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Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I'd drop the meks on the lootas and replace them with lootas. The meks don't really contribute much to lootas that they can't do themselves.

I'd also drop the KMB from the dredds unless you can roll high a lot better than most. You won't hit much with them, and the AP 2 advantage over rokkits is negligible when using BS 2. You could try rokkits (cheaper, just as potent, but not AP 2) but i'd recommend CCW's or Skorchas.



I usually run mine with 2 DCCW and 2 Skorchas, or with a higher ratio of DCCW to Skorchas, as template weapons don't need a decent BS.

If you're running a classic Kan Wall you may need more boyz.


Grotzookas are good on Kanz, as are Rokkits, to take advantage of the Kanz not-lousy BS.


Just my 2c. Feel free to ignore any and all of it if something works better for you

This message was edited 1 time. Last update was at 2012/02/25 07:27:29


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
 
   
Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Ah, yeah, I can definitely see how the KMB would be fairly useless with the given BS.
So drop those for Skorchas and possibly drop the Gretchin for straight boys?

With that I could bump up the two Ork squads to 23 and throw in a third unit of 22 (2 big shootas, and same Nob respectively).
   
Made in us
Tail-spinning Tomb Blade Pilot






I heartily disagree with everyones opinion on the kan wall here. I own a kan wall. It will wreck everything but grey knights, stupid cleansing flame...Very sorry to disagree with yak, but kan wall should be a slightly shooty army, made to take down tanks with rokkits/kmb's and clean up whats left with DCCW's and boys.

My list:

HQ

2x big meks, KFF

Troops:
x2 Deff dreads, dual rokkits
4x 29 boys, nob w/PK(shy of 30 because of points)

Fast attack:

3x 3 rokkit buggies

Heavy:

3x 3 rokkit kans

Strategy:

Advance the vehicles, but keep them in the KFF zone. Use buggies as the neck/head of the snake, followed by kan wall with dreads, followed by excessive boys. For gods sakes, stay away from anything grey knights though...Cleansing flame is just beyond broken, it makes orks useless...seriously...for reals...

1. Get cover saves for all
2. Rokkits galore
3. Outnumber and out heavy gun
4. Profit?

EDIT: Adding something i left out. 20 vehicles of any armor value is a difficult task when they have free cover saves...Vehicles get a 4+ from the KFF, why not maximize the usefulness of the KFF by maximizing vehicles?

This message was edited 1 time. Last update was at 2012/02/25 07:58:11


Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in us
Foolproof Falcon Pilot






Never pay for rokkits on Dreads..they cost too much for BS2. You are better off with either 1-2 extra DCCWs or 1-2 Skorchas.

   
Made in ca
Mutilatin' Mad Dok






yeah, erpsonally, I never managed to make rokkits works on dreads. But again, it goes on how you like to play...

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3000 ish --
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GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Tail-spinning Tomb Blade Pilot






I want the dreads to stay with the pack and not run forward ahead of the kff zone. Orks are bad in waves and it is important to keep the synergy and consistent surge with support fire of rokkits.

Tomato or tomato, its what works with my build.

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






KMBs on deff dreads are an utter waste of points. Why spend 30 points on weapon for a model that should be running every turn? If you want some shooty on a deff dread, add a big shoota and DCCW or a second shoota. It would turn out cheaper, too.

I also don't see the benefit of two units of gretchin over a unit of boyz. If you drop those two big units, you could get another unit of boyz with shootas etc. You could then use the points you saved on the deff dreads for a small unit of gretchin, so you would end up with the same amount of scoring units, but more punch.

This message was edited 1 time. Last update was at 2012/02/27 07:36:09


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Serder wrote:
KingCracker wrote: Im failing to see how Grots have a mobility issue over boyz though, they both move 6 inches, can both run, and have the same size for unit caps.


they cannot use the waagh which means no fleet on the initial charge. And that extra round of not being able to assault can be very painfull as you'r guys are in rapid fire range nad all.



Ahh yea thats it. See, I never run grots, unless they are shooting kannons, but even then, they rarely ever move


Automatically Appended Next Post:
Jidmah wrote:KMBs on deff dreads are an utter waste of points. Why spend 30 points on weapon for a model that should be running every turn? If you want some shooty on a deff dread, add a big shoota and DCCW or a second shoota. It would turn out cheaper, too.
.


Ayup. I usually run my dreads with 2x big shootas on them. I like pumping 6 str5 shots into unit X before ripping it to shreds

This message was edited 1 time. Last update was at 2012/02/27 12:29:06


 
   
Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

So would two big shootas or two skorchas be more beneficial on the dreads?
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

It's a personal preference one there, i think.

