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Made in us
Bonkers Buggy Driver with Rockets





The Smasha gun has a lower AP and seems like it will hit a tank more, but it's random strength could mean that when it his its strength is too low to do much. The mega-Kannon has a higher AP and a constant strength against everything. It is also a blast weapon so it can easily scatter off. Which one if these have you guys found to be more effective?

For the guy who leaves it all on the field (because he doesn't pick up after the game).
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Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Blast weaponry also has a 1/3 built in chance to hit regardless of BS, and can still hit even while "missing". I prefer them to solid slug weapons for dependency, but prefer solid slug for damage output.

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Made in us
Dakka Veteran




Power Klaws! In all seriousness, blast weapons have a better chance of hitting with BS2.

This message was edited 2 times. Last update was at 2014/08/11 00:30:38


 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

The KMK is more versatile, since small blast S8 ap2 means it's a good gun vs just about anything, even if it scatters.

If you miss with the smasha gun that's it.

I've only played with the KMK and I was very impressed with its performance. I feel the smasha gun is a trap like the Zzap guns are.
   
Made in us
Bonkers Buggy Driver with Rockets





Just math hammered a little. The smasha gun has a 1/12 chance of glancing an AV 14 tank 1/72 chance of exploding an AV 14 tank. The mega-Kannon has a 1/12 chance of glancing with no chance to pen. So the smasha gun is slightly better... Correct me if you see any flaws

Smasha: 1/2 hit, 1/6 glance- 1/12
1/2 hit, 1/12 pen, 1/3 explode- 1/72
Mega-Kannon: 1/2 hit (including scatter lock and scatter being negated or very small), 1/6 glance- 1/12

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in au
Sister Vastly Superior






I think you're being too hard on the chance to hit with a small blast, especially against an AV14 target.

BS3 on a scatter die, assume a 2 inch scatter in any direction is stil a hit (against most vehicles this is being conservative). 33.33% to roll a bullseye, 27.78 to roll a 5 or less on 2d6 scatter looking at approx. 61% to hit with a blast. (EDIT: Actually i think my math is wrong)

EDIT2: yeah NVM, I missed a step it does come to about 50%, forgive me it's monday morn over here. I still feel though the chance to hit something even on a miss is being underappreciated.

And honestly, an ork relying on range to kill AV14 is a bad idea, we have easy access to kill saws and entire units equipped with melta bombs to handle that kind of thing.

This message was edited 3 times. Last update was at 2014/08/11 02:45:21


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Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

 Waaagh 18 wrote:
Just math hammered a little. The smasha gun has a 1/12 chance of glancing an AV 14 tank 1/72 chance of exploding an AV 14 tank. The mega-Kannon has a 1/12 chance of glancing with no chance to pen. So the smasha gun is slightly better... Correct me if you see any flaws

Smasha: 1/2 hit, 1/6 glance- 1/12
1/2 hit, 1/12 pen, 1/3 explode- 1/72
Mega-Kannon: 1/2 hit (including scatter lock and scatter being negated or very small), 1/6 glance- 1/12


You're not factoring in hit change. Smasha gun has a 50% chance to hit, KMK probably has higher (due to 33% to hit flat out, then scatter still possibly hitting). KMK can also "miss" the main target and hit something else.

EDIT: I'm special. DON'T MIND ME FOLKS!

This message was edited 2 times. Last update was at 2014/08/11 02:56:33


   
Made in us
Bonkers Buggy Driver with Rockets





 morganfreeman wrote:
 Waaagh 18 wrote:
Just math hammered a little. The smasha gun has a 1/12 chance of glancing an AV 14 tank 1/72 chance of exploding an AV 14 tank. The mega-Kannon has a 1/12 chance of glancing with no chance to pen. So the smasha gun is slightly better... Correct me if you see any flaws

Smasha: 1/2 hit, 1/6 glance- 1/12
1/2 hit, 1/12 pen, 1/3 explode- 1/72
Mega-Kannon: 1/2 hit (including scatter lock and scatter being negated or very small), 1/6 glance- 1/12


You're not factoring in hit change. Smasha gun has a 50% chance to hit, KMK probably has higher (due to 33% to hit flat out, then scatter still possibly hitting). KMK can also "miss" the main target and hit something else.

EDIT: I'm special. DON'T MIND ME FOLKS!


