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Made in ch
Flashy Flashgitz





Hello guys,

Just wanted to share with you my experience with Mek Gunz, and would like to know how you guys use them vs (Chaos) Space Marines.

Lobba
A unit of 3 of them is a real threat for infantry, generally speaking. But imo, it's 3 of them or nothing.
It's true that AP5 vs Marines is not the best, but (also thanks to ammo runts), mulitple good barrage hits with S5 is great.
No LoS needed, so you can even protect the Gunz by hidding behing buildings.
Good vs Devastators under cover, Cultists and any non-Termi/Obli Marine.

Zzap
Cheap but never very efficient. 2D6 for a single shot is too random for me. I used to have one on my BW in v6, but it was never efficient.
So no real experience to share.

Smash
The main reason to pick this Gun is because of AP1. Great vs Termies/Obli, S5-10 will really do important damages. Must have vs DSing GK!!
According to the description, this Gun should be AT mainly. But with such a random S, and poor mobility (for rear armor i.e.), it's difficult to take down vehicles.

Traktor
For me, Orks have with Lootas the best anti-flyer unit in w40k. Cheap, efficient vs ground (hit on 5+), so 6+ to hit flyers with Heavy D3, it's not a big deal. Of course, with S7 it can sometimes be a challenge, but saturation usually do the job.
Now, back to the Traktor, Lootas are the reason why I usually don't take it. Nevertheless, if you are sure your opponent will field a flyer, the side effect of that kanon is VERY painful for him. So why not giving it a try.

Bubbles
Well... bubbles... why not a carebear launcher in v8? So no bubbles for me vs C/SM!

Kustom Mega Kanon
S8: good. AP2: good. Small splash template: mh 70% good.
The Gun can be devastating vs Marines, but if you use it vs a 5-man unit, you must be ready to miss some hits. Ammo runts help for sure, but it's still a random weapon.
From my experience, a unit of 3 KMK with ammo runts, firing on 5 SM, will result in 1-2 hits. Which means 1-2 kills.

So, guys, what about your experience/opinion?

CYA!
   
Made in gb
Sword-Wielding Bloodletter of Khorne






My experience with mek guns is that a squad of 5 managed to kill off a unit of missle side broad sides :p, fair to say it left a gap in the tau gunline to run my boyz up the field .

As for marines, i haven't managed to play against them yet, my friend plays gk so hopefully get to test them out when he comes around mine next :p
   
Made in gb
Regular Dakkanaut




What about standard kannonz?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 RedizDead wrote:
Smash
The main reason to pick this Gun is because of AP1. Great vs Termies/Obli, S5-10 will really do important damages. Must have vs DSing GK!!
According to the description, this Gun should be AT mainly. But with such a random S, and poor mobility (for rear armor i.e.), it's difficult to take down vehicles.

Actually, this one is a reverse trap. It make you think it sucks just like the very similar zzap gun, while it doesn't. When you do the math, you'll find that for AV up to 13 this one is actually the best at killing those vehicles. A pen or two is pretty likely across five guns (you roll each gun's strength separately) and AP1 will do the rest. It' basically an S4 melta with 36" range.

Traktor
For me, Orks have with Lootas the best anti-flyer unit in w40k. Cheap, efficient vs ground (hit on 5+), so 6+ to hit flyers with Heavy D3, it's not a big deal. Of course, with S7 it can sometimes be a challenge, but saturation usually do the job.
Now, back to the Traktor, Lootas are the reason why I usually don't take it. Nevertheless, if you are sure your opponent will field a flyer, the side effect of that kanon is VERY painful for him. So why not giving it a try.

Traktors are way better at taking down FMC than lootaz though, since they ignore 3+ armor and get them out of the sky for charges. Since sky-fire can also shoot skimmers, traktor kannons do well against other vehicles which shrug off loota fire, like wave serpents or ghost arks

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ch
Flashy Flashgitz





Jidmah wrote:Actually, this one is a reverse trap. It make you think it sucks just like the very similar zzap gun, while it doesn't. When you do the math, you'll find that for AV up to 13 this one is actually the best at killing those vehicles. A pen or two is pretty likely across five guns (you roll each gun's strength separately) and AP1 will do the rest. It' basically an S4 melta with 36" range.

