Switch Theme:

1500 pt Kan Wall need help  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Trying to make up a Kan Wall for 1500 pts which is very limiting at that point level here's what I got so far

1500 Pts - Orks Roster - Kan Wall

HQ: Warboss (1#, 120 pts)
. . 1 Warboss @ 120 pts ((C:Orks, pp. 32 & 97); Power Klaw; Shoota/Skorcha Kombi-weapon; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Attack Squig; Cybork Body)

HQ: Big Mek (1#, 125 pts)
. . 1 Big Mek @ 125 pts ((C:Orks, pp. 34 & 97); Power Klaw; Kustom Force Field; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Cybork Body; Mek's Tools)

Elite: Lootas (12#, 180 pts)
. . 12 Lootas @ 180 pts ((C:Orks, pp. 43 & 100); Deffguns; Furious Charge; Mob Rule; Waaagh!)

Troops: Boyz (20#, 180 pts)
. . 19 Boyz @ 180 pts ((C:Orks, pp. 40 & 100); Rokkit Launcha x2; Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Troops: Boyz (20#, 180 pts)
. . 19 Boyz @ 180 pts ((C:Orks, pp. 40 & 100); Rokkit Launcha x2; Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Troops: Boyz (20#, 180 pts)
. . 19 Boyz @ 180 pts ((C:Orks, pp. 40 & 100); Rokkit Launcha x2; Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Fast Attack: Deffkoptas (1#, 70 pts)
. . 1 Deffkoptas @ 70 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x1; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

Fast Attack: Deffkoptas (1#, 70 pts)
. . 1 Deffkoptas @ 70 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x1; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

Heavy Support: Killer Kans (3#, 150 pts)
. . 3 Killer Kans @ 150 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Rokkit Launcha x3)

Heavy Support: Killer Kans (3#, 150 pts)
. . 3 Killer Kans @ 150 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Rokkit Launcha x3)

Heavy Support: Deff Dread (1#, 95 pts)
. . 1 Deff Dread @ 95 pts ((C:Orks, pp. 52 & 102); Dreadnought CCW x2; Skorcha x2; Armour Plates)

Validation Report:
c-1. File Version: 1.05c For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Total Roster Cost: 1500

Created with Army BuilderĀ® - Try it for free at http://www.wolflair.com


I already know there's gunna be alot of drop the rokkits from the boyz, but understand my goal to take down ALL transports in one volley of shooting so I can only not be running one turn. Also I was hoping to not use two KFF's but thinking I might have too. Let me know what you all think and thanks in advance for any advise.

   
Made in us
Major






far away from Battle Creek, Michigan

How about you drop the deff dread and use those points to add more boyz? If the boyz are going to be on foot they should be 30 strong. Dropping the dread and the attack squig from the boss would allow you to add 18 more boyz (six more to each mob).


Automatically Appended Next Post:
P.S. I'm from Battle Creek, MI., originaly! Where do you play in B.C.?


Automatically Appended Next Post:
Oh, strip down the mek boy as well and that will give you more boyz!

This message was edited 2 times. Last update was at 2010/03/26 12:25:05


PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I play at Titan Games

I could drop the extra gear on the Big Mek which I should anyways, drop the attack squig, drop two Lootas, swap out two rokkits on the killa kanz for Grot zookas, and make the three boyz squads 25 models. I want to keep the Deff Dread just cause it's kewl

1500 Pts - Orks Roster - Kan Wall

HQ: Warboss (1#, 105 pts)
. . 1 Warboss @ 105 pts ((C:Orks, pp. 32 & 97); Power Klaw; Shoota/Skorcha Kombi-weapon; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Cybork Body)

HQ: Big Mek (1#, 90 pts)
. . 1 Big Mek @ 90 pts ((C:Orks, pp. 34 & 97); Choppa; Kustom Force Field; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Mek's Tools)

Elite: Lootas (10#, 150 pts)
. . 10 Lootas @ 150 pts ((C:Orks, pp. 43 & 100); Deffguns; Furious Charge; Mob Rule; Waaagh!)

