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Ork Mek Gun Smasha Gun--Any play test results?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Human Auxiliary to the Empire




Chapel Hill

I am trying to figure out if the smasha gun is a worthwhile build and addition to a mek gun battery. the St d6+4 generally lands in the 7-9 and with a set AP2 it does seem like a strong option. The only draw-back would be that it is only Heavy 1 and you know how Ork shooting is....
Thanks all

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Slaanesh Chosen Marine Riding a Fiend



Maine

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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Chapel Hill

You are correct that it is grot bs 3 but the worst roll is not one less than a lobba(str5 ap5 H1 Barrage,Blast) and the best roll is Str 10 AP 2. All in all the KMK is better. Thanks

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Maine

Ah, lol yeah for some reason my brain was reading the D6+4 as D6+1 for some strange reason.

But overall, yeah, Kustom Mega Kannons are just more reliable. Smashas can be fun for casual games, but if you are looking for more solid artillery, just go Kustom Mega Kannons.
   
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Bonkers Buggy Driver with Rockets





I'm pretty sure smashas are AP 1...


Automatically Appended Next Post:
And a tactic I've heard of, is using ammo runts to get reroll to hits on the turns when you get good strength.

This message was edited 1 time. Last update was at 2015/02/17 23:07:22


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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Chapel Hill

I stand corrected... the stinky spore forum user strikes again! Smasha Gun is Str d6+4 AP 1. The ammo runt tactic is definitely interesting.

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!!Goffik Rocker!!






It has potential. But nothing protects it from going s5-6 all game. I've tried them out just once and...they've wrecked a helhound across a couple of turns. Not good, not bad. I just find kmk more useful. Blasts frighten off deepstrikers. Last game vs eldar, 2 KMK wiped out a squad of flamer wraithguards going in with a WWP.

This message was edited 1 time. Last update was at 2015/02/18 04:38:20


 
   
 
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