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![[Post New]](/s/i/i.gif) 2010/02/22 06:29:27
Subject: Killa Kanz
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Angry Chaos Agitator
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Alright so I have a box of the new kanz and have one assembled with Grot Zooka (who wouldn't take this? ITS FUN!)
First off: I don't play tournament lists nor do I play to "win at all costs."
I need input from other ork players on the Killa Kanz. I'm planning on 9 killa kanz in heavy, and using kit-bits alone I can take all options but mega-blasta... I plan to convert mega blasta, but...
Are Skortchas worth taking on Kanz? I will be running each squad like this atm
3x Grotzooka
3x Rokkit or megablastas (convert)
3x Skortcha or megablasts (convert)
I only want one squad of mega, so what should the mega replace? Skortcha or Rokkit? Or skip it all together?
List will be along these lines (ignoring points)
HQ- Boss, Big Mek
Troop - Nob Bikers, Deff Dred, 4x 30 Ork Units
Elite - Loota, Nob, Tank Busta or Burna Boys
Fast - 90 Storm Boyz (maybe)
Heavy - 9 Killa kanz
Stompy green tide army, in short...with that in mind, I have no trukks, no wagons in my standard lists... so, what should I put on my kanz? Grotzookas are staying, which leaves 6 kanz to figure out.
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![[Post New]](/s/i/i.gif) 2010/02/22 06:52:59
Subject: Killa Kanz
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Mutilatin' Mad Dok
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I'm always partial to all 'zookas. 2 S6 Blasts is kinda nice-- works okay vs light vehicles, great versus infantry. I often find when I run kan wall, I end up running half the time anyways (da Boss wants ta get stuck in!)
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![[Post New]](/s/i/i.gif) 2010/02/22 17:53:04
Subject: Re:Killa Kanz
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Angry Chaos Agitator
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yeah ill be taking 3 grot zookas
but the question still remains: skortchas or blastas or shootas? I am taking rokkits though. Automatically Appended Next Post: Input still needed :(
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This message was edited 1 time. Last update was at 2010/02/23 01:26:57
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![[Post New]](/s/i/i.gif) 2010/02/23 01:33:14
Subject: Killa Kanz
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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Kans give you rare BS3 in an ork army, so I would suggest using rokkits or KMB. I don't know that AP2 is worth the extra points over rokkits, but that's your call. But the skorcha, while nice, wastes your opportunity to have ranged anti-tank at 50% accuracy. My kans are magnetized so they can hot-swap guns, but I typically run 3 grotzookas and 3 rokkits for sure, then one or the other depending on what the rest of my army list is like. I haven't found that s6 blasts do much against rhinos, so if I expect to shoot AV11+, rokkits all the way.
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![[Post New]](/s/i/i.gif) 2010/02/23 01:39:33
Subject: Killa Kanz
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[MOD]
Making Stuff
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Moving this one over to tactics...
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![[Post New]](/s/i/i.gif) 2010/02/23 02:27:01
Subject: Re:Killa Kanz
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Angry Chaos Agitator
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Sorry mod.
My kans are magnetized so they can hot-swap guns, but I typically run 3 grotzookas and 3 rokkits for sure, then one or the other depending on what the rest of my army list is like. I haven't found that s6 blasts do much against rhinos, so if I expect to shoot AV11+, rokkits all the way.
Its mostly green tide with little in the way of anti vehicle.
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This message was edited 1 time. Last update was at 2010/02/23 02:33:37
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![[Post New]](/s/i/i.gif) 2010/02/23 04:38:00
Subject: Killa Kanz
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Corporal
Chicago
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I was not awar that the new kans were out yet, but as skarboy said having bs 3 in an ork army is very rare. It sounds like your running a kan wall (pardon me if this is already stated only skimmed), if so definently consider bringing rock-its in pretty large numbers. They offer some pretty decent anti vehicle, skorchas imho are not really worth it since your wall is most likely getting destroyed on the way there, cant remember much about grotzooka but if I recall correctly they werent that great. Never heard of the mega blasta though. Hope this helped out a little.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/23 05:45:02
Subject: Killa Kanz
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Longtime Dakkanaut
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zookas for anti-horde, rokkits for anti-meq/vehicle, blastas if you know you'll be facing terminators. I'd never take burnas on kanz, it's a waste of that oh-so-rare BS3.
