry mate”, rapid fire weapon, so no assualt if you shoot. Uses ork BS. High point cost.
Notes: Can be handy in a looted tac squad

Sniper Rifles (1.5)
Pros: improves ork BS by one, wounds anything on a 4+
Cons: “oops, sorry mate”, infantry can’t move or shoot.
Notes: Kind of weedy, if you ask me, but some folks swear by them.

Bolter (1)
Pros. AP 4
Cons: Cons: “oops, sorry mate”
Notes: the ork shoota is just about the same, and no “oops, sorry mate”

Heavy Bolter. (1) for infantry, (1.5) vehicle mounted.
Pros: ap4, 3 shots. On vehicles, where you can’t shoot yourself, not too bad of an option.
Cons: “oops, sorry mate”, can’t move or shoot if with infantry. Uses ork BS
Notes: the ork Big shoota is a far superior weapon despite one less AP, due to being assault and no “oops, sorry mate”

Taktiks

So now you’ve sat and scanned your local game shop for items to loot. Look at all that stuff! What to choose? If you need to fill that one hole in your roster, and if you use that scale, than go on, grab the model you need. Or, if you need to get back at that zoggin’ weedy beakie player who’s been cheesin’ you off, than field the devastator squad, with your boyz in his chapter colors. Opposing players hate to see their races models in your list, and will often target them as soon as possible, and there is a true benefit to having a single unit absorb fire that could damage your other, more useful models. And who knows, you might hit his predator with 4 looted devastator las cannons, but the odds aren’t with ya.

When using loota squads, for extreme effectiveness they should be used as the ork unit they are replacing – a fire support loota squad with autocannons would replace the role shoota boys are normally assigned, a fire support squad with las cannons would replace tankbustas, etc.

Generally loota squads are best kept out of close combat; after all you’ve paid those points for fancy weapons, and as pretty a club a plasma cannon makes, it’s probably better off being used for shooting’ than krumpin’. However these are orks, and being such, you will still get two attacks base, three on the charge; the power of the Waaagh, and weapon skill four and toughness four. Add a nob to the unit with a pklaw, and if you can time your assaults right (and, of course, pick the right target) you can cause some significant damage. Due to their small unit size and lack of choppas they should be used on assault like trukkboyz; support their assault with another unit. They can also be used as an effective counter assault unit, charging in themselves to assist another bogged down unit.

As a side note, in the Defskull clan list you can also swap out the nob for a mekboy; this can be a clever way to sneak in a Kustom Force Field or other fun stuff into your list; but as that rule is only applicable to the Defskull list, and this article encompasses looted rigs in normal lists as well, we’ll leave it off of the discussion for now.

In the case of vehicles, it’s best to use them as designed – A russ is a tank, so use it as such; rhinos are transports, and should also be used in a similar manner.

For the plain ork list codex, fitting your looted choice in is pretty straightforward; the russ sits back and pounds away, also acting as a fire magnet; the basilisk hides and shoots, etc. I if you take a loota squad, odds are they are going to be providing fire support, etc.

Things get a bit more complicated with a dedicated Defskull list.

Making a balanced list with the clan list is a lot more difficult than with a regular codex list. If you’re looking for the überlist of doom, you’re looking in the wrong place. Sure, you can field up to three ap3 or better ordinance template throwing vehicles, but you’re also saddled with at least two loota squads. Your regular loota squad has two significant advantages; looted weapons and a 5+ armor save. Yet these are offset by three significant disadvantages; a mob size of maximum ten (reducing the effectiveness of head count), a ballistic skill of 2, and on average a higher point cost than a regularly armed ork unit.

So how do you create a Defskull list? If you consider your list creation in the same manner as the model/unit selection, using the same sliding scale, you can begin to lay out your list. Want a really fluffy army (Type 1)? Than field six, or nine loota squads. Effective on the battlefield? Probably not, but it may be fun to model and play. Field just two squads, and round out the rest with normal ork choices (Type 3) (such as grots and sluggas) and your list will be come increasingly balanced and effective, but not really fitting into the spirit of the Defksulls.

As a real life example, when Warboss Bobz Killa Konviktz take the field as Defskulls, we aim for a (Type 2) rating. A minimum of 3 loota squads, all at 10 models each, and only two looted vehicles; the rest of troop choices are sluggas and grots; and the last heavy slot goes to killa kanz. This makes for a pretty balanced list, and the theme is strongly Defskull, as other models (like the kanz) visually have a lot of “looted” parts to them. See the “plays as” section that follows for more details on this.

Modeling Looted Units and Models.

Perhaps one of the best parts about lootin’ is the actual snatch-n-grab. The modeling of looted models and units is what can make or break your enjoyment of using it; oddly enough nice models see more table time than their less-than-appealing brethren.

For vehicles, converting another races model should include the normal orky bitz, such as extra armor plates, lots of rivets, gubbinz, grots, and the like. Depending on modeling skills and desire, extensive damage can be worked into the model to show how it was looted; but not every model has to be “knocked” out before being taken; there are plenty of forgeworlds under ork control that still produce brand new vehicles on the Imperial standard template.

A detailed browse or search in The Waaaghs Mek’s Garage will provide a scrapheap worth of looted vehicles that can inspire any modeler.

What shouldn’t also be overlooked is the “plays as” feature. This allows you to “loot” things that you can’t normally loot, but still use on the tabletop. For example, a Dark panzee raider becomes a wartrukk, a monolith a battle fortress, or tau rail guns a fire support squad with autocannons. What is important here is that they look the part; as with all aspects of Warhammer 40k, what-you-see-is-what-you-get (WYSIWYG) is vital to minimize any potential rules conflict on the table. The more accurate your models are, the more likely your opponent is not going to complain. So instead of just gluing a rail gun in the hands of a boy, consider making it a bit more orky by adding in a ammo feed, or a bigger barrel.

This can also be extended to scratch built models; if you really want to field a Hakbash pattern, or an old Epicast gobsmasha, there’s little reason you can’t field it as a looted demolisher, or even a vindicator.

So that's it for now. I'll look to revise this document over time; if anyoe has any useful input that is not included let me know; and we can evaluate and include it.


version 1.3 (13 Mar 2006)

 

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