[Epic] Mega-gargants (was "Trolls n Minotaurs")
>>The only thing they have are 2 krooz missles on the mega-gargant (that's 2
>>shots per mega)
>
>BTW, what ARE the new armaments on the Epic97 version of the Mega Gargant,
>and what do they do? And is the "newer" Mega Gargant worth taking at all?
>I know the 2nd Ed. one was virtually useless.
speed: 15cm
armour: 5+
fields: D6+6
Damage: 24
Assault: 36
Weapons:
3xgundecks 8 FP/each 45 cm
Gaze of Gork Death ray 30 cm
2xKrooz Missulz barrage (roll AT unlimited
shot vs any target)
Big Lobba Hvy Barrage 45 cm
Wierdboy tower ------ --- (Psycher)
Mega-Kannon Mega cannon 45 cm
Rippa arm CC weapon ---
Use one of the following two per turn:
Deth Ray Death ray 45 cm
Lifta-Droppa Lifta-Droppa 45 cm
The average critical causes +4 Hits.
Cost 640 pts
IMO, the Mega-Gargant is far improved over it's SM/TL. If you put a
Warlord in it, it automatically gets 12 fields and the command ability,
but loses it's hero status, darn it ;). A heroic mega (assault of 72!)
would have a thing of beauty :)
It is almost as tough as an imperator, and very shooty. Like all ork
stuff, it lacks long range weapons (except the krooz missulz). It
has several improvements over the old version:
1 No shield generator!
2 You can fire all the tower weapons (as opposed to 1-3)
3 The gun decks have a longer relative range (45 cm as opposed to 50 cm)
4 It doesn't suffer the old to-hit penalties for firing on the run.
Assuming totally average dice, it will take about 3 wounds per hit,
which means it will absord 6 hits before flaming out. This is, IMO,
not as good as the old mega, which I had seen take 10+ hits. So it
seems just a tad less durable. The price seems to be relatively the
same (i.e. in proportion with the other titans), and it doesn't carry
a krew anymore (which is no big deal). Its biggest loss (and the
biggest loss of all the gargants), is the Mork and Gork heads (which
gave morale bonuses).
Altogether, I much prefer the new mega. Not only is it far simpler to
use, but seems more consistant: no more twitchy power fields or self-
immolating weapons. The only real advantage of megas in SM/TL was that
they were clan cards, so you could field them without taking more clans.
This could be usefull in large battles, but is pointless in e40k.
David
Received on Thu May 22 1997 - 14:58:10 UTC
This archive was generated by hypermail 2.3.0
: Tue Oct 22 2019 - 13:09:29 UTC