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=== Heavy Support === This's now a very heavily-contested slot, with a whole host of different options to choose from. Generally speaking though, all these units fall into one of four rough categories, which can help when it comes to picking for synergy. ==== Da Boyz ==== You've got two mobs available here, Lootas and Flash Gitz, very different units that seem to be going after the same target but in their own unique ways. One's long-range and packing massed [[Autocannon]]s, and the other's short-range and totting suped-up [[Heavy Bolter]]s. Both are good anti-MEQ, but suit opposite playstyles, so pick whichever one fits in with your meta. *'''[[Lootas]]''': Lootas have always been polarizing- either players love them or hate them, and this didn't change much in 9E. Their Deffguns are Dakka 3/2. They're the best long range shooting infantry the Orks have at 48" but come at a hefty price of 14 pts per model. Tankbustas and Flashgitz are better in small squads, but with Lootas it's go big or go home - a max squads of 15 is near-mandatory. D2 is useful in Marine-heavy metas, bringing down Firstborn and Primaris marines with ease but less effective versus W3 targets like Terminators or anything in Gravis armour. They are a stationary backfield unit holding an objective - which sits somewhat ill with 9E missions where mobility is key. AP-1 is also kind of lackluster for heavy firepower most people want them to provide. **Possibly the best candidates for More Dakka! strat, especially with Bad Moons. *'''[[Flash Gitz]]''': ''Dakka Nobz''. They gained <CLAN> keyword this edition. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24" range). Snazzguns got killier, can now threaten even light vehicles with S6, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. '''Gun-crazy Showoffs''' is a stratagem now that allows them to shoot second time - but only closest enemy unit and it of course costs CP. **Always get the Gitfinda Squig; it's five points and adds +1 to hit for da Kaptain. Also take Ammo Runts whenever you can afford them - the reroll is nice. Ammo runts are not separate models anymore so no soaking damage but no extra slots in transport either. **These guys are Nobz. As such, they can break faces in a combat...but you can't shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don't close in, you're paying for 3A you're not using. So there best targets are enemies you soften up with shooting then can charge and kill off in the melee. ==== Da Wheelz ==== You've got a lot, and I mean A LOT, of specialised Battlewagon variants, covering every base from troop transport to assault tank to mobile artillery. It's rivaling the [[Leman Russ Battle Tank]] in terms of mods, making a Spearhead Detachment blitz brigade all the more viable. There're also the Big Trakk and Looted Wagon knocking about, but they're not in the best place right now, having lost of lot of their former options of editions gone by. Battlewagon variants while interesting are basically artificial creations concerning 1 model kit. GW did this to inflate codex after cutting all the stuff that had no current models. *'''[[Battlewagon]]''': Like most other Ork vehicles it benefits from 'Ere We Go. The base Battlewagon is highly customizable and pretty tough (especially now with Ramshackle). It can be upgraded to deliver a fair amount of dakka on its own, and its melee capability can be upgraded to make it a serious threat as well. However, its most important qualities are that it's an Open-Topped vehicle that can transport up to 20 Boyz (or 10 Meganobz). (It can also now transport Ghazghkull Thraka who hilariously takes up 18 of 20 slots.) The Battlewagon can therefore function either as a rolling bunker for shooty Orks, or as a battle taxi for choppy Orks. The Battlewagon can also be upgraded with a variety of Kustom Jobs. However, a Battlewagon with no upgrades or weapons at all costs 105 points, and the price only goes up from there. **Every weapon on the 'Wagon is an optional extra: **''''Ard Case''': It'll be more durable(+1 T), but your passengers can't shoot. More of a sidegrade, and a highly situational one at that. ** <tabs> <tab name="Choppy Bitz"> **Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option. A Choppy Battlewagon should be used to ferry models, after which it can turn into a MEQ-chewing lawnmower that can also soak overwatch from something that would shred its occupants. ***'''Deff Rolla''': It's AP-2, and any attacks with it are at WS 2+ at Str 9 and doing 2 wounds each. 15 points is a pretty decent price for this upgrade since it turns the Battlewagon from a "Meh" melee threat into a "holy crap" melee threat. ***'''Grabbin' Klaw''': The Klaw allows you to make one additional attack with this weapon, and this weapon only. It uses the base WS of 5+ which isn't great, but it does at least allow your wagon to make more attacks than it would otherwise be able to for only 5 points more. ***'''Wreckin' Ball''': Like the Grabbin' Klaw, for 5 points the Wreckin' Ball adds one additional attack that