| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/05/03 12:37:17
Subject: Need help building a Kan Wall
|
 |
Hellacious Havoc
|
I am really open to anything here. How do you think this should be done? I have a warboss, 30 boyz, 5 Nobs, and 3 deffkoptas. Lastly, what is a good kan wall strategy? Thanks, Rod!
|
"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/03 12:55:13
Subject: Need help building a Kan Wall
|
 |
1st Lieutenant
|
Here is a pretty good 1,500 point list that should give you some idea of what you might like.
HQ:
Big Mek (Kustom Force Field, Power Klaw, Attack Squig)
Troops:
Deff Dread (DCCW x2)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw)
Fast Attack:
Deff Kopta (Rokkits and Buzzsaw)
Heavy Support
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
This list walks forward shooting at the enemy and when it assaults it still hits hard. The lone Kopta is a personal choice as is the gear that isn't a KFF on the Mek.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/03 18:44:33
Subject: Need help building a Kan Wall
|
 |
Tough-as-Nails Ork Boy
Some Tau World
|
you can get rokkits on everything in the army, even kombi/rokkits the BS3 is nice but twin-linked BS2 has a better chance to hit!! i personally find the grotzooka far better as my main weapon on the kans. i only field 6 Kans but all hoard armys hate 12str 6 blast
|
all ur base are belong to da
 
all the armies i used to beat b4 6ed
 
 
  
 
  |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/03 19:28:27
Subject: Re:Need help building a Kan Wall
|
 |
[ARTICLE MOD]
Fixture of Dakka
|
The list I used to win the AWC series (1850 points) only ran six kans, backed them up with two loota squads, and four boyz mobs, predominantly shoota boyz.
I believe the list that Yakface & Dakka Detachment 1 took to the adepticon team tournament was similar.
The mistake people make is thinking that the kanwall list should run forward and meet the enemy. It usually shouldn't, it's a shooty list that uses kans both for fire-support and counter-assault. Sure, if you're up against a guard firing line, you need to advance to shoot them, but the emphasis should be on shooting with lootas, shoota boyz, and kans, with assault as good option, but not the first one.
Norade, about your list;
I've found that giving the nob a powerklaw (and especially with the squig) and no defenses means he's an easy kill and an easy target. T4 and 2 wounds with a t-shirt save isn't going to keep you alive long enough when your opponent can single you out because you're an IC. Better to keep the mek out-of-combat than load him up with 40 points of CC gear and watch as he bites it. IMO, the only reason to give a mek any CC options is if you're running a meched up ork list and he's in a vehicle with a boarding plank.
Your list also has issues with range. One kopta (2 wounds, no defenses, shot down by any heavy bolter or rocket launcher in the enemy army) has a threat range of over 30". In the current environment, I really think that you need the 48" range of the lootas to take out threats that are going to hang-back and pepper you with fire. Otherwise, you're giving opponents, especially in spearhead deployment missions, far too much time to shoot you up. Consider that at 1500 points, you may be facing 8 chimeras, and that's 24 multilaser shots from the tanks alone, and possibly heavy-bolters too. Once those kans are gone, that's going to wipe a squad of boyz a turn easily.
Rod,
Nobs don't do well on foot. They're so much more of a threat than the boyz (each one costs as much as three boyz, before upgrades), that if they're slogging it to the opponent, any good player will have picked them out first and eliminated them. As the kan-wall concept is essentially a foot-slogging list, the nobs aren't as useful as they are in a mechanized, or semi-mechanized list, where they can close with the opponent faster, and without taking as much fire.
The first thing you really want is to get some kans, and some shoota boyz (I'd say at least two mobs of 30). A mek w/ forcefield is also fairly integral to the concept, as it gives the kans a 4+save. After that, I'd get at least one unit of lootas (10+ strong), and see how it works out for you.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/03 22:01:57
Subject: Need help building a Kan Wall
|
 |
Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
|
I recently won a tourney with a dreadbash list at 2k. Basically it was:
KFF big mek x 2
Nobz x 3 (PK, BC) w/ battlewagon w/ DR, Kannon, BP, Riggers
Nobz x 3 (PK, BC) w/ battlewagon w/ DR, Kannon, BP, Riggers
Warbuggies x 2 w/ TL Rokkits (x3 units)
Kans x 9 w/ rokkits
Deffdreads (skorcha, DCCW) x 2
Shoota Boyz x 10 (rokkit, nob w/PK, BP), Trukk w/ rokkit, ram, boardin plank (x3 units)
I just don't want to run horde and like having some speed in my scoring units, so everything was mobilized (meks with nobz) and shooty. Puts out 23 rokkits per turn, most twin-linked or BS3. Trukks there as a protective shell for the KFF save and to give scoring unit mobility for the later game. Between the boardin planks/PKs, rokkits, and deffrollas, vehicles were not an issue, and the forces have such a wide footprint that even 24" rokkit range covered most of the table, allowing me to hit Vendettas or other fast units.
