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Made in us
Regular Dakkanaut





I'm looking to add 1-2 Mek Gunz to my army but I'm a bit tied between two Smasha Guns or a single Kustom Mega Kannon. At first glance the choice is obvious, having two Smasha Guns seems like the best choice. But after a bit of thought it seems like the Kustom Mega Kannon might actually be more useful since it has a higher chance of wounding vehicles. But then again the better AP on the Smasha Gun will mean if it does manage to wound, the Vehicle wont get an armor save while the Kustom Mega Kannon will still allow for a 6+ save.

I'm creating this thread in the hopes that people who have actually fielded both types of guns (or at least played against them) can weigh in on which is more useful.

thank you!
-Matt

This message was edited 1 time. Last update was at 2020/04/19 22:37:44


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

You get half an extra shot on average from two Smashas compared to one KMK.

You ALSO get an entire extra body, with all the durability that supplies.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut





 JNAProductions wrote:
You get half an extra shot on average from two Smashas compared to one KMK.

You ALSO get an entire extra body, with all the durability that supplies.


Agreed, which is why I said at first glance it was obviously a better choice on paper. I guess my question is; will that entire extra model and the likelihood of more shots make up for the lower wound chance against vehicles in a practical setting?

-matt

This message was edited 1 time. Last update was at 2020/04/19 23:14:52


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Matt85 wrote:
 JNAProductions wrote:
You get half an extra shot on average from two Smashas compared to one KMK.

You ALSO get an entire extra body, with all the durability that supplies.


Agreed, which is why I said at first glance it was obviously a better choice on paper. I guess my question is; will that entire extra model and the likelihood of more shots make up for the lower wound chance against vehicles in a practical setting?

-matt
Well, what's the rest of your list like?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut




Some crude maths.

Versus T7, 3+ save.
Smasha Gun.
4 shots. 4*1/2*7/6*7/12=1.36.
Mega-kannon
3.5 shots. 3.5*1/2*7/6*2/3*5/6=1.13.

Smasha wins quite comfortably - getting 20% more damage rolls.

Versus T8, 3+/5++.
Smasha
4*1/2*7/6*5/12*2/3=0.648
Mega-kannon
3.5*1/2*7/6*1/2*2/3=0.68.

So the kannon comes out ahead - but its quite marginal compared with above, only 5% more damage rolls.

Really though, the bigger issue is 2D3 is much more reliable than 1D6. You can never get only 1 shot, and will get 2 shots just 1/9th of the time - compared with getting 1 or 2 shots 1/3rd of the time with the kannon.
   
Made in us
Longtime Dakkanaut




Central California

What you're really trying to decide here is between a well-rounded choice that adds incremental value several ways, or filling a specific role your army might need. Will you need the extra firepower against vehicles the Mega Kannon offers? Or do you want the all-around upgrade of two Smasha cannons?
This is one of those parts make a better whole things.
I always lean toward building Take on all Comers lists, and would go two smashas (getting my dedicated AT somewhere else).

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
Fixture of Dakka




NE Ohio, USA

Both.

Build all three gunz & swap in/out as the mood strikes.
   
Made in us
Regular Dakkanaut





 JNAProductions wrote:
Well, what's the rest of your list like?


I'm not lacking in heavy weapons but I always prefer the ability to deal harder hits on armored opponents.

here is my army (setup with the two Smasha Guns):
Spoiler:
++ Battalion Detachment +5CP (Orks) [28 PL, 4CP, 543pts] ++

+ Configuration +

Clan Kultur / Specialist Mobs
. Grot Mobs

Detachment CP [5CP]

+ Stratagems +

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek W/ Kustom Force Field [3 PL, 1CP, 55pts]: Follow Me, Ladz!, Warlord

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Shokk Attack Gun

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

+ Heavy Support +

Killa Kans [14 PL, -1CP, 252pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Kustom Job: Sparkly Bitz

