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Post by Malarks on Jun 10, 2019 7:24:32 GMT -5
Just how many spaces in a transport does a MegaNob occupy? The codex says "Each Mega Armour or Jump Pack model takes the space of two other models."
Is that for a total of 2 or 3? 1+2=3? 1+1=2?
The wording on this is odd and twisting my brain and I cannot "get comfortable" with this. The inclusion of "two OTHER models" makes me feel like it is 2+1.
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Post by redshirt2375 on Jun 10, 2019 7:26:41 GMT -5
They count as two models instead of one
So a transport with capacity 10 could carry 5 meganobs
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Post by Malarks on Jun 11, 2019 7:57:43 GMT -5
Coolbeans, thank you. It still does not "sit well with me", but enough sources have confirmed this, so whom am I to argue?
In an attempt to have some form of anti-tank (while retaining some bit of theme to the list) could a unit of Mekgunz be buffed by a Mekboy Workshop? A trio of KMKs firing their full 6 shots may help make opposing armour find their true form (as piles of scrap for my Boyz to loot) Maybe keep a Mek in the Workshop to help keep the gunz alive, as well?
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Post by voodoo on Jun 11, 2019 9:19:21 GMT -5
Like Randy said, it’s 2. Think of it this way:
The “other model” in this case is any other model that transport can carry; aka, an Ork Boy. So you can carry a model in Mega armor or “two other Ork boyz” because that one big Mega armor guy takes up twice as much room as a regular boy. OR A model with a jump pack or “two other Ork boys” because the jump pack takes up 1 boy worth of space, PLUS the boy the jump pack is attached to
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Post by ohgodsnakes on Jun 11, 2019 12:34:42 GMT -5
The problem with using the mek shop is you give up shooting for a turn, so instead of looking at it as 1 turn with 6 shots, its actually 2 turns. Compare that to 2D6 (two turns shooting) and it doesn't look so rosy. In addition, it costs almost as much as 1.5 cannons by itself, so you're actually comparing a guaranteed 6 shots every two turns to almost 5D6 shots (2.5 cannons firing twice).
The bottom line is it is WAY better to just pay the points for more mek guns.
A friend of mine has also been having a TON of success with the incredibly cheap Smasha gunz.
The great thing about mek guns is that no one knows what the heck they are supposed to look like, so you can try out different configurations each time you play!
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Post by Malarks on Jun 11, 2019 19:44:25 GMT -5
Now... To kitbash some Orky artillery.
Thanks for pointing out the turn of inaction, I had totally forgotten/ignored that bit. Derp. And it seemed like such a neat combo, too. (I am really struggling to find a use for the workshop. But also having fun just making a neat little bit of Orky terrain.)
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Post by question on Jun 12, 2019 7:00:03 GMT -5
Love the dollar store for Ork arty. Never know what you might find in roughly the right scale.
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