flaming tadpole wrote:Meganobz are historically a gamble unit. They'll either blow something up that's worth double their points and be the MVP of your army or they'll fail their charge and get shot off the table before doing anything. As a point filler unit that you have them as right now I think they're fine, if you want more consistency I'd probably drop them and add another weirdboy and smasha gun or something.
I'd drop the ard boyz all together. Unless you have a crap ton of
cp's they're not worth it
imo. Only having 5
cp's to use during the game is going to get you into a lot of trouble.
Trouble? how so? The way the list is designed there isnt any need for command re-rolls for the most part? And there are enough
CP's to do everything 100% manditory (aka grot shield / green tide). Besides I am thinking of dropping 'ard boyz for two of the units that can take advvantage of the
KFF. That leaves me with 9CP's probably enough to not be in too much trouble?
Automatically Appended Next Post: StrikerTommy wrote:Meganobz are kind of hit or miss. They hit hard vs vehicles and primaris marines, but with no invul they go down easy to multi damage weapons like meltas. They hit hard after coming into play via tellyport though:
rounding down, closest number of models to 311 points (naut price)
7
manz with saws deal 18 damage to a knight in
cc but has no shooting for screens or retreating units that outpace them.
8
manz with klaws deal 13 damage to a knight, 0.7 damage with kustom shootas for 13.7 damage. Kustom shootas let you peel through screens a bit--5
GEQ or 2
MEQ.
1 gorkanaut deals 11.67 damage to a knight, +2ish more from shooting, and d3 mortals if using ram strat for average 15.67 damage. Again shooting can be used to peel screens; 6.5
GEQ or 4
MEQ (more if skorcha is in range).
goff gorkanaut deals 13.83 in
cc instead.
10 smasha gun deal 11.67 to a knight but can do so starting turn 1 and at r48 can target basically anything on the board.
15 tankbustas +6 attack squigs deal 16.52 damage to a knight. If they live a turn use the extra stikkbombs strategem to obliterate a knight. Bad moons tankbustas with showin off are pretty deadly dealing 26.24 damage (squigs don't fire twice). Doesn't care about screens. Much more fragile, however.
Those numbers are interesting, I don't have to odds of making a charge of a tellyporta or dajump on hand, but its a reasonably safe bet for evil suns
manz, especially with the new ewg. what is your opinion on the tradeoff of durability vs damage for claws vs saws on
manz? (a whole extra body seems like its a pretty big deal)