But otherwise, if I didn't mind running horde, stacking tons of shoota boyz with rokkits and the loota squads would be the way to go. Kans are amongst the best units the orks have, with good shooty and DCCWs, as well as being able to ignore orks' crap leadership issues and small arms fire.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 00:18:50
Subject: Re:Need help building a Kan Wall
|
 |
1st Lieutenant
|
Redbeard wrote:The list I used to win the AWC series (1850 points) only ran six kans, backed them up with two loota squads, and four boyz mobs, predominantly shoota boyz.
I believe the list that Yakface & Dakka Detachment 1 took to the adepticon team tournament was similar.
The mistake people make is thinking that the kanwall list should run forward and meet the enemy. It usually shouldn't, it's a shooty list that uses kans both for fire-support and counter-assault. Sure, if you're up against a guard firing line, you need to advance to shoot them, but the emphasis should be on shooting with lootas, shoota boyz, and kans, with assault as good option, but not the first one.
Norade, about your list;
I've found that giving the nob a powerklaw (and especially with the squig) and no defenses means he's an easy kill and an easy target. T4 and 2 wounds with a t-shirt save isn't going to keep you alive long enough when your opponent can single you out because you're an IC. Better to keep the mek out-of-combat than load him up with 40 points of CC gear and watch as he bites it. IMO, the only reason to give a mek any CC options is if you're running a meched up ork list and he's in a vehicle with a boarding plank.
Your list also has issues with range. One kopta (2 wounds, no defenses, shot down by any heavy bolter or rocket launcher in the enemy army) has a threat range of over 30". In the current environment, I really think that you need the 48" range of the lootas to take out threats that are going to hang-back and pepper you with fire. Otherwise, you're giving opponents, especially in spearhead deployment missions, far too much time to shoot you up. Consider that at 1500 points, you may be facing 8 chimeras, and that's 24 multilaser shots from the tanks alone, and possibly heavy-bolters too. Once those kans are gone, that's going to wipe a squad of boyz a turn easily.
Rod,
Nobs don't do well on foot. They're so much more of a threat than the boyz (each one costs as much as three boyz, before upgrades), that if they're slogging it to the opponent, any good player will have picked them out first and eliminated them. As the kan-wall concept is essentially a foot-slogging list, the nobs aren't as useful as they are in a mechanized, or semi-mechanized list, where they can close with the opponent faster, and without taking as much fire.
The first thing you really want is to get some kans, and some shoota boyz (I'd say at least two mobs of 30). A mek w/ forcefield is also fairly integral to the concept, as it gives the kans a 4+save. After that, I'd get at least one unit of lootas (10+ strong), and see how it works out for you.
The Mek with the the Klaw and Squig was simply a way to use the last 40 points and I even mentioned they were points that could be dropped.
The Kopta would normally outflank and eat some artillery, or turboboost, move shoot and assault. Again I singled it out as something that could be dropped.
As for range, yes and no, 24 multilaser shots will produce 1 glance and one pen after the KFF. Things like AC's would worry me far more, but int the end I think the rokkits will do enough to get you in close.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 01:57:32
Subject: Re:Need help building a Kan Wall
|
 |
Stabbin' Skarboy
123 fake street
|
Deff kopta is a fantastic suicide unit. Scout move it as fast as possible towards broadsides, devastators, heavy weapon teams, whatever, if you get first turn then move, shoot, then assault them. If you don't then hope that you put it behind cover, and the save it gets for turbo boost should keep it safeish. It's a gamble, but I find it often pays off.
|
"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 02:23:27
Subject: Re:Need help building a Kan Wall
|
 |
[ARTICLE MOD]
Fixture of Dakka
|
Norade wrote:
The Mek with the the Klaw and Squig was simply a way to use the last 40 points and I even mentioned they were points that could be dropped.
Granted.
As for range, yes and no, 24 multilaser shots will produce 1 glance and one pen after the KFF. Things like AC's would worry me far more, but int the end I think the rokkits will do enough to get you in close.