Troops: Boyz (25#, 210 pts)
. . 24 Boyz @ 210 pts ((C:Orks, pp. 40 & 100); Rokkit Launcha x2; Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Troops: Boyz (25#, 210 pts)
. . 24 Boyz @ 210 pts ((C:Orks, pp. 40 & 100); Rokkit Launcha x2; Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Troops: Boyz (25#, 210 pts)
. . 24 Boyz @ 210 pts ((C:Orks, pp. 40 & 100); Rokkit Launcha x2; Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Fast Attack: Deffkoptas (1#, 70 pts)
. . 1 Deffkoptas @ 70 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x1; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

Fast Attack: Deffkoptas (1#, 70 pts)
. . 1 Deffkoptas @ 70 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x1; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

Heavy Support: Killer Kans (3#, 145 pts)
. . 3 Killer Kans @ 145 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Rokkit Launcha x2; Grotzooka x1)

Heavy Support: Killer Kans (3#, 145 pts)
. . 3 Killer Kans @ 145 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Rokkit Launcha x2; Grotzooka x1)

Heavy Support: Deff Dread (1#, 95 pts)
. . 1 Deff Dread @ 95 pts ((C:Orks, pp. 52 & 102); Dreadnought CCW x2; Skorcha x2; Armour Plates)

Validation Report:
c-1. File Version: 1.05c For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Total Roster Cost: 1500

Created with Army BuilderĀ® - Try it for free at http://www.wolflair.com



   
Made in us
Major






far away from Battle Creek, Michigan

Where is Titan Games? Haven't lived in the 'Creek in a looong time. I like the list you have. For 1500 points it is very strong indeed. In general I think 1500 is a good point level for orks. That amount of IG armor spam or MEQ Land Raider spam at that level is not so rough.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Roarin' Runtherd






I've been thinking about playing a similiar type list. I generally run a foot slogger army, and was thinking about runnnig the Kan list.

What is the usual or most effect Kan config? I see most take 3x rokkit's or 2xrokkit, 1xgzooka.

Do kans spend most of there time running to provide shield for the boyz behind them, or just a slow advance firing there rokkits?
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

olympia wrote:Where is Titan Games? Haven't lived in the 'Creek in a looong time. I like the list you have. For 1500 points it is very strong indeed. In general I think 1500 is a good point level for orks. That amount of IG armor spam or MEQ Land Raider spam at that level is not so rough.


http://maps.google.com/maps?oe=utf-8&rls=org.mozilla:en-USfficial&client=firefox-a&um=1&ie=UTF-8&q=titan+games+battle+creek+michigan&fb=1&gl=us&hq=titan+games&hnear=battle+creek+michigan&cid=0,0,11031331064100756717&ei=drasS4uKCo61tgf3teDeDw&sa=X&oi=local_result&ct=image&resnum=1&ved=0CAkQnwIwAA

Right here

   
Made in us
Major






far away from Battle Creek, Michigan

General_Chaos wrote:
olympia wrote:Where is Titan Games? Haven't lived in the 'Creek in a looong time. I like the list you have. For 1500 points it is very strong indeed. In general I think 1500 is a good point level for orks. That amount of IG armor spam or MEQ Land Raider spam at that level is not so rough.


http://maps.google.com/maps?oe=utf-8&rls=org.mozilla:en-USfficial&client=firefox-a&um=1&ie=UTF-8&q=titan+games+battle+creek+michigan&fb=1&gl=us&hq=titan+games&hnear=battle+creek+michigan&cid=0,0,11031331064100756717&ei=drasS4uKCo61tgf3teDeDw&sa=X&oi=local_result&ct=image&resnum=1&ved=0CAkQnwIwAA

Right here


haha awesome I can see the house where I grew up. Titan Games wasn't in the hood back then. Thanks for the trip down memory lane.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

RabidDuck wrote:What is the usual or most effect Kan config? I see most take 3x rokkit's or 2xrokkit, 1xgzooka.
Rokkits, Rokkits, and more Rokkits. While the Grot Zookas are nice, great at killing infantry, Ork Boyz already excel at that.

Do kans spend most of there time running to provide shield for the boyz behind them, or just a slow advance firing there rokkits?
I have yet to run a Kan Wall hence the request for help building this list. But I would like to run this as the boyz and Kanz running up the first couple turns, then unleashing all the rokkits to pop transports, then assaulting. In a perfect world I think this would be the most effective.

   
Made in us
Roarin' Runtherd






I was thinking 2xRokkit's 1xscorcha.

Mainly because one is always going to get shot at and possible damamged. Might as well be the cheap one and it would save 10pts in the squad. If your rushing your opponent scorcha could be more handy before charging something
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

RabidDuck wrote:I was thinking 2xRokkit's 1xscorcha.

Mainly because one is always going to get shot at and possible damamged. Might as well be the cheap one and it would save 10pts in the squad. If your rushing your opponent scorcha could be more handy before charging something
The scorcha just seems like a waste on a BS3 Ork unit.

