Yup another Kan wall vs mech Guard army but this time against Shaun whose running the standard Veterans. He's also trying some Vanquishers which I told him pre game are rubbish, would I be proved wrong? I was also trying a slightly different Ork list as well to fine tune it this time including Deff Dreads again for armour saturation.
Orks "Kan Wall" - 2,000 points
HQ
1 x Big Mek - kustom force field
1 x Big Mek - kustom force field
Elite
9 x Lootas
9 x Lootas
9 x Lootas
Troops
30 x Boyz - shootas - Nob w/ power klaw
30 x Boyz - shootas - Nob w/ power klaw
30 x Boyz - shootas - Nob w/ power klaw
15 x Gretchin - Runtherd w/ grot-pod
Deff Dread - 2 x skorchas, grot riggers & armour plates
Deff Dread - 2 x skorchas, grot riggers & armour plates
Fast Attack
1 x Deffkopta - twin-linked rokkits & buzzsaw
Heavy Support
3 x Killa Kanz - 3 x rokkits
3 x Killa Kanz - 3 x rokkits
3 x Killa Kanz - 3 x rokkits
Total: 2,000
Imperial Guard - 2,000 points
HQ
Company Command Squad w/ Chimera - 4 x plasma guns
Company Command Squad - 4 x meltaguns
Troops
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Fast Attack
Vendetta
Bane Wolf
Heavy Support
Manticore Missile Launcher
Manticore Missile Launcher
Leman Russ Demolisher & 2 x Leman Russ Vanquishers
Game: Spearhead + Capture & Control
Deployment
Shaun deploys first holding majority of tanks back, though he does put a Manticore and two Chimeras within 12" radius from the centre while the other Manticore is deployed in the ruin where his objective is.
I deploy bottom right corner using the Kanz to give my Boyz cover and keeping the Deff Dreads close but damn is it cramped here! Two Loota units deploy in a large ruin with Gretchin holding the objective.
* Tactical Notes
After learning from my mistake in my last game with Craig I'm going to run everything as much as I can until the Boyz are close enough to waaagh! and hopefully the Kanz can crack open some tanks with Loota support once the Kanz are close enough.
Target priority I'll go for the Manticores as large blasts are annoying and if Shauns indirect fires means I'll only get a 5+ cover save. I'll go for the Vendetta as well as this can easily rip through Deff Dreads and Kanz alike. After that I'll deal with things as they come.
Turn 1
I turbo boost the Kopta to hide behind the shrine ruin as I'm going to use it as bait and distraction unit. I attempt to seize the initiative and going second against Guard isn't cool - I fail.
Shaun moves his tanks out moving one Chimera 12" towards me leaving a 12" gap. The Vendetta carrying the melta
CCS moves 6".
Shooting Shaun fires with the Manticores direct fire through my Kanz giving me a 4+ cover save, he manages to kill a few but only gets a single shot for each Manticore. He fires the Vanquishers and one misses other hits but is saved by the
KFF the Demolisher is out of range.
My turn I move the Kanz forward keeping the Boyz behind, I then run everything except for one unit of Kanz which moves through terrain to assault the Chimera. Kopta turbo boosts again and hides behind a ruin just as a psychological threat.
Shooting Lootas open fire at the Chimera with plasma
CCS in but does nothing thanks to smoke which Shaun used, I fire at the Manticore with the other two Loota units and score immobilised and crew stunned. Kanz fire at the Chimera but Shaun makes the save.
In assault the Kanz charge the Chimera but have problems hitting thanks to Shaun moving 12", they manage to crew shake it.
* Tactical Notes
Not a bad first turn as I've stopped a Manticore from shooting next turn which is handy though would have been nice to take out the Vendetta as well but I got carried away and fired at a nearby Chimera instead.
My Kanz which assaulted are now out of KFF range so I am wondering how things are going to go for those next turn. I guess if firing at those the ones with the KFF will be fine and the Boyz which did go with the exposed Kanz are behind a ruin and in KFF range so will get cover one way or another.
Turn 2
Shaun moves his Vendetta 6" while the squadron of Russes move around to support it all bunching around the objective. Two Chimeras carrying melta move down the right board edge to get the Dethkopta while the shaken Chimera moves 12" over towards the right flank right in front of another unit of Kanz. The
CCS Chimera moves away 6" so it can still fire.