Well, I wouldn't worry about the multilasers on the kans as much as on the boyz, after the kans get killed by the rockets in the guard squads and the vendetta fire. New guard can just throw so much firepower out, a good guard player is a scary thing to have to face with no ranged weapons. See, I'd want to have lootas to down the vendettas, to make the guard player have to use his multilasers on the kans, where they're not as effective, rather than letting him use the heavier guns on the kans, and those multilasers (and probably heavy bolter shots too) on the boyz.
A unit of kans cannot win a shooting battle against a vendetta. The vendetta can move and fire as well as the squad. It's not hampered by squad rules. It costs less, its guns hit 25% more often, and gets pens twice as easily (and costs less). Of course, if the kans ever get to it, they can eat it in CC, but that's unlikely. More often, it will be out of their range altogether. And while the forcefield can help the kans out, I don't think it's enough to push that matchup in their favor.
Even minimum sized squads of lootas change the dynamics of the matchup. 5 lootas average 1 result per volley against a vendetta, which can neutralize their threat, from a much greater range. And, you can deploy them much further back, out of range of many of the guard weapons. Now the guard player has to choose between shutting down the lootas with his missiles and lascannons and other 48" range guns, or taking those shots at the kans. If he shoots the lootas, the kans can close the distance, if he shoots the kans, the lootas get to keep shutting his other shots down.
I'm not saying your approach can't work, but most of the strong foot-based ork lists that I've seen or run rely on lootas to keep the range game somewhat more complicated for the opponent.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 05:15:49
Subject: Re:Need help building a Kan Wall
|
 |
1st Lieutenant
|
Redbeard wrote:Norade wrote:
The Mek with the the Klaw and Squig was simply a way to use the last 40 points and I even mentioned they were points that could be dropped.
Granted.
As for range, yes and no, 24 multilaser shots will produce 1 glance and one pen after the KFF. Things like AC's would worry me far more, but int the end I think the rokkits will do enough to get you in close.
Well, I wouldn't worry about the multilasers on the kans as much as on the boyz, after the kans get killed by the rockets in the guard squads and the vendetta fire. New guard can just throw so much firepower out, a good guard player is a scary thing to have to face with no ranged weapons. See, I'd want to have lootas to down the vendettas, to make the guard player have to use his multilasers on the kans, where they're not as effective, rather than letting him use the heavier guns on the kans, and those multilasers (and probably heavy bolter shots too) on the boyz.
A unit of kans cannot win a shooting battle against a vendetta. The vendetta can move and fire as well as the squad. It's not hampered by squad rules. It costs less, its guns hit 25% more often, and gets pens twice as easily (and costs less). Of course, if the kans ever get to it, they can eat it in CC, but that's unlikely. More often, it will be out of their range altogether. And while the forcefield can help the kans out, I don't think it's enough to push that matchup in their favor.
Even minimum sized squads of lootas change the dynamics of the matchup. 5 lootas average 1 result per volley against a vendetta, which can neutralize their threat, from a much greater range. And, you can deploy them much further back, out of range of many of the guard weapons. Now the guard player has to choose between shutting down the lootas with his missiles and lascannons and other 48" range guns, or taking those shots at the kans. If he shoots the lootas, the kans can close the distance, if he shoots the kans, the lootas get to keep shutting his other shots down.
I'm not saying your approach can't work, but most of the strong foot-based ork lists that I've seen or run rely on lootas to keep the range game somewhat more complicated for the opponent.
Good points all around, and a very solid sounding list. If I'm getting you right you'd rather see something like this.
HQ:
Big Mek (Kustom Force Field)
Troops:
Deff Dread (Skorcha, DCCW)
Shoota Boyz x29 (2x Rokkits), Nob (Klaw)
Shoota Boyz x29 (2x Rokkits), Nob (Klaw)
Shoota Boyz x29 (2x Rokkits), Nob (Klaw)
Elites:
Lootas x7
Lootas x7
Lootas x6
Heavy Support
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
The Lootas could also be fielded as two 10 boy groups, but I figured this list is going to rely on shaking and stunning vehicles and then eating them in CC so more small groups would be better.
|
|
This message was edited 1 time. Last update was at 2010/05/04 05:17:35
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 12:03:21
Subject: Need help building a Kan Wall
|
 |
[ARTICLE MOD]
Fixture of Dakka
|
Yup, I think you'd be happy with how that performed.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 12:17:08
Subject: Need help building a Kan Wall
|
 |
1st Lieutenant
|
I don't doubt I would, that is a hard and nasty list.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/04 23:41:15
Subject: Re:Need help building a Kan Wall
|
 |
Stabbin' Skarboy
123 fake street
|
The one thing I keep thinking is that you will not want to be running these mobs. Because then you can't shoot your shinny rockits. Sorry, forgot that this is not a run ahead at all speed army. My bad. But yah, great list. Good luck.
