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Hi I've been reading through some of the army lists here, and I've noticed that all your loota squads do not have mekboys in them. I'm wondering if a mekboy is worth it's points or if it is just useless.
Also I'm wondering if the kustom mega-blasta is the gun shown on the cover of the box, the one with the sphere thing at the bottom.
Also should you put mekboys with burnas? same question as lootas but with burnas.
And can you put a kustom-force-field on your mekboys?
Last edited by dudelist; March 14th, 2009 at 00:20. Reason: Forgot to put in one more question.
The thing about lootas and meks is that the meks weapon options don't complement the lootas long range roll. you can give them a big shoota but then you cant really harm enemy armour, I'd give a unit of burnas 3 meks with kustom blastas to hurt tanks and soften of termis and the like for assualt.
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Sir Stompalot hit the nail exactly. Its really wasted points if you put a KMB in a squad of models with such a large range like lootas.
oh i see now.
Thanks for the quick answers.
I know there's been some discussion of big shoota meks in loota squads, if only so they can shoot when and if they have to re-position. But I agree with the above and like my meks w/ my burnas. Gives them something to do.
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To help you with some questions that other people seemed to have missed.
Yes, the Kustom Mega Blaster is the Large Gun that has a spherical canister thing on it....or at least that's one option for the Mek.
You CANNOT put the KFF's on regular MekBoyz. Unfortunately, the only ones that can get those are the BigMeks, which is an HQ choice.
As for Meks in Loota squads...it's typically not worth it because they're usually shooting far away targets and the Big Mek doesn't get the Heavy D3 option.
Big Shoota Meks are ok for bulking out the unit and can give it something to do after repositioning itself.
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As well as giving you multiple repair rolls for vehicles. I like including at least one if not more if I am using my Lootas to keep my Looted Boomgun Wagon from speeding away..
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Adding meks into the loota squads, either big shootas so they can move and still fire, or KMBs so they can kill creatures with 2+ armor saves...seems like a good idea at first. In fact, the versatility this adds to the unit SEEMS great on paper.
In actual play, I always wind up regretting it. It's taken something that already works well, and trying to turn it into something that it isn't. For every turn you get to fire thanks to the big shootas, you have a turn the big shootas are useless, because they're either out of range or firing against armor 12-13. Yes, the KMBs can hurt terminators, but you're still only firing with a BS of 2, and you gave up a lot of dakka fire to get that poorly aimed shot.
Nah, just let lootas be lootas. Only use meks if you're short on models, and need to get them up to 9 in each unit.
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Dont forget that the KMB has the "gets hot" rule... That is, at BS2 you have AS good as a chance of killing yourself as the target. And that folks is why (oh ok, and what other people have said too), you should never, never, never take meks w/ lootahs. Now burnas on the other hand... they shine in a mech-list, great to have in an open topped transport so they can unleash all types of melting mayhem. So if they are mounted up... whynot have a mek or two around to repair the vehicle and maybe use a rocket or shoota if the situation demands it?
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