can only be made with this weapon. Compared to the klaw it has higher strength and lower AP. </tab> <tab name="Shooty Bitz"> *Big Gunz: A Battlewagon may be equipped with either a Killkannon, Kannon or Zzap Gun. Be wary of the typical poor Ork BS, however, not to mention that the only gun worth taking (the Killkannon) also reduces the transport capacity to 12. If you want to take these weapons, use the Gunwagon instead. **'''Killkannon''': A hybrid Kannon that that fires heavy high-explosive shells similar in effect to a single shot from a [[Leman Russ Battle Tank]]. Again, save this for the Gunwagon. **'''Kannon''': The Frag shell is comparable to 1-6 Boys shooting Sluggas. The AP shell will only hit once every three turns. Don't waste the points. **'''Zzap Gun''': Random strength is unreliable especially at low number of shots and BS of 5+. Don't waste the points EVER. *More Dakka: Due to their low cost and high shot output these are the guns you'll most likely equip your Battlewagon with. **'''Big Shoota''': While these aren't particularly powerful they have good range, and Dakka 5/3 means that they can spit out quite a few shots at half range or closer. Don't forget that they can shoot in melee due to Big Guns Never Tire. **'''Lobba''': Long range indirect fire. Can hit models out of line of sight and can be thrown on top of any other gubbinz you take. Almost worth it due to the fact that Orks have so few indirect fire options. **'''Rokkit Launcha (Index only)''': 4 Rokkit Launchas opens up some tactical possibilities for this vehicle. However, let's face it, BS 5+ is still a problem, they're expensive, and you aren't going to convert your Battlewagon to have a Legends-only loadout anyway, so don't bother. </tab> </tabs> * '''[[Gunwagon]]''': Battlewagon variant 1. Designed in theory to be shooty. Comes with 'Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default. In exchange it has a Periscope that grants +1 to hit with its main weapon. Unfortunately it lost the ability to fire the main gun twice somewhere in the transition to 9th Edition. Waaaaay overcosted for what it does. **'''Killkannon/Da Booma:''' A Killkannon upgraded with a Kustom Job to Da Booma is virtually mandatory. Unfortunately all the other Big Gun options are garbage even with a conditional BS of 4+, so they can be skipped. **The Gunwagon is otherwise a good platform for Big Shootas and if you're going to take a Lobba, it's going to be on here. * '''[[Bonebreaka]]''': Battlewagon variant 2. Designed for close combat. Takes 'Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Base cost 175 again. So kind of steep. Forget the ranged options, none of its weapons are assault and you want it to get into close combat asap. This thing only worth the +20 points compared to the regular Battlewagon if you gear it up to close combat with a kustom job, lest it becomes a huge point sink. ** '''Dedicated Melee:''' Skip Red Rolla it costs 20p and changes d6 into d3+3. Another casualty of kustom jobs nerf. Goffs may give additional hits, Blood Axes allow you to fall back and charge every turn until you're wrecked, while Evil Sunz allow you to close in the distance even faster. Naturally, it synergizes with the Deffkilla Wartrike and with the Evil Sunz warlord trait so you can still charge in after falling back. This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. However, this setup also makes it a priority target so consider placing it in reserve (strategic, or Tellyporta) and even then you might want to spend on Ramming Speed to ensure your charge connects. This can easily cost you anywhere between 2 to 6 CPs so plan accordingly. ** Overall overcosted, probably to force Kill Rig down our collective throats. ** This is a prime candidate for Ramming Speed on turn 1 if you go second. Another option is to put it in reserves and drop it in and then ramming speed, but that's 4 cp worth of strats. Could be a good distraction, though. *'''Hunta Rig''': So with all the stuff the Beast Snagga's got, the one slot they couldn't fill in was the Heavy Weapons slot. This gives you both a giant artillery platform and a wagon to carry your beast snaggas and NOTHING ELSE (but they are not primaris orks noooo...), all in a giant squig-powered chariot. It's chief weapons are the 'Eavy Lobba to smash hordes, even from behind any LOS-blocking terrain, while the Stikka Cannon gives you something specially tailored to nail the favored prey of the beast snaggas with a re-roll to hit and keeps them from running away. It's no slouch in melee either, as it not only has the squig itself fighting, but also a bunch of boyz to hack away. Its most dangerous weapons are the saws, but they're also the most affected as the rig decays in health. **The Groundbreaker Shells stratagem halves the movement of whatever you hit, which can prove to be especially evil if you also have a mob of boyz waiting in the wings to sweep in and clear the herd afterwards. **The rig is a particularly good target for the Ramming Speed stratagem, as it not only throws it at an enemy from further away but it also drops