|
|
This message was edited 1 time. Last update was at 2010/05/04 23:42:59
"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 01:26:22
Subject: Need help building a Kan Wall
|
 |
Hellacious Havoc
|
Thanks for all the help! Anyway, what order should I buy things in? Should I get more boyz, then a box of Kans or 2, a big mek, then lootas or what? What about warbuggies/deff koptas? Which one do you like better? Why? One last thing, when shooting what should be my top priorities when shooting? And how exactly is this kind of army played? Thanks!
|
"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:07:47
Subject: Need help building a Kan Wall
|
 |
1st Lieutenant
|
rodt777 wrote:Thanks for all the help! Anyway, what order should I buy things in? Should I get more boyz, then a box of Kans or 2, a big mek, then lootas or what? What about warbuggies/deff koptas? Which one do you like better? Why? One last thing, when shooting what should be my top priorities when shooting? And how exactly is this kind of army played? Thanks!
When in doubt on what to buy it alwasy goes boyz > anything else. Then for this list I'd say Mek, then Kans, then lootas. Lootas are also likely to be the most expensive bit.
On buggies versus Koptas, in this list I like Koptas because of the out flanking and the turbo scout first turn tank hitting. If you had more vehicles I'd lean more towards buggies as they will get to shoot more than once.
On how to play, you will pretty much walk forward at 6" per turn shooting at your enemy. Your lootas will target transports to open their juicy contents for the boyz and kans to eat, your rokkits will aim for the same or AV13+ if they don't seem to need to crack transports. AV14 will be nasty to you, but your Kans can kill them in CC.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/06 05:01:05
Subject: Need help building a Kan Wall
|
 |
Mekboy Hammerin' Somethin'
|
Building a boyz-heavy army can get intimidating if you have 100+ models sitting on your table all at once. I like to do a mob at a time, with characters, vehicles and smaller specialist squads in between to break it up.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/07 23:26:49
Subject: Need help building a Kan Wall
|
 |
Battleship Captain
Oregon
|
hungryp wrote:Building a boyz-heavy army can get intimidating if you have 100+ models sitting on your table all at once.
With that in mind, what about changing it from a foot slogging list into an armor heavy list with Trukks, Buggies and maybe a Battlewagon or two?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/10 01:32:08
Subject: Re:Need help building a Kan Wall
|
 |
Regular Dakkanaut
|
At 1500 points how many shoota boys is required to make the list effective? Here is the list I've been tweaking it has 1 less squad of boys then the lists in this thread.
HQ:
Big Mek (KFF)
Big Mek (KFF)
Elites:
Lootas x5
Lootas x5
Lootas x6
Troops:
Deff Dread (Skorcha x2)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw, Bosspole)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw, Bosspole)
Gretchin x10
Heavy Support
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
|
|
This message was edited 1 time. Last update was at 2010/05/10 01:32:29
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/11 08:17:06
Subject: Re:Need help building a Kan Wall
|
 |
1st Lieutenant
|
Linkdead wrote:At 1500 points how many shoota boys is required to make the list effective? Here is the list I've been tweaking it has 1 less squad of boys then the lists in this thread.
HQ:
Big Mek (KFF)
Big Mek (KFF)
Elites:
Lootas x5
Lootas x5
Lootas x6
Troops:
Deff Dread (Skorcha x2)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw, Bosspole)
Shoota Boyz x29 (3x Rokkits), Nob (Klaw, Bosspole)
Gretchin x10
Heavy Support
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
Kans x3 (Rokkits x3)
Interesting idea your list can be more spread out due to the second KFF Mek, but it trades on average 3.33 more loota hits for 1.5 rokkit hits and I'm not sure I'd like that as much. That gives up 34% on the chance to deal damage to an unsmoked rhino and drops you to under 50% when the rhino is smoked. You also have gretchin around for an easy KP is anybody flanks you.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/11 11:59:34
Subject: Need help building a Kan Wall
|
 |
[ARTICLE MOD]
Fixture of Dakka
|
10 grots are never a bad thing to put in a list.
I've found in my games that if an opponent is dedicating resources to kill the grots, outside of me using them as a deliberate sacrifice, one of two things has already happened. Either, I'm winning so completely that they're in "i guess I can do this" mode, or I've already lost the game and they're cleaning up.
