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Made in us
Sword-Wielding Bloodletter of Khorne




Oklahoma

Going to start orks soon and they are gunna be stompy!!

2 big meks 2 dreads 9 kans. The typical list.

But I do wonder how it all totally works.

From what I assume you make well a wall of kanz in front of your boys with the dreads mixed in. You then have all the boyz behinde that and your 2 big meks with KFF are spread out to give everyone a save. Then just walk forward?

So is that the basic idea/tactic behinde the list? or are the some slight things I am missing?

Can't you see we have been abandoned? Forget matters of duty and honor to the emperor this is now a matter of pride.  
   
Made in us
Hurr! Ogryn Bone 'Ead!





You pretty much have it down. The Mek's give the Kans (and Dreads) a 4+ save making them extremely resilient, and the Orks hide behind them getting their cover save as well. Then the whole army just walks up the board firing all the way until they get close and smash stuff in.

Make sure to bring shoota boyz though. The real strength of the list is the ability to shoot the living daylights out of the enemy whilst still surging forward. Then you get to CC after blasting away and you're damn good at that too.

You're going to want Lootaz as well. And Missile Launchers work best on your Kans.

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Kans generally have Rokkits. BS3 is terrible to waste. shooting light tanks and transports.

Deff Dreds should be 4 DCCWs or 3 DCCWs and a scorcha. the dreds hang behind the kans and once you reach CC surge forward and assault. send the Kans and dreds after tanks and hard CC units(but not TH terminators. Str10 bounces off 3++ saves)

the Boyz should all have a PK nob.


if you have points Lootas are good for hanging back. Burnas are also good and fit the theme.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Yellin' Yoof





For the sake of variety, you might want to bring 3 rokkit kans, 3 grotzooka kans, and 3 kustom mega-blasta kans.

"Fungus beer, Fungus beer, one toof a beer!
'Dis keg's got enuff it fer everyone 'ere!
So let's pull all our teef out!
(Dey'll be back in a year!)
'Cuz you don't need no teef
Ta enjoy a good beer."
 
   
Made in us
Sword-Wielding Bloodletter of Khorne




Oklahoma

Alright thanks guys.

About the dreds however. Is the 3 dccw and a skorcha really the best rought?

With the skorcha dont you run the risk of burning to many units away and then you will be to far away to get a charge in. But I guess if that is the case dont fire it. But if your not useing it why bring it in the first place??

Since the dreds are walking up with the rest of the class wouldnt 2 other ranged weapons serve some good?

2 big shootas maybe? Yeah its bs2 but its gunna get a few wounds in before it makes its way to the other side of the field. Plus if it gets imoble it can still do something.

Can't you see we have been abandoned? Forget matters of duty and honor to the emperor this is now a matter of pride.  
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

What kind of points are you after?

Basic premise of a Kan-Wall by Dashofpepper, roughly depending on point value for the game:

1. Start with a Big Mek with a Kustom Force Field.

2. Add two units of 30 shoota boyz, accompanied by a Nob with a Powerklaw and bosspole.

3. Add three units of three killa-kans; put rokkits on all of them for anti-transport duty.

Depending on points, here we go!

4. Add a unit of 5 Lootas.

5. Add a unit of 5 Lootas.

6. Add a unit of 5 Lootas.

7. Add a second Big Mek with a Kustom Force Field.

8. Add a third mob of 30 boyz.

9. Add a fourth mob of 30 boyz.

10. Add a single deffkopta with twin-linked rokkits and a buzzsaw.

11. Add a single deffkopta with twin-linked rokkits and a buzzsaw.

12. Add a single deffkopta with twin-linked rokkits and a buzzsaw.

13. Add a 5th unit of 30 boyz.

14. Turn one of the units of 5 Lootas into 15.

15. Turn a second unit of 5 Lootas into 15.

16. Turn a third unit of 5 Lootas into 15.

17. Turn fourth unit of ....oh wait! =p Add a sixth unit of 30 boyz.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Now, you may have variances based on the number of shoota boyz you have, but these are rough guidelines.

On the table, you advance together with the KFFs giving the kans cover, the kans giving the boyz cover. Dreads....not so useful in the grand scheme of things.

   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

Deffdread ranged weapons, if any, is really your choice and probably doesn't matter much. Most go either 4 DCCW or 3 DCCW and a skorcha because of ork BS, but a big shoota is fine as well.

Kan walls are helped by having loota squads, mobs of shoota boys. I like rokkit buggies as well for additional firepower and speed.

 
   
Made in ca
Flashy Flashgitz





You don't always need a lot of kans, for 1000 pts. a 3 kan wall works well for me, 1500 a 6 kan wall, 2000 and I'll start pulling out my last 3. What I'm trying to say is there are a couple variations of this list and you will have to playtest to find what works for you. As for the deff dread I really don't see a point of big shootas on him, anti infantry is what orks do best, at base. Adding specialized guns for that purpose is a very meh idea, not to mention every big shoota you throw on there you loose a S10 power weapon attack, I would personally rather insta gib ard stuff.
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Dash, I think rokkit buggies would give you valuable movement-blocking capability, as well as rokkits that are even more accurate than kans.