Mek Gunz [4 PL, 66pts]
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Battalion Detachment +5CP (Orks) [71 PL, 5CP, 1,455pts] ++

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur / Specialist Mobs: Evil Sunz

Detachment CP [5CP]

+ HQ +

Weirdboy [3 PL, -1CP, 62pts]: 2. Warpath, 3. Da Jump, Warphead

Weirdboy [3 PL, -1CP, 62pts]: 2. Warpath, 3. Da Jump, Warphead

+ Troops +

Boyz [11 PL, 230pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. 9x Ork Boy W/ Shoota: 9x Shoota, 9x Stikkbombs
. 19x Ork Boy W/ Slugga & Choppa: 19x Choppa, 19x Slugga, 19x Stikkbombs

Boyz [11 PL, 230pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. 9x Ork Boy W/ Shoota: 9x Shoota, 9x Stikkbombs
. 19x Ork Boy W/ Slugga & Choppa: 19x Choppa, 19x Slugga, 19x Stikkbombs

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Meganobz [12 PL, 270pts]
. Boss Meganob w/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw

+ Fast Attack +

Boomdakka Snazzwagon [5 PL, 80pts]
. Boomdakka Snazzwagon: Big Shoota

Megatrakk Scrapjet [5 PL, 100pts]
. Megatrakk Scrapjet: 2x Twin Big Shoota

Stormboyz [10 PL, 203pts]
. Boss Nob: Killsaw, Killsaw
. 19x Stormboy: 19x Choppa, 19x Slugga, 19x Stikkbombs

+ Heavy Support +

Deff Dread Mob [10 PL, -1CP, 188pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Kustom Mega-blasta
. Kustom Job: Orkymatic Pistons

++ Total: [99 PL, 9CP, 1,998pts] ++

Created with BattleScribe


-Matt

This message was edited 1 time. Last update was at 2020/04/20 01:21:00


 
   
Made in us
Slaanesh Veteran Marine with Tentacles




I magnetized mine so they can be any option.
   
Made in de
Nihilistic Necron Lord






Germany

Two smasha guns will give you 4 shots on average, with a minimum of 2 shots, range is 2-6. One KMK will give you 3.5 average shots, with a minimum of 1 shot, range is 1-6. Two smasha guns are two models, double the wounds. Lose one model, you still have one left. Lose the KMK, nothing left. The KMK is 36", smasha guns are 48". Your KMK may end up being out of range, and moving it isnt really doing much with a 3" move.

Did you consider using deathskulls ? They can reroll 1 hit roll, 1 wound roll and 1 damage roll. Thats for each smasha gun, because they are separate units after set up. There are two chances that your hit reroll is a 6, giving you another attack. You cant reroll the 2D6, because its not a wound roll, but you can reroll the damage roll for each smasha gun. With one KMK you can only do one hit reroll, one wound reroll and one damage reroll.

To me, the smasha guns clearly win.

This message was edited 1 time. Last update was at 2020/04/20 06:59:38


 
   
Made in fi
Locked in the Tower of Amareo





ccs wrote:
Both.

Build all three gunz & swap in/out as the mood strikes.


Or get trukk kit or two and build several of both. Better to have multiple mek guns than one that can switch which you want. That way you can field both at the same time

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut





After reading the comments here and giving it some thought, I will stick with the Smasha guns. Thank you all for your solid reasoning and advice! Now ive gotta order another Mek Gun kit (ow my poor wallet).

 p5freak wrote:
Did you consider using deathskulls ? They can reroll 1 hit roll, 1 wound roll and 1 damage roll. Thats for each smasha gun, because they are separate units after set up. There are two chances that your hit reroll is a 6, giving you another attack.


Your plan has one problem, Mek Gunz have the "Gretchin" keyword which means they cannot benefit from clan cultures. However they are in the Specialist Mob "Grot Mobs" which gives units with the "Gretchin" keyword a 6++ save and allows "Gretchin" "Vehicle" units to reroll 1s to hit.