The grots are simply never a target in a close game. That they can go to ground and be as resilient as Space Marines is a huge deterrent to people going after them.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/11 21:30:46
Subject: Need help building a Kan Wall
|
 |
1st Lieutenant
|
True enough, though in an objective game I might go by and drop a flamer into them with a fast vehicle. It really is a matter of how the game is going as you said though.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/11 23:22:08
Subject: Re:Need help building a Kan Wall
|
 |
Battleship Captain
Oregon
|
I don't understand why you don't loadup on more armor and instead take a bunch of light infantry (Shoota Boyz).
Now it seems like your S6+ firepower will go towards Kans/Dreads and all your small arms will go towards Boyz/Gretchin.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 02:13:45
Subject: Need help building a Kan Wall
|
 |
Regular Dakkanaut
|
You can't really take anymore armor. With two big Meks you can take 2 deff dreads and 9 kans.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 02:26:26
Subject: Re:Need help building a Kan Wall
|
 |
Flashy Flashgitz
|
The army I fielded last night was...
KFF Mek, Power Klaw - 110
Mad Doc Grotsnik - 160
(270)
Shoota Boyz x29, PK Nob - 215
'Ard Slugga Boyz x29, PK Nob - 335
(550)
12 Cybork Lootas - 240
(240)
Kans x3 - 2x Grotzooka, Rokkit Launcha - 140
Kans x3 - 2x Grotzooka, Rokkit Launcha - 140
(280)
3x Deffkoptas (TL Rokkits, One buzzsaw) - 160
(160)
1500 exactly. Fielded the 'Ard Boyz with Grotsnik and had him tear across the field, soaking up wounds while everyone else marched across the field, Lootas firing at the biggest threats. Deffkoptas came in for the outflank and started taking out units of Fire Warriors every turn. Tabled my opponent and only took 200 points of damage.
|
|
This message was edited 1 time. Last update was at 2010/05/12 02:27:00
- Frosty Hardtop - - 4000 points - - 1000 points and rising.
"Live a good life. If there are gods, and they are just, they will judge you based not on how devout you are, but by the virtues you've lived by. If they are unjust, then you should not worship them. If there are no gods, you will have lived a noble life that your loved ones will remember." |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 03:37:23
Subject: Need help building a Kan Wall
|
 |
Battleship Captain
Oregon
|
Linkdead wrote:You can't really take anymore armor. With two big Meks you can take 2 deff dreads and 9 kans.
Trukks for the Boyz or take a Warboss/Nobz for a Battlewagon.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 04:11:34
Subject: Re:Need help building a Kan Wall
|
 |
[ADMIN]
Decrepit Dakkanaut
|
Here's a repost of my email treatise to my Adepticon teammates this year where I tried to explain why I thought the army was a good one and how we should build and play with it:
yakface wrote:The Kan/Dread army is what I tend to refer to as a 'bowling ball of doom' army. A similar army type would be the Godzilla shooty army. Basically, most of the army sticks together in a giant clump and moves up the battlefield together shooting the crap out of the enemy. It can outshoot most opponents and by sticking together in a big clump you completely deny the opponent the chance to charge and take portions of your army out piecemeal. If he commits to charging any part of your bowling ball, the rest of it is going to come in and kick the crap out of whatever had the guts to charge you.
One of the reasons it is called a 'bowling ball' is because it is big and slow. Although the bowling ball is slow moving, ultimately the army doesn't suffer from major mobility issues from a mission standpoint. This is because, just like the Godzilla shooty army, these bowling ball armies are big and dominate the battlefield. The opponent basically has to just back their army up into their deployment zone or desperately try to outflank you because to meet the bowling ball in the middle of the table is suicide.
We'll have the Lootas in every army holding onto whatever objectives are near our deployment zones, hugging terrain for cover as much as possible. But the rest of our army will be pushing forward controlling the center of the board, doing as much damage with shooting and CC as possible as the game wears on before 'expanding' to control objectives in the final turns.
This is a much more gradual process than say, a mech army shooting squads out in their vehicles in the final turns to capture objectives. Our army will be moving forward relentlessly, naturally getting into the right positions to capture mission objectives by the end of the game, just like Godzilla shooty armies do.
Now, it has been suggested that we should take Trukk boyz for 'mobility'. This is the absolute worst thing we could do. It is absolutely imperative that:
A) ALL of our units have potent shooting ability.
B) ALL of our units stay together to provide mutual support for each other (except for Koptas, but I'll get to that later).
Trukks fail in both these mandates because the models inside won't be shooting unless the Trukk is piddling along at 6" (which is unlikely), and if we use the Trukks to actually deliver the boyz out ahead of the 'bowling ball' then all we've done is to isolate small units of Boyz that the enemy can easily shoot or assault.