   
Made in se
Jovial Plaguebearer of Nurgle





Europe

I would strip down everything to Ork Kan Wall basics.

2xKFF Mek

3x29 Boys + 3x1 Nobs with PK and BP

3x2 Deff Kopta with TL Rokkits

3x3 Killa Kans with Grootzooka

Thats 1505, so if your opponent is picky you have to shave off 5 points somewhere.

Exchange the Deff Koptas for Lootas if you want to, but 6 Deff Koptas could do some real destruction, especially if you go first Turn 1.

8500p Plague Marines
Vote on my Titan on CoolMiniOrNot


 
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

Dread should be in troop slot.

Tokugawa plays:  
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

tokugawa wrote:Dread should be in troop slot.


Does it matter?


Automatically Appended Next Post:
a94marbo wrote:I would strip down everything to Ork Kan Wall basics.

2xKFF Mek

3x29 Boys + 3x1 Nobs with PK and BP

3x2 Deff Kopta with TL Rokkits

3x3 Killa Kans with Grootzooka

Thats 1505, so if your opponent is picky you have to shave off 5 points somewhere.

Exchange the Deff Koptas for Lootas if you want to, but 6 Deff Koptas could do some real destruction, especially if you go first Turn 1.


Picky or not over is over, but 3 squads of 2 deff koptas with no buzzsaws... I can't see that doing much of anything, one gets shot, fails leadership, the last one runs off the table... BS 2 even twin-linked is a fart down a hallway. Also all grotzookas doesn't sound like it gunna be that helpful. The Boyz crush infantry already


This message was edited 2 times. Last update was at 2010/03/26 14:54:35


   
Made in se
Jovial Plaguebearer of Nurgle





Europe

Grotzookas helps you remove those pesky meat-walls guarding the tanks, so you can reach them with your can-openers.

But I agree, 9 Grotzooka might be too much.

But the essence of a kan-wall is 3-4 full squads of boys, 2 KFF and 9 Killa kans. Do what ever you whant with the rest of the points.

This message was edited 1 time. Last update was at 2010/03/26 15:04:21


8500p Plague Marines
Vote on my Titan on CoolMiniOrNot


 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential




take a look at my killa kan ork list at 1250pts if you'd like.

grotzookas are actually quite useful, however 9 may not be worth it, i run 2 squads of grotzookas, and 1 with rokkits. (however my squad of 3 rokkits NEVER do anything haha)

I'd leave the big mek base with just the KFF. With a power fist and him going last, people can just target him out and kill him before he does anything. if anything give him a 4 plus save and leave him at that.

Your boy squads should really be 30

My 1500pt list will basically be the same however with another 30 man unit of shoota boyz. For 1850 i drop the lootas and gretchen and add a squad of 6 nob bikers with a warboss

This message was edited 3 times. Last update was at 2010/03/26 16:33:39


   
Made in gb
Tower of Power






Cannock

a94marbo wrote:I would strip down everything to Ork Kan Wall basics.

2xKFF Mek

3x29 Boys + 3x1 Nobs with PK and BP

3x2 Deff Kopta with TL Rokkits

3x3 Killa Kans with Grootzooka

Thats 1505, so if your opponent is picky you have to shave off 5 points somewhere.

Exchange the Deff Koptas for Lootas if you want to, but 6 Deff Koptas could do some real destruction, especially if you go first Turn 1.


I would do pretty much more or less that.

I would pimp up the meks though. I'd give them either a burna or power klaw to fight in combat with and cybork body. If these guys can picked on they cannot put up much of a fight.

The kopters without buzzsaws won't do a lot. And in units too. I'd probably take a single unit of lootas over these tbh.

The kanz I'd put rokkits on like you have already, and the deff dread doesn't make much difference whether troops or not. Doing so only frees up room for another kan unit. It being troops cannot capture a objective anyway, and tbh, I'd take two of them not one for multiple threat and unit redundancy.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I hate to leave the Mek shop without at least two deffkoptas with buzzsaws. They just make back their points so easily. When you take out that Leman Russ, Hammerhead, Vindicator, etc first turn it's worth it's weight in gold. Lootas are great at popping transports but anything over ar 12 your gunna need something better.

   
Made in gb
Tower of Power






Cannock

I totally agree. I run 3 solo kopters each with rokkits and buzzsaws and then 2 units of lootas, though my list is 2k not 1,500.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
Forum Index » 40K Army Lists
Go to: