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Made in us
Nasty Nob






Gardner, MA

Im doing a Kan wall army - heres the list:

Big Mek; Kustom Force Field
Big Mek; Kustom Force Field

3 Killer Kans; Big Shoota x3)
3 Killer Kans; Grotzooka x3)
3 Killer Kans; Big Shoota x3)

29 Boyz; Choppa & Slugga; 1 Boyz Nob; Bosspole; Slugga; Power Klaw
29 Boyz; Choppa & Slugga; 1 Boyz Nob; Bosspole; Slugga; Power Klaw
29 Boyz; Choppa & Slugga; 1 Boyz Nob; Bosspole; Slugga; Power Klaw
11 Gretchin 1 Runtherd
Deff Dread; Armour Plates; Grot Rigger; Dreadnought CCW x4

Deffkopta; Twin Linked Rokkit Launcha x1; Buzzsaw x1
Deffkopta; Twin Linked Rokkit Launcha x1; Buzzsaw x1
Deffkopta; Twin Linked Rokkit Launcha x1; Buzzsaw x1

9 Lootas
9 Lootas


A man's character is his fate.
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

I played a vs a kan wall list last week and the rokkits he had on those cans did a ton of damage to me, far more than I was expecting! He has one squad with the grotblasta things, and they were decent. I would mix those and leave the big shootas at home
   
Made in gb
Sure Space Wolves Land Raider Pilot




wakefield west yorkshire

The WRATH OF KAN is a horrible list if done right


fear the dark
fear the angels for we are death
darkangels 15000+ pts
sisters of battle 6000+ pts
imp fists full codex company (lord knows how many pts)
space wolves - under construction but well on its away to a grand company
retired (may return) after a codex fubar
next ???????(but there will be a lot of it)

 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Rokkits, Rokkits and more Rokkits


   
Made in us
Nasty Nob






Gardner, MA

Dark Angels - do you have any pearls of wisdom?

A man's character is his fate.
 
   
Made in gb
Sure Space Wolves Land Raider Pilot




wakefield west yorkshire

My buddy plays all rokkits -- its devastating

samples attached - dont take them as law - just an idea
 Filename orks sample.pdf [Disk] Download
 Description your list
 File size 49 Kbytes

 Filename ork sugested list I.pdf [Disk] Download
 Description sugested list
 File size 52 Kbytes

This message was edited 1 time. Last update was at 2010/07/05 17:26:31



fear the dark
fear the angels for we are death
darkangels 15000+ pts
sisters of battle 6000+ pts
imp fists full codex company (lord knows how many pts)
space wolves - under construction but well on its away to a grand company
retired (may return) after a codex fubar
next ???????(but there will be a lot of it)

 
   
Made in us
Mekboy Hammerin' Somethin'






Rockkits for Kans, I recommend a second Deff Dread to lower the number of lootas...

8 lootas for another Deff Dread with 4CCw...

2 units of 5 lootas should be enough... It makes it easier to get cover saves for said lootas... Ideally having them take up a lane of the table to limit your opponent's mobility is great.


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Warplord Titan Princeps of Tzeentch





Pat that askala, O-H-I hate this stupid state

I take 3 squads of kanz with 2 rokkits and 1 grotzooka. That way it covers AT and anti infantry.

Then it comes to be that the soothing light at the end of your tunnel, its just a freight train coming your way!
Thousand Sons 10000
Grey knights 3000
Sisters of battle 3000
I have 29 sucessful trades where others recommend me.
Be sure to use the Reputable traders list when successfully completing a trade found here:
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Made in us
Nasty Nob






Gardner, MA

What about Grot Riggers and Armor plates? Are these needed on the Kans? I figured the squadron rules with immobilized is destroyed would negate needing these on the Kans. For the Deff Dreads - yeah. Any thoughts?

A man's character is his fate.
 
   
Made in us
Longtime Dakkanaut





Correct. Riggers n' plates are pretty much useless for mobs of kans, especially when you're boosting the cost by 30%.

I tend to prefer grotzookas, just because they keep all the bases covered. Decent against heavy inf too because they can get in mass what they lose in crappy AP.







There's just an acre of you fellas, isn't there? 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

The ongoing question: Rokkits or Grotzookas? Rokkits hit tanks and the like, but Grotzookas are too good to pass up in terms of infantry.
   
Made in us
Nasty Nob






Gardner, MA

Thats great analysis MekanobSamael. I think Ill go with Big shootas to keep the costs down and to fight the temptation to stand and shoot. My kans are leading and if they stop - the boyz stop. Ill magnetize the arms so I can swap out for Grotzookas and Rokkits.

A man's character is his fate.
 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

You can shoot while moving.
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

Grotzookas and rokkits are really the only things that belong on Kans. Take two squadrons with one, and one squadron of the other. A full three squadrons of Grotzookas are fun too, nothing like raining down 18 blasts on your opponents heads... but you got to have a way to deal with the mech.

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

The last thing Orks need is more anti-infantry. The biggest problem you run into as Orks is transports. Sure we got an ample amount of Power Klaws to pop armour but there in lies the problem. There's nothing worse then charging up poping a transport getting some of your boyz killed in the explosion and then having whatever unit that was inside that transport charging you next turn. You need those transports wreck before you get there but you don't want to waste time shooting rokkits instead of running, hence the reason you need as many rokkits as you can get your hands on. You only fire those rokkits right before you assault and since we can't hit the broadside of a barn we need redundancy.