-matt


Automatically Appended Next Post:
tneva82 wrote:
ccs wrote:
Both.

Build all three gunz & swap in/out as the mood strikes.


Or get trukk kit or two and build several of both. Better to have multiple mek guns than one that can switch which you want. That way you can field both at the same time


This posted while I was still writing my other post. I actually have a Trukk kit laying around, I will take a look into making a second Smasha Gun from it.

thanks
-Matt

This message was edited 1 time. Last update was at 2020/04/20 07:57:14


 
   
Made in de
Nihilistic Necron Lord






Germany

Matt85 wrote:

Your plan has one problem, Mek Gunz have the "Gretchin" keyword which means they cannot benefit from clan cultures. However they are in the Specialist Mob "Grot Mobs" which gives units with the "Gretchin" keyword a 6++ save and allows "Gretchin" "Vehicle" units to reroll 1s to hit.


Are you sure ? Isnt it units comprised entirely of gretchin ?

This message was edited 1 time. Last update was at 2020/04/20 07:58:57


 
   
Made in us
Regular Dakkanaut





 p5freak wrote:
Matt85 wrote:

Your plan has one problem, Mek Gunz have the "Gretchin" keyword which means they cannot benefit from clan cultures. However they are in the Specialist Mob "Grot Mobs" which gives units with the "Gretchin" keyword a 6++ save and allows "Gretchin" "Vehicle" units to reroll 1s to hit.


Are you sure ? Isnt it units comprised entirely of gretchin ?


Pretty sure a Mek Gun counts as a unit entirely composed of Gretchin, it has similar Keywords to Killa Kans. A unit that would be immune to the "Gretchin" keyword would be something like a Mek with a Grot Oiler or a unit of Nobz with Ammo Runts.

-matt

This message was edited 3 times. Last update was at 2020/04/20 08:09:18


 
   
Made in fi
Locked in the Tower of Amareo





Matt85 wrote:

This posted while I was still writing my other post. I actually have a Trukk kit laying around, I will take a look into making a second Smasha Gun from it.




You can't make multiple smasha guns from trukk+mek gun kits. You can basically make 4 chassis so 1 of each per 1 of both.

Seeing bubble chucka is shall we say "weak" to be nice that's not that good. However 6 mek gun+4 trukk gives you total of 18 chassis, 6 of the big 3(traktor kannon, smasha gun, kmk) for lot less than 18 mek gun kits.

Not that good if you want to spam same mek gun up to max, good if you want to spam mek guns in general.


Automatically Appended Next Post:
 p5freak wrote:
Matt85 wrote:

Your plan has one problem, Mek Gunz have the "Gretchin" keyword which means they cannot benefit from clan cultures. However they are in the Specialist Mob "Grot Mobs" which gives units with the "Gretchin" keyword a 6++ save and allows "Gretchin" "Vehicle" units to reroll 1s to hit.


Are you sure ? Isnt it units comprised entirely of gretchin ?


Yes. And mek gun is one model with keyword gretchin. There's no separate keyword lines for crew and gun. There's one line of keywords that applies to the whole unit. Ergo whole unit has gretchin keyword. You would need to have separate line of keywords for gun without gretchin keyword and crew with gretchin for the limit NOT to apply to it.

This message was edited 2 times. Last update was at 2020/04/20 08:08:25


2024 painted/bought: 109/109 
   
Made in de
Nihilistic Necron Lord






Germany

Then the ork player i played against was doing it wrong, because he used deathskulls reroll on his smasha guns.
   
Made in fi
Locked in the Tower of Amareo





Yeah that's never been legal. If it was possible you would need to up the price as that would be ridiculously good(and basically make them deathskull only units). Smasha gun is already bloody good for point cost. Adding rerolls for to hit and to damage and inv save just like that would be ridiculous. And for added fun would make the gretchin subcultur from PA outdated and pointless

2024 painted/bought: 109/109 
   
 
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