Mek Gunz
Summary
What do Grots do when they're not being prodded towards the front lines, used as food, clear mine fields, or run through enemy fire to bring supplies?
Sit on the back line and fire violatile heavy guns, of course!
Mek Gunz are the product of... well, Meks that make giant ass guns but they're so heavy they can't be brought onto the battlefield. Instead of being strapped onto a Gork/Morkanought or Deff Dread, it's instead parked in the back and fire volleys of random artillery.
This un-Orky job of sitting away from the front lines is given to the Grots, and they'll most likely die due to enemy fire trying to take them out or their own weapons backfiring on them. It's a Grot's life.
Tabletop
Mek Gunz have been a Gork/Morksend with the coming of 7th edition. In previous editions, you used to be limited to three guns and only three different types (lobba, kannon, and zzap gun). Now, you have a total of seven guns to choose from and you can field about five. A few of those choices are complete crap, but at least we have variety now! Each artillery piece has two Grot crewmen, with the option to buy more. Ammo runts allow you to reroll shots or scatter, so take as many as you can. And since they're manned by Grots, the all have BS3, which is amazing for Orks.
The guns come in these flavors:
- Kannon-Old Reliable. S8 AP3 shot or S4 AP5 blast. Most flexible of your choices and costing only 18pts a pop.
- Lobba-Best anti-infantry weapon in an army full of anti-infantry shit. S5 AP5 barrage blast at 18pts. Holy hell, just park five of these behind a building and go to town on Blobguard.
- Zzap Gun-S2d6 AP2. With Gets Hot, that stupid Zzap rule and the random strength this gun is unreliable as hell, even for Orks. No Bueno.
- Kustom Mega Kannon- Only reliable choice of AP2 in this selection. S8 AP2 blast with Gets Hot that will shred though armor st 30pts. Just killing ONE Terminater will earn back your points.
- Bubblechucka-Here we have the oddest choice in our arsenal. When firing, you roll a d6 for both Strength and AP. Can shred through Termigaunts and wound on 2+, and cut through Termies but wounding on 6+. Only thing going for it is the large blast that the other choices don't have.
- Smasha Gun-Another odd choice, but infinitely better than the Bubblechucka. S4+d6 AP1. This is literally the only ranged AP1 Ork weapon outside of Apocalyspe barring the situational Snazzgun. Even if you roll a one, you're still S5, meaning you can potentially take out light vehicles and heavy infantry. En masse, this can be ridiculously deadly.
- Traktor Kannon-Hell yeah! This is potentially the best anti-flyer weapon in the game! S8 AP3 Skyfire, and the special rule Traktor. Traktor means that for each glance or penetrating hit automatically immobilizes the flyer, meaning it has a 1/3 chance to simply crash. And if it hits a Flying Monstrous Creature, they're next grounding test has a -3 penalty. Sweet mother of fuck, only Tau are this good when it comes to killing flyers like that! Take a whole battery of these if your opponent likes to spam Heldrakes.