ork mega kannon artillery

Anyone else feel it has too much damage? like, just 144 damage with lock on at 9k range per light cruiser you bring, cuz well my custodian only existed in that stasis bomb for 8 seconds before being gone. seems kinda crazy when orks can bring so many of them.

I've hardly ever seen a Mega-Kannon take a shot, I'll try a build with them now and report back.

Okay, so I've played several games with this build now, it's gone much better than my frustrating Terror Ship and Deadnot based lists:

  • Deadnot Urdi Unki - Flagship
  • 8 Light Cruiser OrdzGarg Dakka
  • 2 Ramship Brute

Disclaimer: These games were played after a long loosing streak, so it could be I was getting matched against weaker opponents than previously. I think the build could use some adjustment since I was mainly micro-ing Light Cruiser packs around and under-using the Flagship. I did not play against a carrier fleet, so can't speak to how that would have turned out.

I've been very impressed & surprised with how well it's competed compared to my usual Tripple Deadnot & MegaRok build. The large ship count, robustness of ork light cruisers has meant I've been able to pin enemy Eldar fleets against board edges, and it's easy to pull a single ship off out of the pack to capture a point whilst continuing to engage the enemy with the other 3-7.

Having so much damage front-loaded out the cannons was good, then turning to rake them with the broadsides and initiate boarding actions all worked well. The long reload times meant you really could get full value out of a couple of arcs on the same target.

last edited by RealFinney

I've tried it, and it is pretty easy to punish since you have to bunch your ships up for maximum effect. That is, whatever gets caught into this blob's opening salvo and stays there for another salvo is pretty much gone since it'll get critted to death. I don't think that it is broken to be honest, although it is pretty strong for how little effort it requires.

I think the game needs tactics that are at least semi-viable for every level of skill, and this seems to be one that is useable by those of at least moderate skill.

And certainly it will reward higher skill level and better control as you learn to split up your 12-20 ships into fire teams, whilst also making effective use of your abilities.

It also requires you to get up close with a ship that is not particularly fast or manoeuverable, making for very dynamic and interactive play.

So I like it, and wish the game had more builds and systems that fostered this kind of play

@realfinney megakannons suffer the same problem as pulsars, ships really like to waste them as soon as they see any target. So you kinda want to bunch up your LC and C so they focus the same target.

Guess i'm just having issues with making the custodian viable. dunno if there is a good way to use it but i'm usually better off taking cruisers with torps. it's just that it's a really cool ship, wish i could use it better, lol.

@measly said in ork mega kannon artillery:

Guess i'm just having issues with making the custodian viable. dunno if there is a good way to use it but i'm usually better off taking cruisers with torps. it's just that it's a really cool ship, wish i could use it better, lol.

General advice for the Custodian: Hide it behind a Demiurg ship or Kroot Warsphere (Typically the former more than the latter due to speed and maneuverability). The Custodian doesn't trade well at all, it's a spear; The Auxiliaries are your shield to keep yourself protected while it plinks away vulnerable targets. If something starts to get close to the Custodian, use the Auxiliary to ram it away again, while also boarding the ever-loving hell out of it with the Custodian (Assuming its shields are down). The Auxiliary and Escorts may eventually die, but by then, you've got a very good at trading with the remaining survivors even in a standup fight.

last edited by Romeo

@measly Custodian is a monster. Just make sure you stick experimental thrusters on it.

@solaire i have played some more with it and yeah, i've gotten it to work by making sure it stays behind brawler ships. i know how painfull it is when it's left alone.

@measly it can still do very well alone. You've just got to put it in reload stance and kite with it.