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2020/04/19 22:34:27
Subject: Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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
2020/04/19 22:55:46
Subject: Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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
2020/04/19 23:41:55
Subject: Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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!
2020/04/19 23:52:20
Subject: Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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.
2020/04/19 23:56:09
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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.
2020/04/20 00:42:03
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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
2020/04/20 07:39:35
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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
2020/04/20 07:53:54
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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.
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
2020/04/20 07:57:25
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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
2020/04/20 08:05:45
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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
2020/04/20 08:06:28
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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.
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
2020/04/20 08:20:39
Subject: Re:Ork Mek Gunz: Smasha Gun vs Kustom Mega Kannon
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