Shooting Vanquishers fire at the Kanz but the Demolisher is still out of range which sees both hit and taking out two Kanz. Vendetta fires at a Deff Dread but
KFF makes the save. Melta units cannot draw
LOS on the Kopta. Manticore indirect fires at the Boyz giving them 5+ cover save instead gibbing some.
My turn the Kopta moves around from the ruin to the side armour of a Chimera while most the Kanz and Boyz run forward towards Shauns lines while the single Kan moves towards the Vendetta. Kanz and Boyz on the right flank move towards the shaken Chimera.
Shooting the solo Kan manages to crew shake the Vendetta while the other Kanz blast the Chimera on the right flank and cause some damage, Lootas have to fire at the tank which wrecks it spilling the Guardsmen who pass pinning but get shot by the Boyz, but pass morale. Other unit of Lootas fires at the stunned Manticore and scores weapon destroyed.
In assault single Kan charges the Vendetta but gets nothing but 3+ to hit which is no good. Kopta charges the Chimera and scores immobilised, shaken and weapon destroyed taking the multi laser.
* Tactical Notes
Again not a bad turn but could have been better. I wanted to take out that Vendetta which would have been nice and also to have exploded the Chimera so my Boyz could shoot and mass assault wiping that unit out. At least though one Manticore has been neutralised.
Next turn I'm expecting the Kopta to be dead, which is fine though would have been better if it did more lasting damage but it has served nicely as pulling those meltas away from my Boyz and more importantly the Kanz. I'll move up next turn and hopefully get the single Manticore on the objective and get rid of the Vendetta.
Turn 3
Shaun runs his Guardsmen on the right flank to a ruin by my Boyz. He turbo boosts the Vendetta down towards my table edge along with support from the Bane Wolf which has done nothing. He moves one of the melta Chimeras through terrain to blast the Kopta to pieces while the Russ squadron moves about along with two Chimeras near the Guard objective.
Shooting Shaun instagibs the Kopta with mass melta. He blasts the single Kan with multi lasers but doesn't manage to take it out thanks to cover saves from the ruin in front. Vanquishers fire and both miss Demolisher is finally in range and fires at the Kanz scoring crew shaken on one the Manticore fires at the Kanz and scores same result.
My turn the Boyz move up towards the few Guardsmen hiding in the ruin on the right flank while the Kanz march out with the Deff Dreads taking the lead. The solo Kan moves to assault the Manticore while the other Kanz run looking to assault the Russes as the Boyz follow behind.
Shooting unit of Lootas blast the Vendetta which immobilises it as it went flat out it's wrecked. Because of range the other Lootas fire at the Manticore and finish it off. Solo Kan blasts the Manticore but either does nothing or the Manticore makes a cover save. Guardsmen in the ruin on the right flank get shot leaving two left who pass morale just to annoy me.
In assault solo Kan charges and explodes the Manticore after auto hitting because it didn't move and auto pen thanks to
dccw. Other Kanz are about a nat's cock out of assault (I didn't even know Nat had a cock but if that's what you like

). Boyz charge the remaining Guardsmen and kill them all.
* Tactical Notes
Not a bad turn here seeing the Vendetta destroyed and the Bane Wolf move totally away from me. The Manticore contesting the Guard objective has been totalled so I just need to move in and hold on the Guard objective. It's a pity those Kanz were just out of assault range getting the Leman Russes.
Next turn I'll definately get those Russes as they won't get far enough out the way and I'll move the solo Kan onto the objective while the Deff Dreads start laying the smackdown while the other Kanz move up laying down fire support.
Turn 4
CCS with meltas moves with the Bane Wolf towards a ruin to get cover. Meltas in a Chimera on the left board edge immobilise their tank in terrain. Plasma Veterans move onto the Guard objective to claim it.
Shooting multi lasers and plasma blast a Deff Dread but do nothing while plasmas and multi lasers blast solo Kan but only is crew shaken after the damage.
Orks turn the Deff Dreads move up with one probably in assault while solo Kan moves to contest the Guard objective as the Boyz follow behind and the other unit of Kanz go to assaut the Leman Russ squadron.
Shooting Lootas blast the melta
CCS leaving two left after cover saves and
LOS issues. Kanz blast the Leman Russes hoping to cause some minor damage but fail to do any harm.
