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Well, the one good thing about the Mek Gunz is you are firing at BS3, which is the best we could hope for in this codex. Every inch less we deviate is huge. I've not tested the Smash Gun, but I feel that the random strength is a little bit...well...it's a deal killer, and here's why.
If you roll the absolute worst, your guns fire at S5, which is one less strength than Lobbas, which are cheaper, are barrage, and can fire indirectly. Yes, you get AP2, but if you fired at a Tank, which your artillery WANT to try to do, then you wasted all your batteries' shots.
If you roll the absolute best, your only S7 AP2, which is beat out by Kustom Mega Kannons, which are S8, AP2, and threaten vehicles, troops, and MCs far more than the Smasha Gun. While 1 S might not seem big, it IS. You can now glance AV14 at worst, and pen everything else at best and obliterate most infantry without blinking and cripple MCs with more ease. The only drawback is Gets Hot, but that is usually not too much to worry about, especially when crew is dirt cheap.
Smasha's aren't terrible, but they are beaten by better options for whatever that gun is struggling to try to do.
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