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View Full Version : About Shootas, Sluggas and Tank Bustas...



Nillsens
22nd Sep 04, 6:00 AM
I read somewhere on this forum (and I can't find it anymore otherwise I would post there) that Shootas were supposedly better at H2H than Sluggas due to glitch/overlooked/whatever... And that Sluggas were sort of niche as a result.

I was wondering if this is still the case, if it was only like that in the Beta or if the whole thing was just a mistake.

I hate the idea of a useless unit, gaming Lord please let them be fixed.

And as for the TBs... is it just me, or do they miss a bit too much with their Rokkit Launchas? I was hoping to use them as my best tool against Dreadnoughts, but sometimes it takes forever to knock them down.
IMO, I also think they are too expensive in the demo.

Can anyone clear this up? I'm worried that we'll all have to wait for a patch otherwise.

morpheus133
22nd Sep 04, 6:34 AM
Hopefully someone will post an extracted version of all the unit stats from the games SGA sometime soon, to make it easier to analyze this stuff.

Santini
22nd Sep 04, 11:18 AM
The tankbusters, if used in two groups of 4, are quite good in h2h against dreads and the like... just make sure to use the mine before you charge, I think it stuns, or the actuall h2h stuns
Don't ven bother with the rockets

Vertigo
22nd Sep 04, 12:14 PM
That post would have been my old thread:

http://forums.relicnews.com/showthread.php?t=32549

...However, no one has yet confirmed whether this still applies in release.

Double Post


The tankbusters, if used in two groups of 4, are quite good in h2h against dreads and the like... just make sure to use the mine before you charge, I think it stuns, or the actuall h2h stuns
Don't ven bother with the rockets

Disagree.

* Make groups of SIX TBs, because they can carry six rokkits.

* Use Rokkits! This is important, because:

1) Some things you should NOT CC with TBs. That includes turrets and Walkers (Dreads, Wraithlords, etc.)

2) You can shoot tanks and such you plan on CCing as you charge into CC. Extra damage is good.

3) Rokkits remain one of the best ways to disable Heros. 6 Rokkits pretty much keep FCs and such off their feet all the time.

Souless
22nd Sep 04, 4:49 PM
having three squads of six TB with 18 rockets in total can kill a dready pretty quickly

morpheus133
22nd Sep 04, 6:24 PM
i used war tracks for anti vehicle mostly in beta... so how does TB's stack up to war tracks for anti-vehicle on a cost/effectiveness basis?

Santini
22nd Sep 04, 6:52 PM
Fon't the TBs stun vehicals with their h2h stikes? Or maybe it was a bug
Thats what I noticed
So 3 groups of 4could just rape solitary dreds, as in no causualtys.

Vertigo
22nd Sep 04, 11:18 PM
Fon't the TBs stun vehicals with their h2h stikes? Or maybe it was a bug
Thats what I noticed
So 3 groups of 4could just rape solitary dreds, as in no causualtys.

I think it was a bug. I've gotten my TBs slaughtered every time I tried CC.

Now, TB bombs DO stun, but not for very long.

Also, you want to stay out of CC with Dreads because of killing animations, as they can't be hurt during that time period. If you've got the counters, it's to your best interest to kill the Dread sooner than later.

FoolsFolly
23rd Sep 04, 12:55 AM
Also, you want to stay out of CC with Dreads because of killing animations, as they can't be hurt during that time period. If you've got the counters, it's to your best interest to kill the Dread sooner than later.

You sure about that?? No dig but just curious

Svensta
23rd Sep 04, 6:07 AM
Yep, Vertigo is right. Dreddies have one of the longest fatality animations and as such they are rendered invulnerable while running through it (I think the argument is that he's not hurting you, so you can't hurt HIM, and we BOTH get to see something really snazzy on screen.)

NEVER CC a Dred. They tear through orkses like tissue paper. Rokkits en masse is the only workable counter to escape without horrific losses. It's more expensive than the actual dreddy, but you can mass them faster, and you have the benefit of being spread out.

I second the sentiment that 6-rokkit TB's are the way to deal with Heroes as well. They can shrug off a SCARY amount of bolter fire, and the rokkit knockdown simply cannot be overstated in it's effectiveness in keeping your orkies breathing.

Stymie_Jackson
23rd Sep 04, 9:54 AM
Hmm...I've used TB against heavy vehicle armies or dread pushers (using shoota boys against all else as they are SO much damn cheaper!).

They have tank hunter ability which increase their Anti-tank damage, but you are all in agreement NOT to use CC?