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![[Post New]](/s/i/i.gif) 2010/02/23 10:14:28
Subject: Re:Killa Kanz
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Elite Tyranid Warrior
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Id suggest 1 unit of Zooka's, 2 units of rokkits, unless you plan to lots of TL Rokkits in your FA slots, at which point I'd gun for 2 zooka and 1 rokkit unit
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Armys: , , , Skaven
Number of Threads Won: 1 |
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![[Post New]](/s/i/i.gif) 2010/02/23 13:47:55
Subject: Re:Killa Kanz
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Mekboy Hammerin' Somethin'
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Rokkits, Rokkits, and more Rokkits The biggest problem I have with my Orks is transports. I run my mob or trukk up to a transport, assault it, crack it open, stand there with a dumb look on my face, and then get assaulted by what's inside said transport. So the only solution I've come up with is .... more Rokkits. While the Grotzooka looks awesome and really is not a bad choice, it does what Orks boyz already do really well... kill infantry
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This message was edited 1 time. Last update was at 2010/02/23 13:49:21
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![[Post New]](/s/i/i.gif) 2010/02/23 14:08:52
Subject: Re:Killa Kanz
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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General_Chaos wrote:Rokkits, Rokkits, and more Rokkits
The biggest problem I have with my Orks is transports. I run my mob or trukk up to a transport, assault it, crack it open, stand there with a dumb look on my face, and then get assaulted by what's inside said transport. So the only solution I've come up with is .... more Rokkits.
While the Grotzooka looks awesome and really is not a bad choice, it does what Orks boyz already do really well... kill infantry
QFT.
If you're running a squadron of killa kans (or hopefully three squadrons of them) the difference between AP2 and AP3 is pretty much meaningless - terminators are a close range threat, not a "sit back and trade shots" kind of threat, and you've got STR10 DCCWs to deal with them up close. Massed fire is more effective than sniping shots at terminators because invariable that AP2 shot goes onto a TH/ SS terminator for a 3+ invul save. If you're Tau, you can dump 6 AP2 shots and three AP1 shots into them in a volley which will do its work effectively, but you need rokkits on those killa-kans - nothing to do with WAAC or power gaming, just having a rounded list.
I built my killa kans and put home-made grotzookas on them - using the exhaust pipe from a battlewagon, and a gretchin pole-rider from the warbiker kit to make the grotzooka. If I want to make it a rokkit launcha, I'm going to take the end of a fantasy mace and sticky-tack it inside the barrel.
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![[Post New]](/s/i/i.gif) 2010/02/23 16:13:24
Subject: Re:Killa Kanz
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Angry Chaos Agitator
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Thanks guys for the reply. I'll likely run 6 rokkits and 3 grotzooka for fun-reasons alone.
So what I have now is -
Kanz Squad 1
Kan x3 - Grot Zookaz, extra armor, grot riggers
Kanz Squad 2 and 3
Kan x 3 - rokkits, ex-arm, grot-rig
total 570 points
Trimmed version with no upgrades would be 405
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![[Post New]](/s/i/i.gif) 2010/02/23 16:28:14
Subject: Killa Kanz
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Corporal
Chicago
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I would keep the kans cheap. Bring a big mek with KFF to get the 4+ cover save. Also the kans basically guaranteed to go down so dont put to much into them.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/23 16:37:08
Subject: Re:Killa Kanz
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Mekboy Hammerin' Somethin'
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JoeyFox wrote:
Kanz Squad 1
Kan x3 - Grot Zookaz, extra armor, grot riggers
Kanz Squad 2 and 3
Kan x 3 - rokkits, ex-arm, grot-rig
You need read the rules for squadrons before you think you need extra armour and grot riggers
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![[Post New]](/s/i/i.gif) 2010/02/25 14:05:44
Subject: Re:Killa Kanz
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Angry Chaos Agitator
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General_Chaos wrote:
You need read the rules for squadrons before you think you need extra armour and grot riggers
