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Lobbas or Kustom Mega Kannons in Ork TAC lists?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





I know they serve fairly different purposes, but has anyone done math or theory-hammer on which are better included in a TAC list?

I feel like it isn't entirely cut-and-dry, as Ammo Runts prove disproportionately valuable to Lobbas. Being a Barrage means you really only need to "stick" that very first shot, whereas KMK have more chances to stray. That said, AP templates strike me as something that would really help Orks.

Of course, the extra foot-range disparity also complicates the issue.

So... anyone have any thoughts, or do we file this under "too different to debate... check your local meta"? :-p

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

You're right, it's not cut-and-dry. Can't really look at them in a vacuum, they're both great options.

The main question is, what's in the rest of your list?

Are you lacking Ap2 weapons?
Are you short of a unit that can hide on a backfield objective and snipe vulnerable characters?
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 grendel083 wrote:
You're right, it's not cut-and-dry. Can't really look at them in a vacuum, they're both great options.

The main question is, what's in the rest of your list?

Are you lacking Ap2 weapons?
Are you short of a unit that can hide on a backfield objective and snipe vulnerable characters?


Pretty much this.

The way I look at the Mek Gunz is:

Lobbas are versatile due to their long range and ability to fire indirectly. They are also our only source of Barrage, which can be wildly useful in of itself. While the hits may not be strong, you can tack on a lot of wounds with them, and are an excellent means of backfield pressure.

Kustom Mega Kannonz loos a bit of versatility by not being Barrage, but they are a heavy dose of S8 AP2. While Lobbas may really only be ideal for light infantry, KMK can hammer pretty much ANYTHING that your opponent fields. Infantry get roasted, vehicles can get popped, MC will do what they can to stay out of sight from them. They are far more intimidating...but a little less sneaky.

Both provide durable objective holders as well.

It really depends on what you plan on facing.
   
Made in us
Longtime Dakkanaut





Well, the Orks in our home are primarily my wife's army, but I pick 'em up once in a while as they're just damn fun.

I would say when she runs TAC lists, I ALWAYS see her with max-units of Tankbustas in a Wagon (which help with AP3 as well, so anti-MEQ), another with MANZ (which is some decent AP2), and she has a fondness for Kanz/Deff Dreads so sometimes i'll see them too.

She always ends up taking 5 Mek Guns as they're so cheap and offer pressure, but I think she always takes Lobbas as they just hide out in a corner and nag/do modest work, a bit at a time, all game long.

I just wondered if KMK weren't better as it would still be roughly the same number of hits, but capable of killing TEQs which always seem to make impossibly good saves against my Nids, even with volume-of-fire on my side.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in ru
!!Goffik Rocker!!






I've solved this problem by taking both.

Lobbas work best the more of them are in the unit just cause of how multibarrage works while KMK killiness scales linear.

Lobbas are cheap enough to take in 5-s with 3-5 ammo runts in almost every list. And so far, they've never disappointed me. Lobbas are also the only thing that can stop a wivern hidden out of los turn 1 in our dex. s5 vs av10 side works fine. If there are no targets like when you're playing vs serp spam, just sit on points and aim for a lucky wound on a Wraithknight or march forward to take extra points with them. Still cheap and stupid durable for the points even if they have nothing to kill. While when they have targets, they're probably the most point-effective infantry killer out there. On par with wiverns but more durable on average. I've been using lobbas since 6-th with our old dex when they cost 25 and had a cap of 3 gunz. And they've been one of the MVP in every second match. And now they're even killier. Can't take a runtherd, though.

KMK have lower range and don't have barrage but get s8 ap2 blast in return that always has targets and acts as tank hunters. Well, not that hunters - but more threaters which is allready fine if you ask me. Max ammo runts are mandatory. The gets hot stuff is pretty dangerous but can be mitigated by extra crew and ammo runts. If you take 2 KMK, i'd recommend you to expand crew to at least 5 cause if 1 grot dies to overheat, you're loosing >= 25% of the squad and are forced to pass ld5 or run away. Also helps vs an accident wound on a grot that always squeezes through when something flies around. I often run KMK in singles or doubles depending on points. As i don't have anything else in Heavy Support other than Big Gunz, i can spread them freely. If you don't have spare HS slots, can just stick to larger squads - no bad in it. Just be careful with placement cause KMK are avoidable with blos terrain.

This message was edited 7 times. Last update was at 2014/12/18 04:37:57


 
   
 
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