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Made in us
Bounding Assault Marine






Dakkians,

I am building a Dread Mob Kan was and need advice for composition. I assume I am not yet to the army list stage requirement for this to be in that thread. If I am wrong, I will request a mod move.

Basically I am going to run 2 dreads, 2 KFF Meks and 9 cans, with 2 x 29 Grots and 2 shoota mobs as my core. My question is do I run 2 30 boy mobs or 2 10 boy mobs with nob and KFF mek in trukks. I like the idea of trukks, maybe with a ard case to gain flexibility and increase KFF bubble size but I've seen plenty of people saying meched orks and kans walls don't mix.

Also, on the KFF, do half or more of the Kans need to be within 6 or just 1?

Can I get some guidance here as to pros and cons.

I don't want to mess with my core so please let those bits be.

Thanks

MM
   
Made in us
Regular Dakkanaut





I like the truck idea being it is hard to take down with the KFF. I would run 2 boy groups at 15 in each and then a extra with 10 and a truck ,Red paint and ram and put the MEk with a KFF in there. There will be more to shoot at for the same cost. The Kans have to have mojority to get the cover. Troops however only need one.
   
Made in gb
Tower of Power






Cannock

The benefit of the Trukks is the KFF foot print but that's about it.

The problem you will have is the Trukks want to go 12" - 18" and can't because the walkers are slumbering behind leaving them behind and without KFF. Or lets say you send the Trukks without KFF that will be two Trukks ahead unsupported and units of 10-12 Orks are not hard to kill.

You should go for a army which goes all at the same speed so it attacks together. Having some faster elements is good if they act as a tarpit though 10-12 Orks won't be and the rest of your force will still be lagging behind.

Ditch the Trukks consolidate the two Trukk Boy units then increase that unit to 30 so it can asborb fire power on the way to the enemy and still pack a punch.

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 gb
Monstrous Master Moulder





Essex,, England

I agree that they don't mix, I am not sure about the grots in such numbers either, all they will do it take objectives. The idea of the kan wall is that your kanz move fairly slowly towards the enemy will loads of boyz in behind, if you put a truck in front that then gets shot at because its out of the KFF, and if yu keep it int he KFF, it destroys the point of the trukk racing forward. I reckon it would just t get destroyed as soon as it went onfront of the wall. I am not sure of points, as I stopped orks last edition, but I would roughly go for:

2 meks
9 kans w/rokkits or grotzookas
2 dredds (or maybe not, you could use those points for more boyz and PK armed nobz)
2x20 Gretchin
And as many ork boyz squads as you can, all with a PK, the PK it really quite important for wrecking vehicles and such, and things like terminators, because if you want to get at it you have to chop your way through about 15 orks, will a high toughness and quite a few attacks. In Kan wall I think that choppa orks are better than shootas.


 
   
Made in us
Bounding Assault Marine






What about if the trukks just ride behind the walkers acting as their protection and a counter assault/objective grabbers mid-forward of field.

I understand the movements don't match but if you don't race the trukks ahead it won't matter.


Basically I am debating over the aforementioned two trukks with boyz, PK nob and KFF Meks, or 2 20+ boyz on foot, either behind the walker wall.

I do also plan on running a large-ish group of burnas with Meks to help make repairs on the dreads and add some flamer fun.
   
Made in gb
Monstrous Master Moulder





Essex,, England

Trukks behind the kans destroys the point of trukks, the idea of trukks is mobility and rapid deployment/attack of troops. Slowing the trukks down to walker speed completely destroys the point of them, and you could use the trukks for something completely different. And you could swap out the dredds for lootas, they put out a very nice amount of long range fire power that is much needed in kan walls.


 
   
Made in gb
Bonkers Buggy Driver with Rockets






Trukks and Kan Wall don't work. Trukks are too fast for kan wall since most of your army is footslogging and staying hidden. Having 1-2 units zooming ahead will get them shot up and wasted. Leaving them as a large cover wall is also no good since you're using the kans for that. Get more boyz



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Bounding Assault Marine






I suppose I need to say it again.

I understand that zooming ahead won't be beneficial.

I understand that the typical point of a truck is to zoom ahead.

If I modify the role of the trukks so that they do not zoom ahead and die or take the KFF with them and my Kans die, but instead use them to beef up the KFF range and act as a responder unit as needed, would that be something to concider or should I just keep a giant mob slogging behind the kans?
   
Made in gb
Monstrous Master Moulder





Essex,, England

Giant slogging mob will win any day.


 
   
Made in gb
Tower of Power






Cannock

Master Melta wrote:What about if the trukks just ride behind the walkers acting as their protection and a counter assault/objective grabbers mid-forward of field.

I understand the movements don't match but if you don't race the trukks ahead it won't matter.


Basically I am debating over the aforementioned two trukks with boyz, PK nob and KFF Meks, or 2 20+ boyz on foot, either behind the walker wall.

I do also plan on running a large-ish group of burnas with Meks to help make repairs on the dreads and add some flamer fun.


The point of the Trukk is to move quickly. You do that then you're not using it right. Just run infantry behind instead getting 4+ cover the same and getting extra Orks too. Do not take any form of transports with Kans.

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 
   
 
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