In assault Deff Dread charges and misses all attacks on the plasma
CCS Chimera. Kanz charge and wreck two Russes leaving just the Demolisher left which is crew shaken.
* Tactical Notes
Bit of a cock up there as I just randomly decided to run the solo Kan instead I could have assaulted the Chimera instead, ah well. At least I've taken out the Leman Russes though I can see meltas getting the Kanz next turn but I suppose they have done there job as the Boyz are now here, well some of them anyway.
Next turn I'll take out what I can and move onto the Guard objective to claim it.
Turn 5
Plasma
CCS bails out their tank and moves away from the Deff Dread as do the plasma Veterans on the objective while their tank moves to BBQ some Boyz. Meltas move out from the Chimeras ready to blast the rear of the Kanz. The Bane Wolf moves 12" forward but is still going to be out of range.
Shooting
CCS issues bring it down to itself fine but the Veterans with the plasma fail to receive the order. The Deff Dread is smoked by plasma and the solo Kan finally snuffs it. Meltas nuke the other Kanz leaving just one standing with no rokkit arm.
Orks turn Boyz run forward and move onto the Guard objective while the solo Kan goes to bash some Guardsmen as the last Deff Dread moves to assault the Chimera his brother failed to crush while the remaining Kanz move to blast and assault the empty Chimera.
Shooting Lootas explode the Bane Wolf. Kanz blast the side armour of the Chimera and immobilise it while the Deff Dread goes to charge the empty
CCS Chimera.
In assault the solo Kan with no rokkit charges the Guardsmen and kills two but the Guardsmen stick around. Deff Dread charges and explodes the empty Chimera while the Kanz follow suit and do the exact same thing to the other Chimera.
We roll for turn 6 and it doesn't happen, Orks win holding their own objective and it appears Guard one no one holds.
Summary
Kan wall did well but it's a slow army. I kept running where possible all the time and kept getting 1 or 2 for the Kanz which held the Boyz up behind. The Deff Dreads got good run rolls but problem is I had to hold them back as the Big Mek would be out of
KFF range then. Also tactics with Kan wall is easier said than done. You've got to make sure everything always has
KFF cover or else like the first assault those vulnerable Kanz were blasted but I s'pose no other units took heavy fire power that turn.
In general Kanz did better this game while running they didn't have enough steam for but shooting and combat wise they took out two Leman Russ Vanquishers, shaken a Vendetta, shaken and wrecked a Chimera plus they asborbed a crap load of damage as Shauns damage rolls were just as bad as my run rolls.
Single Kopta did fine. Worked very nicely for baiting and been a distraction unit but pity didn't achieve a huge amount though I guess immobilised a tank so stopped those Lootas getting into range.
Deff Dreads did nothing really. Only turn 5 one managed to wreck a 55 point Chimera. Only thing they added was target saturation. As I am running them all the time I'm just going to add four
dccw and stick with that maybe a skorcha if I am tight on points.
Lootas did well this game taking out a Chimera, Manticore, Vendetta,
CCS and Bane Wolf much better rolls with most the time getting 27 shots for them which is pretty good.
Shaun did well with his tactics holding his army back. I did mention to him about why he sent the single Chimera forward with plasmas which he said he wasn't sure but he did make a good point it became a distraction for me and I also noted he managed to take out some Kanz because I assaulted it. List wise those Vanquishers are rubbish (I did tell you Shaun!
lol) I think he's going to drop them. Shaun has never been a massive fan of melta but against the Kanz he saw the damage they could wreck thanks to AP1.
Though a few mistakes though from Shaun. The plasma squad in the Chimera which came at me first turn took a lot of damage and when they was blown out the tank instead of running them into cover he should have fired the plasma guns at some Kanz. When the solo Kan moved to the Manticore he should have moved it in his turn as the Kan was on his doorstep also getting out the Chimera and abandoning the objective wasn't a smart thing to do!
lol.
List wise I discussed with Shaun maybe taking double Demolishers in a squadron and advance them with the Chimeras. I'm not a fan of squadrons really, but having two large S10 AP2 blasts coming will asborb fire power leaving those Chimeras alone. But to do this Shaun can take nothing but meltas or maybe drop a
CCS.