Remember, we WANT to trade shots with the enemy. We have a TON of light vehicles and infantry all of whom get a cover save due to the KFF. And of course our shoota boyz are one of the most effective shooting unit in the game per point, so even if we lose a few we should be coming out ahead in a straight up firefight with enemy infantry.
It is also important that any Boyz units we take be as big as we can make them because the Mob Rule is incredibly powerful for making such a cheap points cost unit into something that is rock hard. The less you take in a unit, the sooner you find your Orks running away from a failed morale check.
Trukk boyz can be deadly, but only when used in absolute MASS or when used purely as a diversionary tactic to allow the rest of your army to get into combat. Neither of these reasons apply to us and so Trukk boyz should have no place in our armies.
But I do agree that we need some mobility in the army. At the very least we need something that can grab far off empty objectives and/or take a gamble at contesting an enemy objective late in the game.
Koptas are absolutely perfect for this for a number of reasons. First of all they can turbo-boost in order to claim objectives and to gain that awesome 3+ cover save when needed. A T4(5), 2 Wounds with a 4+ save (and a 3+ invulnerable when needed) is actually really durable as long as you don't fly them right in front of something that can eat them for breakfast.
And that's the point. They aren't something you use to 'get your points back', you use them for their mobility and their harassment capabilities and their overall versatility.
You can Scout with them before the game, using their Turbo-boost to get them into a fantastic position if you wish. But even better is to outflank with them. One of the main reasons to do this is for psychological warfare against the opponent. Remember that our 'bowling ball' is moving up the center of the table and our opponents will tend to want to back into their deployment zones, or usually into a corner.
By having outflanking Koptas waiting to arrive, you make your opponents worry about which side they're going to come on and what they're capable of killing rather than focusing on the fact that we really don't have enough to cause TOO much damage.
In other words, if we can convince even some of our opponents to bunch their army up in the center of their deployment zone to avoid our Koptas, then they've already been worth their points.
And then if its an objective mission, when the Koptas actually arrive you don't always have to bring them in to take a shot and then got shot back. If it is an objective mission then you can bring them in a safe place (or turbo-boost them into a safe place) and set them up to take or contest objectives later in the game.
And if we're playing against a mech army, then by all means having a few extra Twin-linked Rokkits firing at side and/or back armor of the Transports that the Lootas aren't able to get to yet is absolutely not a bad thing!
The same psychological warfare idea is also what Snikrot is about, and why he's so important. Again, people are going to want to move away from our bowling ball, but having Snikrot in play coming on from Reserves will wreak absolute chaos in our opponent's game plan. . .I know because I've been there before. It is not a fun feeling!
So let's focus on the pieces of a walker army and why they're essential:
1) Big Meks w/ KFF: They allow the Dread to be taken in every army along with Kans. In game, they provide cover to the walkers/shoota boyz and fix damaged weapons on the walkers on a 4+ (w/ up to 3 re-rolls available with Grot Oilers). Essentially they are the 'core' that that the bowling ball is built around. Having two in each coalition really helps to be able to spread the bowling ball out a little bit while still maintaining coverage over every unit in the 'ball' and allows up to two walkers to be fixed each phase.
2) Kans: These are the meat of the army, and they give us so many S10 attacks on the charge that we can take care of almost any unit in CC. With the KFF they are pretty darn resilient to enemy fire and the Grotzooka is a fantastic anti-infantry weapon in 5th edition. Their main weakness is their WS2 which makes them pretty vulnerable to WS5+ enemies in CC.
3) Dreads: They are the absolute perfect counter-punch to the Kans because they offer slightly better armor and their WS4 fills the hole against WS5 enemies in CC. Without the Kans they don't have enough attacks to take on bigger, tougher units, and the Kans without the Dreads struggle against those WS5 combat units. Dreads are also armed with 2 Big Shootas meaning they can kick out a nice 6 S5 shots at 36" while chugging along.
4) Shoota Boyz with Big Shootas and a Powerklaw Nob. These guys are like the mortar that fills in the cracks between our Kans and Dreads. Not only do they provide fantastic anti-infantry firepower, but between the Nob's Klaw and the boyz natural 2A (3 on the charge) these guys are used to take on many enemies in CC that would have a field day against the Kans/Dreads alone, but can't take the huge amount of attacks that the boyz put out. We rely on strength of numbers and the Mob rule to make sure we don't run away.
5) Lootas. Lootas are obviously there to deal with any light-to-medium vehicles we encounter and as we all know, they're damn good at it. If none of those targets are around they can always be used to take out big, tough beasties as well through sheer weight of fire. They also hold the 'backfield' while the bowling ball moves forward to engage the enemy.