Well I must have been very unlucky then :( But maybe as I tried them by 2, it's wasn't enough for the math to be with me ^^

Jidmah wrote:Traktors are way better at taking down FMC than lootaz though, since they ignore 3+ armor and get them out of the sky for charges. Since sky-fire can also shoot skimmers, traktor kannons do well against other vehicles which shrug off loota fire, like wave serpents or ghost arks

Ok, that's absolutely true.


In general, do you guys think that in v7, it's better to spend 100pts in Mek Gunz than in Lootas?
   
Made in ru
!!Goffik Rocker!!






 Jidmah wrote:

Traktors are way better at taking down FMC than lootaz though, since they ignore 3+ armor and get them out of the sky for charges. Since sky-fire can also shoot skimmers, traktor kannons do well against other vehicles which shrug off loota fire, like wave serpents or ghost arks


Ain't trakktors ap4?


Automatically Appended Next Post:
As for the original post, i regularly play vs csm and field lobbas + KMK.
As we generally play in a 1000-1250 range and my army is footsloggy, i have HS explictly for mek gunz.

3 lobbas [3 ammo runts]
1 kmk [ammo runt]
1 kmk [ammo runt]

The list i usually face consists of 1-2 units of 5 nurgle spawns with sorc and lord when there's the 2-d squad, 2 squads of cultists, nurgle oblits, a Heldrake and sometimes stuff like a predator or vindicator.

So far, i'm quite happy with what my gunz do vs this list.

Lobbas wounding on a 5+ vs nurgle spawns is just wonderful and whenever the opponent has a not-invisible spawn squad, i wish i had 5 lobbas and not 3. They're also invaluable for clearing out the cultists and in general do good vs all infantry and even 2+ when it's bunched up. Besides, lobbas are the only thing in our codex that's capable of stopping a hidden wivern turn 1. Lobbas tend to do better the more you have. That's just cause of how multipple barrage works. So, if you have points and models for 5, take 5.

As for the KMK, in the matchup vs csm they don't have much to kill. They've probably stripped a wound or two from a nurgle spawn across 3-4 games. But sometimes there are no targets for kmk and the opponent just doesn't want to waste shots on them (people usually try to focus kmk down cause they're afraid of s8 ap2 and that's always good when something that costs 150+ points wastes a turn trying to kill something that costs 33 pts). In this case, i use them either as pointholders or as chaff. Last game they marched forward and screened the grots from a spawn charge. Than grots screened boyz from a spawn charge. Than boyz tarpitted invisible spawns till the end and i won via points thanks to other squads running around distracting a drake and lobbas killing off the cultists. In a game vs imperial knights, KMK also blocked the path and disallowed a charge on the boyz.

So, even if you feel that big gunz don't have targets, they're still extremely tough with t7 and 3+ and don't cost much.

This message was edited 3 times. Last update was at 2014/11/07 06:00:36


 
   
Made in ch
Flashy Flashgitz





@ Koooaei:
How do you deal vs Helldrake then? You just don't pay attention to it, and just kit it?
Do you field Lootas vs CSM?

My opponents at local store use Land Raider (when Marines) or Helldrake/Fiends, so making the good choice among Gunz for AT is primordial ^^

This message was edited 1 time. Last update was at 2014/11/07 08:04:15


 
   
Made in ru
!!Goffik Rocker!!






 RedizDead wrote:
@ Koooaei:
How do you deal vs Helldrake then? You just don't pay attention to it, and just kit it?
Do you field Lootas vs CSM?

My opponents at local store use Land Raider (when Marines) or Helldrake/Fiends, so making the good choice among Gunz for AT is primordial ^^


A heldrake's damage output vs orks is not that frightening. I treat it as unevitable evil, spread the boyz a bit and ignore unless i have no better targets. And i don't field lootas at all. Never did cause i don't like them. I prefer old trusted PK and new cheap rokkits here and there to deal with stuff.

Landraiders are tough, yep, but they cost a ton of points and don't provide any meaningful damage output by themselves. What's inside a landraider is important, however. You don't want a bunch of closen or zerkers charging your squad cause they'll chop like 15 boyz before you respond. Even with FNP. So, i bauble wrap the important squads. Makes the opponent think twice and waste shots on the squad that bauble wraps another bauble wrap around the tarpit with a warboss + nob.

This message was edited 4 times. Last update was at 2014/11/07 08:35:17


 
   
 
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