Actually I did factor it in because the Mega-Kannon can have it scatter up to 5 inches whole still probably hitting the tank, that is around 1/6 of the time added to the 1/3 auto hit. And this is for the tanks only, not infantry or what it scatters on

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Smasha Gun just looks like a trap to me. Its like the Zzap gun, it LOOKS awesome but in reality its not going to do anything but zap a termie a turn, since odds are the times you shoot a vehicle with it youre going to roll bad strength.

KMK maybe limited to S8 but S8 AP2 can still pop AV13 vehicles in 1 shot, given enough dice luck. Orks have no reliable ranged AV14 strength, as our only S10 weapons are either random strength or a weirdboy power with short range (im excluding the stompa for a reason here....). To deal with AV14, charge it with warbikers or MANz missiles lol

An ork with an idea tends to end with a bang.

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Made in us
Killer Klaivex




Oceanside, CA

 Vineheart01 wrote:
Smasha Gun just looks like a trap to me. Its like the Zzap gun, it LOOKS awesome but in reality its not going to do anything but zap a termie a turn, since odds are the times you shoot a vehicle with it youre going to roll bad strength.

KMK maybe limited to S8 but S8 AP2 can still pop AV13 vehicles in 1 shot, given enough dice luck. Orks have no reliable ranged AV14 strength, as our only S10 weapons are either random strength or a weirdboy power with short range (im excluding the stompa for a reason here....). To deal with AV14, charge it with warbikers or MANz missiles lol


Yet another reason to buy bunkers!

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Any smasha gun success stories?

I've played games with the KMK and it's shots would either hit it's target, miss, or scatter onto another target. For me the KMK is a very viable gun.
   
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Nasty Nob






According to my math-hammer the Smasha Gun is better against AV 14, but the KMK is better against everything else.

In my experience, hitting AV 14 targets with either is mostly a waste of time. Anything that tough needs flanking or assaulting.

   
Made in gb
Longtime Dakkanaut






I've run 4 smasha guns vs eldar and they worked well, turn 1 they moved, snapfired, the serpent didn't jink and got glanced for its trouble. later that game they blew up a nightspinner.

kustom mega kannons are regarded as the best all rounder, by far. this makes them a big threat. smasha guns are viewed as meh, but if left to fire every turn because they're "not worth killing", there will be a turn where you score 2-3 penetrating hits with AP 1.

for AV14, the smasha guns are better, and also for dealing with stormravens.

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Made in us
Smokin' Skorcha Driver




Dallas, TX

 some bloke wrote:
I've run 4 smasha guns vs eldar and they worked well, turn 1 they moved, snapfired, the serpent didn't jink and got glanced for its trouble. later that game they blew up a nightspinner.

kustom mega kannons are regarded as the best all rounder, by far. this makes them a big threat. smasha guns are viewed as meh, but if left to fire every turn because they're "not worth killing", there will be a turn where you score 2-3 penetrating hits with AP 1.

for AV14, the smasha guns are better, and also for dealing with stormravens.


Just seems like the smasha is our best answer to AV 13+ at range, but it's still not very good. The only other Orky answer is PK all day. So with that in mind, having an option that handles everything else at range so that I can dedicate PKs to AV 13+ hunting seems like the plan for me.

So KMK wins my vote.
   
Made in gb
Nasty Nob






mrfantastical wrote:
Just seems like the smasha is our best answer to AV 13+ at range, but it's still not very good. The only other Orky answer is PK all day.

Or using our numerous fast and/or outflanking units to engage a facing with a lower armour value, or using tankbustas.

   
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Nasty Nob





United States

Ap1 is only more useful at securing vehicle explodes results. In fact AP2 gets only 1 of 6 and AP1 gets 1 of 3 results as vehicle explodes results. Mek Gunz are very Meta dependant if high hull point vehicles are swarming your Meta than positive thinkers see AP1 as 50% greater chance of turning pens into explosions.

They might also say the smasha gun can't scatter onto a nearby trukk and kill a whole squad of trukk boyz either and the random strength nonsense can be mitigated someone with Ammo Runts and flooding a crowded HS slot with a second squad of Smasha gunz.

Other metas will prize the KMK as useful for dropping on blobs of clustered dummies when there is no vehicles or TEQ left to shoot.

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This message was edited 1 time. Last update was at 2014/08/11 16:41:18


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
 
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