some MWs on top of that, which can help with wiping the mob. *'''Kill-Rig:''' 30 points more than the Hunta Rig slaps a big ol' Wurrboy Tower on there, eating up some transport slots (10 spaces instead of 15) and turning this wagon into a Character. On top of the two Beasthead powers you now get, you also get a special cannon that auto-hits with a ferocious S9 AP-3 but is hamstrung by being Dd6 - meaning that it could just dent a monster instead of outright blasting it to bits. **Incidentally, while it's only Assault 1, it can improve to Assault d3 whenever the rig casts something - this can help a bit with mitigating the randomized damage. ** Superior to hunta rig due to amount of shenanigans one can take due to it being characters not to mention psychic powers potential. ** Note its warlord trait is set and cannot be changed. *'''[[Big_Trakks|Big Trakk]] (Forge World)''':Improved Trukk with a 14β move, T6, and W12, transport capacity of 12, '''Open-Topped''', '''Spiked Ram''' dealing Mortal Wounds in charge, '''Ramshackle''' like an old good Trukk, plus 2 Big Shootas for the nice price tag of 85pts. Now you can rumble forward with the boyz faster and crush into the enemies in a more spectacular way than with old Trukk, and much cheaper than with a Battlewagon. Or take the Tankbustas for a ride! **A Big Trakk can take a Killkannon and reduce its transport capacity to 6, or a Supa-Kannon and reduce it further to 0. But honestly, face to the fact, the Big Trakk has BS5+ and no dakka improving abilities, why take it? If you want the Killkannon, take a Gunwagon. Wanna Supa-Kannon? Take Kannonwagon. **One of the coolest models we have btw. **Good target for Ramming Speed stratagem. In combination with '''Spiked Ram''' and little bit of dakka from two Big Shootas, this annoying small light infantry units are finally dead and the reach is impressive. **Should be Dedicated Transport. There is almost always better Heavy Support to take. *'''[[Kannonwagon]] (Forge World)''': As with all FW models update is needed. This thing has had a major (40) points drop in the Forge World Compendium, going from 210pts in the 2020 Munitorum Field Manual to only 170, the cheapest it's been in quite a while! Transport capacity is reduced to just 6 when compared to a regular Battlewagon and you don't have the option for an 'Ard Case to give it T8, but in exchange you've a big gun that's dead killy. The Supa-Kannon's 60" Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) '''Blast''' - dead killy. It's kinda a better Ork [[Vindicator]]. This thing was made to bring down anything big, but '''Blast''' means it can also now delete blobs of heavy infantry once you've eliminated enemy armour. 2D6 shots is however pretty random. **'''Kannonwagon Grot Gunners''': BS4+ when [[Meme|firing main cannon]], meaning you actually stand a chance of hitting something. ** Three '''Big Shoota''' for free for more fun. *'''[[Lifta Wagon]] (Forge World, Legends)''': Everyone's favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target's Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin' Ball/Grabbin' Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don't need to roll to hit with an Ork BS5+ and it inflicts mortal wounds. **The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can't do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon. *'''Open and Narrative Play only:''' **'''[[Looted#The_Looted_Wagon|Wagon]] (Open Play, Chapter Approved 2018)''': Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it's T8 and exchanges its transport capacity for the ability to keep on firing. ***'''Mobile Fortress''': PoMS, now orkified. Fire heavy weapons and drive without penalty! ***'''Shoot 'Em Again''': If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again. ***'''Big Red Button''': Once per battle during shooting, you can roll d3 for a random result (Instant move 6" which fucks shooting, +1S to all guns, heal d3 wounds). ==== Da 'Ard Stuff ==== This is anything with legs, be they metal or fleshy, all are equally stompy. Your walkers range in size from [[Sentinel]]-class Killa Kans and [[Dreadnought]]-shaped Deff Dreads, giving you all the tools you might need to tackle any job. The Squiggoth's pretty solid too, but's more of a transport that can also krump, rather than a krumper that can also transport. Gorkanauts and Morkanauts were moved to Lords of War unfortunately, so now you either need 3 to fill out a Superheavy detachment or one in a Superheavy Auxiliary detachment for 1CP (and thereby forgoing your klan trait). *'''[[Killa Kan]]s''': Lacks ''''Ere We Go!''', '''Mob Rule''' and '''Clan Kultur'''. Unlike Deff Dreads, these little guys don't split up on deployment so Leadership 6 and lack of '''Mob Rule''' can see things go very wrong very fast, especially as casualties that '''Explode''' will always wound their squad mates. Not even a Warboss' '''Breakin' Heads''' is an option to work around morale, since they have the {{W40kKeyword|Gretchin}} keyword. A minimum-sized unit is 3 now, so no singular Kans anymore. