I'm going to go through what notes I've made on the ork airborne units and would appreciate discussion and feedback.
I'm building a list which includes at least five airplanes. I've converted three of these from non-GW model airplanes and they look really cool. However, I still want the list to be relatively good - able to stand up against other armies so that games are fun. Here's what I've discovered.
You're gona want to take six Supa Shootas with this - otherwise why are you even using the unit?
That's 148 points, hitting on 4s (because you're not going to split your fire).
18 shots means 9 hits at full strength and 6 hits at <50%.
vs T4 beakie: 6 wounds, -1 AP: dealing an average damage of 3. (Not counting re-rolls).
vs T3 'umie: 8 wounds, -1AP: dealing an average damage of 7.
134 points. Here's its guns shooting at the same targets as the Dakka Jet:
Big shoota hitting with 1.5 on average; Supa shootas hitting with 2 on average.
vs T4 beakie: 1 wound from BS, 2 from SS, dealing an average damage of 1
vs T3 'umie: 1 wound from BS, 2 from SS, dealing an average damage of 3
Okay, so not so how with shooting. But its big bomb rolls a D6 for each model in a unit it flew over up to a maximum of 10 D6. On a 4+, that unit suffers a mortal wound.
So you've basically got an extra 5 mortal wounds regardless of the enemy's save value. Terminator shredder.
So you can expect to dink a wound or two off a less well armoured squad, then put the pain on some valuable infantry, with the potential to roll really well and wipe a 5 man Termy squad in 1 turn.
14 points cheaper than the Dakka Jet and more reliable. ALSO, it becomes useless after 2 turns of dropping bombs. If your opponent is sinking firepower into this thing, let them. Go ahead, it literally only has to survive two turns. I don't think this is a set back. If they ignore the Bommer then its free to deal damage. If they don't completely kill it, its main damage output (the bombs) don't become less effective, except for a shorter movement range. Can also effectively bomb monsters and vehicles (rolling 3 D6 for each in the unit).
I'm taking three of these in my airborne division.
Shoots a little better than the Blitza - with a Twin Big Shoota instead of just a Big Shoota. Can take Skorcha missiles which do nothing for 20 points. Explodes harder. Other than that, worse than the Blitza-Bommer in every way. Its bombs are far less effective. I don't see any reason to take this crap over the Blitza. I'm dissapointed that rules couldn't be written so that the Burna is a viable target for less well armoured infantry, and the Blitza for armoured targets. Maybe when the codex comes out. Otherwise, the Burna is embarrassingly bad.
Sexy guns. Not going to go into the math, there's too many variables. It's a risky machine, but what isn't in the ork army?
Take 2 Supa Shootas. Why not.
Kustom Forcefield will keep your units a bit more safe if you don't get turn 1.
I'm planning on taking 2, one with Wazbom Mega-kannons to whittle targets down, then the second with Teleport Mega-Blasta to attempt to finish them off with its (when you wound with this weapon, roll a D6, if the value equals or is greater than target's remaining wounds, target unit is destroyed).
So that's what I've discovered. Haven't actually played any games with this list yet, still building and painting it.
Anyone that has experience with these units, please could you give me your opinion.