   
Made in us
Mekboy Hammerin' Somethin'






Orks have plenty of Anti-Infantry it is called the assault phase... I hear that is when orks kill infantry...

I vote S8 rokkits on the Kans because they are assault. While you can move and shoot anyway, this does not meant you can shoot and assault.

Blowing up trasports is key, assaulting what comes out is even better.



Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

I'm pretty sure walkers can always assault, no matter what they fire.
   
Made in us
Mekboy Hammerin' Somethin'






I am not sure at the moment but having rokkits would be much better against faster armies such as eldar...

S6 is nice against infantry and MEQS (all the saves they must pass) but then again assaulting infantry is much better.

3 Rokkits = 24" Ranged Powerklaw after all transports are not going to sit there and wait for you to wipe them in your 6" assault.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Nasty Nob






Gardner, MA

I like the rokkits as well. They can shoot and assualt but they cant run if they shoot. Running is key turns one and 2.

A man's character is his fate.
 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

I'm not sure if the Deffcopters in this list are such a good idea. They're fairly fragile for their points.
   
Made in us
Mekboy Hammerin' Somethin'






They are used for a Turn one assault... nothing else...

Scout: Turboboost
Turn 1: 4 Auto S7 attacks to the rear of the vehicle in addition to a S8 shot...

If they steal the Initiative or if you are going second they still have a 3+ cover save.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Regular Dakkanaut






The Koptas were a waste with the game I just played. I made the mistake of assaulting thunder fire cannon the marine raped my face. I would put the points into a second dread I think. We will see. There were a lot of wasted points at 1850.

Boyz before toyz
Boyz before toyz
boyz before toyz 
   
Made in us
Mekboy Hammerin' Somethin'






The koptas are going to die, no doubt. The Idea is that they take a tank with them...

70 point Kopta vs +100 point tank good deal
70 point Kopta vs 40 point Rhino, still a good deal because you deny your opponent mobility for his men, potentially netting you an extra 180 points for the TAC squad.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Regular Dakkanaut






True. Ussually they do very well verse a rhino my target priority was very off. With 18 lootas though I think you could take a second dread. The lootas can take care of the rhinos.

This message was edited 1 time. Last update was at 2010/07/06 08:13:23


Boyz before toyz
Boyz before toyz
boyz before toyz 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

Perhaps put it into buggies, or even more lootas.
   
Made in us
Mekboy Hammerin' Somethin'






5 lootas is fine for taking out AV 11-12 transports, they typically move too fast for the army to catch...

I personally like buggies but not for this list, they are good if the Big Mek is in a Vehicle so the buggies can always have that 4+ cover save...

having 3 Deff Koptas may be a little much, dropping 1 would let you upgrade the kans to rokkits (60 points left)... meh, two more lootas in each squad sounds like the only other thing worth doing...

14 Lootas total, about 28 shots on average, 9 of them hit... sounds good...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Water-Caste Negotiator



Lafayette, IN, USA

I have 6 Rokkits, 3 Grotzookas. I also have 2 Dreads with Skorchas and Rokkits. Most like to put 3 DCCWs on Dreads, but I like the extra security.

I also only use 1 if 2 Koptas. 3 Seems a bit much.

I actually have a full body tattoo, but it's of an invisibility cloak, so you can't see it.



(1000) : W/L/D -- 2:3:2
DS:90-SG—M----B+I—Pw40k04D++A+/dWD-R++T(S)DM+ 
   
Made in gr
Sneaky Lictor





Greece

Well I disagree...

There are many list with infantry a) that can handle your boyz (tyranids) b) that can bog down your walkers (Dread in CC with 20 grots killing 3 per turn) c) that is so plentyfull that you wont be able to assault before its too late (IG infantry list).

On the other hand with 18 lootaz and 3 Deffkoptaz you have enough options to take out plenty of AV 11 and 12 quickly.

The boyz cant be relied on to deal with infantry early on as the minute you use the Mek squads in melee you will most probably loose the Mek and the KFF protection so attacking with these two squads should be reserved for late game.

6 Grotzookas should be enough to take care of alot of infatry problems, and my main target would be various heavy weapon teams which can cripple the wall 12-18 inches before it hits the enemy lines

PS Dont mix up the weapons per squad as they can still only fire on one target

This message was edited 1 time. Last update was at 2010/07/06 12:26:30


FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

sn0zcumb3r wrote:The boyz cant be relied on to deal with infantry early on as the minute you use the Mek squads in melee you will most probably loose the Mek and the KFF protection so attacking with these two squads should be reserved for late game.
Once you get into combat you don't need the Mek anymore. He's there to cover you during turn one and turn two at the latest depending on deployment after that if your not stuck in somewhere you did something wrong.

This message was edited 1 time. Last update was at 2010/07/06 21:04:50


   
Made in us
Stabbin' Skarboy






There really are only 2 weapons to choose from for Kans: Grotzookas (insanely good anti-infantry) or Rokkits (mediocre anti-tank.) Big shootas are mostly useless and kustom mega blastas are too pricey. I run more lootas than you and I still opt for 2 rokkit kan mobs and 1 grotzooka. The grotzookas are all around better and cheaper, but they mostly do anti-infantry which the Orks have in spades. My rokkit kans are generally a disappointment and rarely kill with their rokkits but they keep things good and shaken til the horde can catch up and saw vehicles apart with klaws and DCCWs.

If for some reason mech falls out of favor, I'd much rather run 2 grotzooka kan mobs and 1 rokkit.

This message was edited 1 time. Last update was at 2010/07/06 22:47:12


   
 
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