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S8 AP-3 D3 Kan claw melee attacks per Kan. They are admittedly WS 4+ but they also get +1A if there's more than two in a unit, thanks to '''Scrag 'Em'''. The lack of ''''Ere We Go!''' means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a '''Kan Klaw''', and a '''Big Shoota''' which it can replace with one of the following: **'''Grotzooka''': Decent for mowing down infantry at range with 2d3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Its short-ranged (18"), making it pretty lackluster all things considered but it is at least free. Skip. **'''Kustom Mega-Blasta (Index only)''': As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for 1d6 rather than 3 flat Damage, but you wound yourself on 1s. **'''Rokkit Launcha''': As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's 1d6 and no wounding yourself on 1s, but one less AP. Overall best choice if you want to capitalise on your 4+ BS and need anti-tank, but on the expensive side for extra 15p. **'''Skorcha''': Your BS4+ isn't terrible, so not an auto take compared to other Orks units, but if you're going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, and it's also not that expensive at 5p per model. ** '''Big Shoota''' Default choice. It is kind of lackluster but its free. Probably the best choice if you want to shoot GEQs while heading towards CC. ** After some games I love those nasty rascals. Multiple wounds and some toughness makes them somewhat durable, and people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you're lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage. ** They're still pretty cheap at 40 points with a Big Shoota. They hit on 4s in melee, but can get WS 3+ with a Waaagh! banner and make 4 (or 5 with WAAAAGH!!!) attacks each, which isn't bad considering they are T5 W5 Sv3+. **They are also decent screen with their big bases and can even be distraction carnifex thing. **Problem is in bigger units they suffer heavily from morale. Losing a 40p model due to morale after losing one or two others is really bad. *'''[[Deff Dred]]s''': Start organised as a 3-model unit, but split into individual units during deployment (as per '''Dread Mob'''). They are in a really good place now for their base cost of 85ppm. Keep them away from large groups of basic troops, as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two '''Dread Klaws''' and two '''Big Shootas''' as standard, and can replace any of them with these (and you typically will as big shootas are a bad choice for this guy): **'''Kustom Mega-Blasta''': 10 extra points per gun for d3 S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s. An important note is that these weapons retained the Assault type, being one of only a few Ork weapons that did, and as such can be shot even if the Dred advances (potentially without loss of accuracy dependent on the klan). *** You want to go all or nothing with this. A Kustom Mega Dredd with 4 of those is on the expensive side but 4d3 plasma shots is nothing to scoff at. ***If you're playing Deathskullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating. **'''Rokkit Launcha''': 10 extra points per gun, your alternative d3 shots of S8 firepower. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. Decent choice overall but we can get rokkits elsewhere with better chances to hit. **'''Skorcha''': Some close-range firepower for a close-combat Dread that wants auto-hits. Costs only 5 extra points and d6 S5 and AP -1 is a great deal. Frankly with BS5+ this is the best option as it both works as a Charge deterrent and can bbq some enemies on the Dred's way into CC or even after he's already TheRE. **'''More Dread Klaws''' : These do not cost anything, so a 4-klaw Dred that will positively shred any hard target in CC is very viable option now. Each Klaw gives +1A to the Dred's three base attacks. ***With usage of Tellyporta stratagem they are decent anti-armour with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY to let them get in and wreck face!!!... though you are probably better off with 10 Meganobz anyway. *'''[[Mega-Dread#Meka-Dread|Meka-Dread]] (Forge World)''': As with all Forge World units, an update is needed. Lacks '''Mob Rule'''. As of the Forge World Compendium, it has been stripped of almost everything, as it no longer has access to a Kustom Force Field, Mega Charga, Rokkit Bomms, Big Zzappas, Rattler Kannons, and Shuntas, so immediately it's less of an alternative to a Morkanaut. Hope you magnetised those arms... In exchange, it gets the same '''Ramshackle''' that Trukks get, and the ability to fix one friendly vehicle within 1" for 1d3 lost Wounds which can't be itself... yay? **'''Dread Rippa Klaws''': The basic weapon loadout consists of one of these and a Killkannon, but you can swap either for one of the other or a Dread Killsaw. It's an okay CCW with SΓ2, AP-3, and D1d3+3. Only 4 attacks base, though +1 if there are 2 Klaws. **'''Dread Killsaws''': The alternative melee option, only S+1 D2, but AP-4 and +1 attacks with this weapon when you fight. Only Strength 8 to the the Klaws' Strength 14, but has an