If I were running 9 kans, I don't think I'd leave home without 9 rokkit buggies as well.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Sword-Wielding Bloodletter of Khorne




Oklahoma

So i guess for the dreads is more just a matter of peronal taste.

I plan to end up with 5 dreads then enuff kanz for whatever weapon options I want with them. I like the idea and theme of all the walkers but I doubt I will always run the very same list every time. It will center around the same idea but will shift a little from game to game. All dreads one game. All kanz the next a mix of both ect,ect.

and thanks for the input Dash I have read alot of your stuff and you know your way around orks it seems to say the least.

What about weapons for the kanz. Clearly zookas are great. Same for rokiits. What about KMB is the extra 5 pts woth the ap2 and are the big shootas/skorchas really ever worth getting??

Also there 2 upgrades the riggers and armor plates. Both of those seem like a total waste on units of kanz.

Can't you see we have been abandoned? Forget matters of duty and honor to the emperor this is now a matter of pride.  
   
Made in us
Regular Dakkanaut



Eastern USA

Armor plates are useful for this strategy, since the whole point is that you need your whole line to continuously move forward. It would make them a little expensive, though, so whether the extra insurance is worth it is entirely up to your tastes as a general. At the very least, extra armor doesn't really need to be modeled, so you can always just try it a few games and see if it ever comes in handy.

It also occurs to me that if your Mek needs an escort (aside from MOAR BOYZ, of course), that Flash Gitz might fit well into this list. Obviously, they're another expensive super-unit alongside the Kans, but if you go with the "Mek in a vehicle" strategy for better KFF range, some Gitz inside with him can put out some scary firepower from the center of your army, which will be practically impossible for your enemy to remove. The major downside is that they take away a HS slot, so you're basically exchanging one of your Kan units to bolster your core firepower, but if you feel that 9 Kans is overkill, it might not be a problem. Perhaps a good compromise would just be a Nob unit with some Combi- and TL-Shootas, who can bring their own Battlewagon (possibly packing a giant cannon) with them.

This message was edited 2 times. Last update was at 2010/08/09 14:23:28


Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
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Made in us
Junior Officer with Laspistol






The eye of terror.

Since vehicle squadrons automatically reduce Stunned results to Shaken, armor plates are worthless (or next to it).

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Grot riggers are also worthless as squadrons destroy the immobile vehicle.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Sword-Wielding Bloodletter of Khorne




Oklahoma

Alright thats what i figured. I guess it would work if you had a single kan but cant think of a time when i would need to use just a single kan. They would of course help keep a dread walking forward.

How do some of the other elite/fast attack options due in this list?

Would tank bustas fit into the list very well? With a range of 24 odds are they should be able to fire at some armor first turn with there 6" movment. Plus with the current meta being so mech heavy there will prolly be a few transports rolling forward anyways.

Same for burna boys as alot of armies will be running straight at me anyways.

But does there small unit size make them an easy target??

I know most people dont like stormboyz ether but I could see them having a role as well. Walk up 6 every turn with the rest of the pack unil they are close enuff to fly forward and charge something or used as a counter charge unit if you get attacked on a flank. Plus they would be useing the FA slots which as it stands now are pretty untouched.

Can't you see we have been abandoned? Forget matters of duty and honor to the emperor this is now a matter of pride.  
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

those are really personal preferance.


if there are alot of mech armies around use tankbustas(be carefull they don't end up chasing a rhino around the entire game)

if the enemy is MEQ or horde the burnas can dominate.


that is a good idea for stormboyz. they can get stuck in for one turn before the kan and boyz show up to help them.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Squishy Squig




Just to clarify, Armor plates and grott are not ENTIRELY worthless, just next to it. When your killa kan squad drops down to one model, it ceases being a squad. At this point the last kan can benefit from the riggers because immobilize won't kill him but he can now be stunned again. You could put riggers and plates on one kan and try to arrange for it to be the last one alive... but its still not really worth the points.

I also wanted to step in and say that there is no army where flash gitz belong. I'm sure you can find great information about them on other posts, so all I'm going to say is compare a flash git to a lootas, or heck, a boy with a big shootas. To be better than them, the git needs a ton of upgrades and quickly becomes an obvious point sink. If you want fire support, get lootas and ignore flash gitz. Also remember that they take up a valuable heavy slot that can be used on kanz or dreads.
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

+1 for Stormboyz. I love me some Stormboyz.

Orks W-L-D
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+ Skullbearers: 750pts painted
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Made in ca
Regular Dakkanaut





Ottawa, Ontario

Just to clarify,

if you're using a wall, Kans or Grots, your enemy is also going to get that cover save as well right? This wouldn't matter when shooting MEQ I guess since they are getting 3+ anyway, but against Guardsmen, other orks, etc you are giving them an upgraded save aswell?

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Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Yes, but since you're only in range for 18", you should be getting out from behind the wall and preparing to assault.

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
 
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