The new 6th rules for artillery now give every model in the unit toughness 7 against shooting. Considering that a full unit of kannons has 12 wounds for the cost of 10 boyz, they just became one of the most durable units of the game. This is especially nice considering they also put at missile shots with similar points efficiency to long fangs.
The biggest flaw with big gunz is that the absolutely miserable 5 leadership of the grotz means that taking a morale check for 25% casualties is serious problem.Since Gunz themselves don't count, casualties are calculated based on 6 models. This requires some finesses to avoid morale checks while still keeping of many gunz as possible firing. I would posit that the optimal set up would be to put 1 grot out in front to take wounds and hide the other 5 behind the gunz. If he dies, you can replace him with another grot only once. Once you are down to the last gun, you can then sacrifice the three remaining grotz.
The option also exists to add extra grot or runtherd crew, although buying more units is a better option if you have the slots. Purchasing 3 Extra grotz lets you start with 2 cannon fodder models up front. Runtherds triple the odds of making of the morale check, but still require grot bodies to feed the squig hound. Keep in mind that that unit will still die in assault to even the most pathetic units like guardsmen regardless of how many extra crew you have.
This is currently mere theoryhammer on my part, I'd appreciate if anyone who has put gunz on the table in 6th could share their experiences.
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