easier time of getting through thick armour. *'''[[Mega-Dread|Mega Dread]] (Forge World)''': As with all forge world update is needed. Once again a playable option in the Forge World Compendium, but functionally very similar to the Meka-Dread, with the same weapon options available. The difference between the two, is that instead of being able to fix things, this one can roll an additional dice for it's Charge distance and discard one of them. It also has a couple of Boombits, which are R12" Assault 1d6 S5 AP0 D1 auto-hit, which is nice I guess? *'''[[Squiggoth]] (Forge World)''': As with all forge world update is needed. More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth's own gun can fire their weapons normally from it if an enemy is 1" or less away (i.e. in melee range with the Squiggoth), but can't target that particular enemy. '''Stampede!''' inflicts 1d3 Mortal Wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs. Also if you don't want to pay the outrageous Forgeworld price tag, the Stegadon from Age of Sigmar could make a great conversion. ==== Da Gunz ==== Two classes of batteries to bring along to the fun, big and small. The smaller Big Gunz are your [[Heavy Weapons Squad]]s, able to provide close fire support for your Boyz and Grots, or rain down suppressive barrages from out of sight. The bigger Mek Gunz are your [[Basilisk Artillery Gun]]s and [[Griffon Heavy Mortar Carrier]]s, more aimed at engaging heavy armour whilst the footsloggers do their own thing. *'''[[Mek_Gunz#The_old_Big_Gunz|Big Gunz]] (Legends)''': Benefit from Grots' 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they've only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy the type of gun (15 or 20 points) for each model. This works out to 23 (Kannons/Zzap Gun) or 28 (Lobba) points each. **'''Kannon''': Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It's one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit. *** A single missile launcher heavy weapons team is 27 points, Kannon team is 23 points. Orks lack 12' of range and access to orders (which are both important) but we have a much tougher platform. **'''Lobba''': D6 S5 hits that ignore line of sight and an impressive 48" range, but doesn't have AP. The appeal of these doesn't come from their potency on the battlefield, it comes from their dirt cheap utility. Now you have a 48" range poking stick, ''plus'' a rear-line screen against Deep Strikers or Infiltrators. They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment. **'''Zzap Gun''': Its gun's random 2d6 Strength. If you roll 11+, you don't roll To-Wound, this model takes 1 Mortal Wound and inflict 3 Mortal Wounds to the target. The gun platform has to take the Mortal Wound, but you can keep a Mek nearby to fix up the damage. **Take a look into Mek Guns to see some Mathammer. *'''[[Mek Gunz]]''': Those guys were almost auto include in 8th. Now not so much. They benefit from Grots' 4+ ballistics skill but not from Clan Kultur rules, which is a shame. The chassis and the crew are 45 points and operate as single models, then there's one of 4 variants applied for free on top of that. The model is expensive monetary for what it is, so kitbash or make your own models (You can easily make mek guns out of stompa parts). Currently they can be taken in units of 1 to 3 (sorry for all of you who sold a kidney to have 18). They are still decent but since they are Ld4 and do not split after deployment morale is a big issue. Losing only 1 cannon gives you 50/50 chance of losing second 45 point model or potentially even all 3 and limiting it costs CP and prevent you from saving other units. **'''Bubblechukka''': Random as hell. It now rolls once and this point to choose one of 3 profiles for its gun good against different things. The roll only occurs after a target has been picked so it's very tricky to ever get this right! It was made faster to play and slightly more reliable but still so random it is still questionable. Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon. **'''Kustom Mega-Kannon''': It's fantastically lethal but lose some range in exchange (36"). If you are taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Gun itself is typical plasma equivalent S8 AP-3 D6 damage. Could be a good idea to outflank these from reserves with 1 or 2 full squads. They come in, shoot with 3d6 super plasma, then die gloriously. *** By far best of the mek gunz now. *** Take few with Freebootaz buggies to trigger the clan culture. **'''Smasha Gun''': D3 shots, but it lost its cool unusual rule of wounding that circumvented transhuman. It is flat S8 AP-4 D6 blast weapon now. It wins over Kustom mega variant with its 48" range and lack of gets hot, but KMK is probably better overall. **'''Traktor Kannon''': No longer autohit. Now it is Heavy 1 but it adds 1 to hit or 2 if target is aircraft (so it typically negates rules like supersonic and add 1 to hit). It is S8 AP-2 and d3+3 or d6+3 against aircraft. Frankly 1 shot with 3+ is not great and should be skipped in favor of KMK.
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