6) Snikrot and Koptas. Already discussed above, but mainly these units are used to psych out our enemies and not allow them to avoid our bowling ball completely at will. Koptas are also great for zooming around to capture empty objectives or contest lightly-held enemy objectives as long as we don't ask too much of them.
7) Grots. In the one army that has Snikrot, a grot unit can be used to still give us our 2nd Troops choice at a fraction of the cost of a Shoota boyz squad (which gives us extra points to spend on Snikrot's mob). Grots also give the Orks in the bowling ball a 4+ cover save instead of the 5+ the KFF gives them and they still get a 5+ save themselves from the KFF should the opponent be crazy enough to fire at them.
Tactics:
The bowling ball tactic is pretty simple. We move to the middle with the bowling ball while the Lootas sit in the backfield. We shoot the crap out of any infantry on the table and then finish by charging any vehicles left with our Kans/Dreads/Powerklaw Nob & shootas and spread out to claim whatever mission objectives are needed along the way.
If we're playing against a mech army we allow our Lootas to take on as many transports as possible and basically RUN everything else in the bowling ball forward looking to put pressure on the opponent and start to tear apart their army in CC while our Koptas outflank to take side shots at transports avoiding our 'bowling ball' by handing out on the flanks.
If we're playing against a crazy CC army like Daemons we either shoot and mass charge the biggest threats that arrive or we pull back and keep shooting if we think charging will endanger our army as a whole.
In conclusion:
I think the bowling ball is a deadly concept but once you start replacing the parts the cohesiveness of the idea starts to fall apart and I think at that point you're better off scrapping the idea as a whole (get rid of the walker fetish) and just start going a different direction.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 07:47:44
Subject: Need help building a Kan Wall
|
 |
Longtime Dakkanaut
|
Interesting stuff there, Yak. Mostly sounds good, but I was surprised to see you recommending twin big shootas on the dredds and grotzzokas on the kanz, given how much anti-personnel shooting and how little high strength shooting you have elsewhere. So, you're happy to only take out heavy armour in hand to hand, and you disagree with the theory that dredds should be HtH only (other than possibly a burna) and kanz should use rokkits?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 08:46:55
Subject: Need help building a Kan Wall
|
 |
[ADMIN]
Decrepit Dakkanaut
|
Clang wrote:Interesting stuff there, Yak. Mostly sounds good, but I was surprised to see you recommending twin big shootas on the dredds and grotzzokas on the kanz, given how much anti-personnel shooting and how little high strength shooting you have elsewhere. So, you're happy to only take out heavy armour in hand to hand, and you disagree with the theory that dredds should be HtH only (other than possibly a burna) and kanz should use rokkits?
I totally understand why people want to stick with only CC upgrades on the Dreads. There are certainly many times where having all the extra S10 Attacks in CC are amazingly invaluable.
However, my idea on how to play the army, which I think was backed up by our overall performance of 7th overall in the Adepticon TT this year relies on the idea that you're not just going to send your Dreadnoughts and Kans out straight into combat against every army type.
There are many, many battles where the army can actually outshoot the opponent and is better off daring the opponent to come within YOUR army's charge range. Under that tactical concept, you don't want to have any unit that is totally unable to contribute to your shooting output. Yeah, 12 Big Shoota shots on their own don't sound like a whole heck of a lot of extra firepower, but when combined with everything else the army can shoot, it really adds up. And yeah, every lick of S5 shooting you can pump out can help tear down those Monstrous Creatures before you get into combat with them, as it doesn't matter how many Attacks your Dreadnought has if its torn to pieces before it gets to strike.
And as for Grotzookas, I absolutely love them. Here't the thing about Rokkits vs. Grotzookas: Against a mech army you NEED to keep pushing your Kans and Dreads forward by running them. You really can't afford to stop to take a shot, especially when Rokkits have such a slim chance of destroying any heavier vehicle. And god forbid you actually need to shoot at infantry or super-light (AV10) vehicles, where all of a sudden the grotzooka is waaay superior, and all for less points (which is another major reason to take them).
I think ultimately it comes back to how people perceive how to utilize the army as a whole. I see it as a shooting army with devastating combat potential when everything charges together. If the opponent is heavily mechanized then the M.O. of the army has to change a bit into rampaging Dreads/Kans backed up by Boyz, but either way Grotzookas are the better buy for the points IMHO.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 08:58:28
Subject: Need help building a Kan Wall
|
 |
1st Lieutenant
|
yakface wrote:Clang wrote:Interesting stuff there, Yak. Mostly sounds good, but I was surprised to see you recommending twin big shootas on the dredds and grotzzokas on the kanz, given how much anti-personnel shooting and how little high strength shooting you have elsewhere. So, you're happy to only take out heavy armour in hand to hand, and you disagree with the theory that dredds should be HtH only (other than possibly a burna) and kanz should use rokkits?
I totally understand why people want to stick with only CC upgrades on the Dreads. There are certainly many times where having all the extra S10 Attacks in CC are amazingly invaluable.
However, my idea on how to play the army, which I think was backed up by our overall performance of 7th overall in the Adepticon TT this year relies on the idea that you're not just going to send your Dreadnoughts and Kans out straight into combat against every army type.
There are many, many battles where the army can actually outshoot the opponent and is better off daring the opponent to come within YOUR army's charge range. Under that tactical concept, you don't want to have any unit that is totally unable to contribute to your shooting output. Yeah, 12 Big Shoota shots on their own don't sound like a whole heck of a lot of extra firepower, but when combined with everything else the army can shoot, it really adds up. And yeah, every lick of S5 shooting you can pump out can help tear down those Monstrous Creatures before you get into combat with them, as it doesn't matter how many Attacks your Dreadnought has if its torn to pieces before it gets to strike.
And as for Grotzookas, I absolutely love them. Here't the thing about Rokkits vs. Grotzookas: Against a mech army you NEED to keep pushing your Kans and Dreads forward by running them. You really can't afford to stop to take a shot, especially when Rokkits have such a slim chance of destroying any heavier vehicle. And god forbid you actually need to shoot at infantry or super-light (AV10) vehicles, where all of a sudden the grotzooka is waaay superior, and all for less points (which is another major reason to take them).
I think ultimately it comes back to how people perceive how to utilize the army as a whole. I see it as a shooting army with devastating combat potential when everything charges together. If the opponent is heavily mechanized then the M.O. of the army has to change a bit into rampaging Dreads/Kans backed up by Boyz, but either way Grotzookas are the better buy for the points IMHO.
Interesting, my idea was to try and use so many rokkit type weapons as well as lootas that after at most a turn of shooting the worst of your enemies vehicles end up shaken, stunned, or otherwise in no position to threaten you. Do that for turn one and two and on turn three release the WAAAGH!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 09:08:26
Subject: Need help building a Kan Wall
|
 |
[ADMIN]
Decrepit Dakkanaut
|
Norade wrote:
Interesting, my idea was to try and use so many rokkit type weapons as well as lootas that after at most a turn of shooting the worst of your enemies vehicles end up shaken, stunned, or otherwise in no position to threaten you. Do that for turn one and two and on turn three release the WAAAGH!
The Waaagh doesn't work for Kans and Dreads, or were you just using the term to describe unleashing the army in CC?
The thing about Rokkits, even 9 of them in an army, is unfortunately in 5th edition you're pretty unlikely to do any real damage to vehicles with them. And there are quite a few vehicles out there now that come with extra armor, or people take it in their armies anyway. Shaking a vehicle doesn't really do you any good as they can still move far enough away from your Kans/Dreads to prevent a charge in most cases because they don't benefit from the Waaagh.
If you're dealing with a mechanized army that can outshoot what you've got, then you really need to be running EVERY turn with your Kans and Dreads in order to really put the pressure on them. This is also where the threat of outflanking Koptas and Snikrot can help to 'funnel' your opponnents towards you as they know if they try to run away from you into the corners or against the back edge your guys will be popping on from behind to nuke their vehicles.
So to summarize: Rokkits don't do crap against vehicles but Grotzookas do kill lots of infantry and light vehicles and are less points.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/12 09:35:29
Subject: Need help building a Kan Wall
|
 |
Longtime Dakkanaut
|
On a dread a Big shoota is actually the best ranged weapon, it has 12" and two shots on anything else and only 10 points against 20 or 30.
12" means you're having at least one more turn of shooting.
+2 Shots each means you ARE going to hit something.
STR 5 measn you CAN knock light vehicles around.
Once one arrives at the conclusion that Rokkits are bad at BS2 and no TL the rest falls into place as Yakface said (Sorta) - if you see a Kan wall as a different take on a gun line some choices become 'better'. End of the day a Kanz list is something I as an ork play would want to trade shots with my opponent - Volume of fire not STR of weapons is key here - if my str 7 loots can't deal with it it's proably better facing a Klaw than one devoting Rokkits to the job, the shooting over running that means and the simple thing of I'll have to fire 3 to possible have one result while the Klaws are at the tip of my army...
|
"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H |
|
|
 |
 |
|
|
|