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Made in gb
Regular Dakkanaut




So correct me if I am wrong, I dont have the book yet, but Kan Wall no longer works in 5th right? Since you dont get 4+ from intervening models?

Any reason to keep using those 9 Kans then? Given how much more important the KMBlastas seem to be in this edition with the 2+ buffs, and the fact that we'll still propably want a Big Mec in the army for the KFF, I guess it's still worth bringing some kans for a foot slogging army.

Though it looks more and more like Battlewagons are the only way to go now.

2000pts Mech
1000pts Daemonzilla
1500pts Kan Wall
1500pts Driegowing 
   
Made in us
Slaanesh Veteran Marine with Tentacles




There is a buff from the squadron rules. Immobolized walker becomes its own unit instead of being wrecked.
   
Made in gb
Regular Dakkanaut




True, but it does not really justify using 9 Kans anymore... I think 3-6 might be best, running along with your boys, just so you have SOMETHING getting to your opponent if the front boys get shot to pieces.

Generally, I think the footslogging ork horde seems to be going the way of the dodo, due to the new wound allocation rules. I think Battlewagons and meganobs are IN.

2000pts Mech
1000pts Daemonzilla
1500pts Kan Wall
1500pts Driegowing 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

So you don't have the rulebook. I reckon that to mean you haven't played a Kan Wall match with the new rules. Neither have I. Nothing beats speculation like action. If I get a chance to play this weekend I'll try to put up a Kan Wall battle report. Until then, I ain't nay-saying nothing.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Tail-spinning Tomb Blade Pilot




Where people Live Free, or Die

Ghenghis Jon wrote:So you don't have the rulebook. I reckon that to mean you haven't played a Kan Wall match with the new rules. Neither have I. Nothing beats speculation like action. If I get a chance to play this weekend I'll try to put up a Kan Wall battle report. Until then, I ain't nay-saying nothing.


This

Also, intervening units give you a 5+ save.




Menaphite Dynasty Necrons - 6000
Karak Hirn Dwarfs - 2500

How many lawyers does it take to change a light bulb?
-- Fifty-Four -- Eight to argue, one to get a continuance, one to object, one to demur, two to research precedents, one to dictate a letter, one to stipulate, five to turn in their time cards, one to depose, one to write interrogatories, two to settle, one to order a secretary to change the bulb, and twenty eight to bill for professional services.
 
   
Made in ca
Stabbin' Skarboy




Well.
At 2k we can run 18 kans if need be.
Squadrons are fcking durable now.
The need for flyers means we get less rokkits in FA

I can imagine kan walls being used sans kff with kMBs

Although I think bikers are stronger then boys.

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Useless, no.

Less effective, yes.

Don't forget that KMB's can now glance you to death if they overheat. I'd stick with Rokkits..

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
 
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