I've been wondering if I should use that as tankbusta bombs sound deadly, but so far you all think it best to keep 'em in range...damn, was hoping to use a Big Mek/TB squad to teleport up close and rape the damn Fire Prism tanks in CC as trying to engage in ranged combat doesn't work when your boyz are getting tossed like a salad due to arty fire.

Thoughts on that? Perhaps TB would be good in CC against non-walkers? I'll try after work today...

Svensta
23rd Sep 04, 10:03 AM
I've been wondering if I should use that as tankbusta bombs sound deadly, but so far you all think it best to keep 'em in range...damn, was hoping to use a Big Mek/TB squad to teleport up close and rape the damn Fire Prism tanks in CC as trying to engage in ranged combat doesn't work when your boyz are getting tossed like a salad due to arty fire.

Thoughts on that? Perhaps TB would be good in CC against non-walkers? I'll try after work today...

Yes, I find TB's to be useful in CC against NON walkers (Hellfires count as such, since they lack bendy arms :D ) If you want to play around with the Mek/TB teleport, then by all means, let me suggest you throw a Doc in there too. With Fighting Juice pumping, they can create QUITE a bit of havoc. All the armor will turn on them and do no damage up front, and your other orkses can swarm (Noteably those choice rokkit boyz you are also building)

The problem with tankbusting grenades is that there's a significant chance of failure, from my experience. The Big Mek's disabler works more often, but really, after all the building and upgrading, I'd like something more than "might work"

Vertigo
23rd Sep 04, 1:03 PM
Yep, TBs do even MORE damage vs. vehicles in CC than they do with Rokkits at range.

As long as it isn't a Walker, CC is a fine option. Usually vehicles will be supported, tho, and getting into CC range will not be an option.

If you have the micro ability, TB bombs are awesome. They do tons of damage and stun the vehicle. You don't have to get into CC to use them. Use shift-click to move into range, throw the bomb, and move back out of range.

Also don't forget that TBs can infiltrate. If not in use then keep them cloaked, because often situations present themselves (like an undefended base).

Nillsens
27th Sep 04, 7:53 AM
Shift-Click? What does that do?

Vertigo
27th Sep 04, 11:32 AM
Shift-Click? What does that do?

Queues up commands. Very handy for giving multiple commands at the same time.

Boot Boy
28th Sep 04, 1:39 AM
Hi i just got the game last week and i dont know if my tactics are good but i always get 2-3x6 rokkit boys on range stance, 3-4x3 big shoota boys on range stance, and 5 russes pummeling the ground infront. i also have some burna boys near just incase of an assault. oh ya and a squigoth in the middle of my arty fire adding to the anarchy. man that squigoth can take it and i have a gretchin squad in it for repairs. Big mek attached to one of the rokkit squads just incase i need to teleport to a certain annoying dread, and doks and nobs in the other squads, Warboss with nobs squad. I dont know if it s a bug but my ork infantry cap is 100, and in skirmish i save and load and that 100 cap is back to 0, so of caurse i make more boys, cant get the vehicle cap todo the same though.

Master Azrael
28th Sep 04, 2:43 AM
Is it just me or does my squiggot always get stuck?
ANYWAY I FUCKING HATE ALDER THEY JUST KEEPING RUNNING ROUND AND IF YOU DO GET TO THOSE FUCKING WARP SPIDERS THEY JUST TELEPORT OUT OF CC AND CONTINUE MOWING DOWN MY BOYZ

AAAAAAAAAAAAAARRRRRRRGGGGGGGGGGHHHHHH!!!!!!!!!!!!

Svensta
28th Sep 04, 5:47 AM
Gonna check that cap reload bug, BB. Sounds like a bug if that is for real. Your army list is very standard, BB and you should tweak it based on opponents. I tend to rokkit up EVERYONE if I am playing against 2 marine opponents, as the game progresses they get more and more resilient to big shootaz. Against Eldar and other orks though, BS's are the way to go.

I haven't had much luck or enjoyment with Lemans though, and favor kans and the uber-adaptable traxx. Never use trucks, and only occassionally bring out Squiggy. I've found his pathfinding to be SO much improved than in beta.

Boot Boy
28th Sep 04, 7:17 AM
[QUOTE=Master Azrael]Is it just me or does my squiggot always get stuck?
ANYWAY I FUCKING HATE ALDER THEY JUST KEEPING RUNNING ROUND AND IF YOU DO GET TO THOSE FUCKING WARP SPIDERS ...
Ya the sguigy gets stuck thats why i have him in front, hell, just have him attack by himself, by the time you have a squiggoth resource points are not a problem to make another. With the spiders i just say use a big mek with a tankbusta squad maybe backed up with some storm boys, cant garuantee it will work though.