The Big shootas have a decent range, and pump out enough shots that a couple will hit.

The Skorchas have a far shorter range, but ignore cover and aren't hampered by the Dredd's lousy BS.

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
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Buttlerthepug wrote:So would two big shootas or two skorchas be more beneficial on the dreads?


I have come to prefer big shootaz, as you are less likely to flame yourself out of assault range, and your dread isn't completely useless if immobilized. You still have the option to soften up a unit before charging. If you like skorchas though, go for it.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I'd never switch Lootas to Meks. Min Burna squad that could keep up wih the Kans maybe for quick repairs but if you already have 45 Lootas, use them

I'd replace the KMB's on the Dreds with Rokkits, BS's, Skorchas, or Extra arm.

Put those KMB's on the Kanz for the better BAllistic skill. Always have at least 1 mob with Grotzookas, they kill Termies and the like just fine. I'd also give the boyz mobs Rokkits and remember that the Nob can have a Rokkit too!

Fighting crime in a future time! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I would only ever suggest KMB if your local metagame is crawling with TEQ (Deathwing, Paladins, BT-Cyclone spam, Nipplewing, or any other similar build), otherwise they aren't worth their points. If everyone is flooding the table with that holy, extremely hard to get, nigh-invincible tactical dreadnought armor, by all means go for it - it's only a 5 point upgrade per model over a rokkit.

Rokkits on deff dreads fall into the same category as KMB - your should be running, not shooting. You are going to put a lot more hurt into anything by punching it with your chainsaws of the size of a marine, rather than with those fireworks. So don't waste points on them, you can get a DCCW+shoota/skorcha for the same cost. If you're immobilized rokkits are also unlikely to get a good shot at a vehicle, so you can't count on that either.

This message was edited 2 times. Last update was at 2012/02/29 08:07:51


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Agreed. Dreads should mainly focus on getting in there, and doing what they do best, turn units into red good. But I always suggest shying away from making your dreads with x4 DCCW for the simple fact that if its immobolised, its a complete waste from then on, because I REALLY doubt anyone would assault the damn thing.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

KingCracker wrote:Agreed. Dreads should mainly focus on getting in there, and doing what they do best, turn units into red good. But I always suggest shying away from making your dreads with x4 DCCW for the simple fact that if its immobolised, its a complete waste from then on, because I REALLY doubt anyone would assault the damn thing.


Of course, you do have two Big Meks running around in the army that can fix the damage.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Pff, I say, if you cant walk, its your own damn fault
Roll better

This message was edited 1 time. Last update was at 2012/02/29 12:46:44


 
   
Made in ca
Mutilatin' Mad Dok






KingCracker wrote:Agreed. Dreads should mainly focus on getting in there, and doing what they do best, turn units into red good. But I always suggest shying away from making your dreads with x4 DCCW for the simple fact that if its immobolised, its a complete waste from then on, because I REALLY doubt anyone would assault the damn thing.


armour plates, grot riggers, 15 points!! problem solved!

NICE WHFB & W40k Terrain, low price, high quality:http://www.dreamspiritwargaming.com
3000 ish --
Gotta paint all these boyz naoh
army pictures are at: http://imageshack.us/g/197/sam0019copy.jpg
DT:90S+GM-B+IPw40k11+ID+A+/hWD-R+T(T)DM+
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in is
Sneaky Kommando





Buttlerthepug wrote:Alright so how well would this work for 2k?

Big Mek- KFF- 85
Big Mek- KFF- 85

15 Lootas- 3 Meks- 225
15 Lootas- 3 Meks- 225
15 Lootas- 3 Meks- 225

Deff Dread- 2 Kustom Mega Blasters, Armour Plates- 115
Deff Dread- 2 Kustom Mega Blasters, Armour Plates- 115
20 Ork Boyz- Shootas, 2 Big Shootas, Nob w/ PK and BP- 170
20 Ork Boyz- Shootas, 2 Big Shootas, Nob w/ PK and BP- 170
23 Gretchin- 2 Runthers- 89
23 Gretchin- 2 Runthers- 89

3 Killa Kans- Grotzookas- 135
3 Killa Kans- Grotzookas- 135
3 Killa Kans- Grotzookas- 135

Total- 1998


KMB on dread is a waste go with flamer/armor/riggers and drop the gretchin to 19 plus 1 RH
   
 
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