1 Kan with armor/grot riggers, other 2 kanz die and he survives better?
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![[Post New]](/s/i/i.gif) 2010/02/25 14:11:36
Subject: Killa Kanz
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Shas'la with Pulse Carbine
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Looking at your army list
Just a minor detail
You can't have 90 stormboyz because the squad size max is 20. Most is 60 stormers
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![[Post New]](/s/i/i.gif) 2010/02/25 18:34:05
Subject: Killa Kanz
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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Yeah, kans don't benefit from extra armor or grot riggers. If immobilized, they are wrecked before the riggers can even try. And, as a squadron, you essentially get extra armor for free (you get to ignore "no move" results). This applies to you even when you're the last kan standing, so save yourself the points. Go cheap. Kan plus gun of choice only. It's not min/maxing or power gaming, it's not paying extra for stuff you can't use. Remember, the ork codex was written in 4th ed, some of the rules have changed and made certain options pointless.
2 units with rokkits and 1 of zookas is probably a good ratio. 2 shots at S6 can still help you against light vehicles, help whittle down MCs, or spray blasts into hordes.
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![[Post New]](/s/i/i.gif) 2010/02/27 03:05:52
Subject: Killa Kanz
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Corporal
Chicago
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Oh I just looked at your list also, pretty weird setup there. You definently dont want to take that many stormboyz if any at all. Also deff dreads arent elites.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/27 17:47:00
Subject: Killa Kanz
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Krazy Grot Kutta Driva
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@ Skarboy.
Ummm 'If a squadron consists of a single vehicle when an enemy unit fires at it, it reverts to the normal rules for vehicle damage results.' Pg 64.
With that in mind a single Killa Kan upgraded with riggers and EA would benefit from them if its stompy brothers die. However this is a rather large waste of points IMO as the Kans are just screens and the upgrades are pretty expensive.
I would use the setup you have gone for. Decent anti-tank and a rather nice anti-infantry gun.
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![[Post New]](/s/i/i.gif) 2010/02/27 18:22:08
Subject: Re:Killa Kanz
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Drew_Riggio
Norway
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I think you should take skorchas. BS 3 gives you one more hit in each squad if you`re lucky. And Killa Kans aren`t tankhunters anyway, they should always be kitted out to deal with infantry. Get some Kannons if you want anti-tank
Cheers!
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The God Emperor
He almost died and got put on life support for your sins.
-n0t_u |
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![[Post New]](/s/i/i.gif) 2010/02/27 18:28:40
Subject: Re:Killa Kanz
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Mekboy Hammerin' Somethin'
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Terje-Tubby wrote:I think you should take skorchas. BS 3 gives you one more hit in each squad if you`re lucky. And Killa Kans aren`t tankhunters anyway, they should always be kitted out to deal with infantry. Get some Kannons if you want anti-tank Cheers! A 50% to hit as opposed to a 33.3% chance to hit it a big differences in my book. Skorchas on Deff Dread I can see, but I then would kit them out with two extra DCCWs instead
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This message was edited 1 time. Last update was at 2010/02/27 18:29:17
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![[Post New]](/s/i/i.gif) 2010/02/27 23:20:37
Subject: Killa Kanz
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Mekboy Hammerin' Somethin'
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Ditto. If you're going for a kan wall/dread bash, all your heavy slots will be taken up so you cant fit kannons or any other big gunz in any ways. Killa Kans, and the Grots BS3 are actually one of the more reliable ways Orks are gonna get long ranged anti-tank firepower onto the board, while providing a screen for the hordes of orks behind.
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