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Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

Sup Gitz I am back.

I am pleased to say my low points list has a lot of my gaming friends and rivals freaked but I have noticed a few weaknesses and strengths I was wondering I could could discuss and see if others agreed or denied and maybe threw a bit of math hammer in there to boot.

I love the army style as it promotes alot of confusion about target priority, I myself don't really know what is worth shooting at more than something else. For example yes my lootas are important to remove from the field but they will probably soak fire due to hiding in cover unless someone had a cover cutting gun or good CC Infiltraters like Genestealers. Considering their range they more often than not or outside spamming gunfire and instead forcing my enemy to choose between withstanding deff gun fire or dozens of Dreadnought CC attacks.

The same goes for killing kans vs Dreds or shooting at boyz or anything else in my army. I love the threat that killing one thing means you better be prepared for the army to sudden change tactics and kill you another way just as effectively.

The problems i see with this army are large though it hasn't been used against me and it rare it matters buuuuuuuuut.

1. The army is very slow i am easily out maneuvered by transports and the like.

2. The Kan wall cannot stand against Monsterous Creatures in CC

3. Besides my Lootas the army lacks long range first strike abilities in shooting (though Kamekazi Koptas help offset it)

4. Capturing objectives because it relies heavily on vehicles I noticed that this army is hard pressed to win an objectives based game.

Now it's strengths are outstanding

1. An ability to shrug off absurd damage thanks to the KFF on both vehicles and infantry

2. The Degree of dakka before the assualt widdles down even the absurdest creatures (like Hive tyrants with 2+ saves and hiveguard)

3. the ability to flood damage on multiple units thanks to an array of various template and small blast weaponry (this has wiped 3 units at once so far)

4. An excellent counter-charging element

I obviously could talk about this all day but I more or less wrap this up saying that I feel like I trade the ability to go where I want and do what i want like with the Kult of Speed to have the ability to prey on my enemies' assumptions that Orky Shooting isn't dangerous and Vechiles are easy to handle with the right tools. I feel it is very well rounded despite lacking in those areas and even though it feels a bit cheesy to play the fluff just feels satisfying to play a MEKinized army of boyz.

Opinions, thoughts, debates?

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in gr
Sneaky Lictor





Greece

You could mention scalling as well:
At 1000-1500 points very few armies have sufficient fire power to bring down 9 or more walkers with a KFF and the list is great
At 2000 the wall starts looking a bit thin and if you dont fill out with more vehicles (trukks, battlewagons, mass warbuggies) then taking out the Kans is not so tough and the list looses it's bite.
In between these points the Kan wall is a good list with lots of potential

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
Longtime Dakkanaut






Kans are great! Lowish cost, good shooting, good CC, massive toughness from KFF big mek.

Their is only 2 real issues with Kans. First, the speed that you mentioned. Other Ork builds are almost always faster--fast trucks, 12 inch battlewagons, 24 turboboosting bikes, or extra 6 inch Waaghing orks with Ghazzy. This is partially offset because Kans have decent shooting, which extends their threat range when not in combat.

The other issue with Kans is that they are NOT a dedicated combat unit. They ARE certianly a decent hybrid unit, but you cant stick them up against anything in the game and hope for the best. You instead have to pick and choose your battles and take other units to offset their weakness versus certian CC units.

For example, anything with WS5 will need 5's to hit, meaning you only can kill about 2 a round...

Also, versus units with decent Invuln saves, the low number of attacks you throw will also stifle your damage.

Finally, against units that are really good at killing vehicles in combat, like MCs that you mentioned, you can find the kans taking 3+ penetrating hits per combat round.

Cover those 2 weaknesses with the rest of your army, and Kans can be a nightmare for your opponent as they tear through their lines.
   
Made in ca
Krazed Killa Kan




Claremont, ON

With potentially each squad firing 6 rokkits/grotzookas (18 total with 9 kans) you are looking at a fairly good hoard control and transport popping machine. Not to mention the fact you should had a few squads of lootas helping out.

I personally don't use the typical kan wall. I run a small squad of nobs and Ghaz for extra fun. Sure it takes away from the amount of boys I field but after a while you get bored with the same run of the mill "kan wall".

In order to counter the objective issue it's a simple fix by having a small grot squad come in late to grab your home objective. With 95% of your force moving forward it is a huge advantage to save a small 40pt grot unit in reserve to hold home base. Arguably the most cost effective way to hold your own objective.

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DE 2500 TS: 2500 2500  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Kanz may only have one ranged weapon each.

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 ca
Krazed Killa Kan




Claremont, ON

grotzooka is two shots though. Note I said Potentially. Should have clarified if using rokkits and or grotzooka. i know the rules.

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DE 2500 TS: 2500 2500  
   
Made in us
Dakka Veteran





The other great thing about the Kan Wall is that it's very modular. There are a wide variety of "flavors" you can use, many of them successful in different ways.

1) Basic Wall: 9 Kans, 2 Meks w/KFF. Fill in the rest with what you want

2) Dakka Wall: Basic Wall plus some Lootas

3) Wagon Wall: Basic Wall with a Battlewagon and Nobz

4) MOST MECH: Basic Wall with 2 Deff Dreads

EACH of these lists with perhaps the exception of the Battlewagon at 1500 points leaves you room to add a variety of extras.

I agree that Monstrous Creatures are frequently a difficulty. Hive Tryants, Trygons, and Avatars will wreck your Dreads and Kans. Fortunately, that's why you keep a Nob with a Power Klaw nearby...
   
Made in ca
Krazed Killa Kan




Claremont, ON



I agree that Monstrous Creatures are frequently a difficulty. Hive Tryants, Trygons, and Avatars will wreck your Dreads and Kans. Fortunately, that's why you keep a Nob with a Power Klaw nearby...


Exactly! And if you have 3 boys units or/and a group of nobs with a boss or ghaz you are not short on PK's. It's not perfect but what list is. Either way it is very competitive and you can have fun switching it up a bit.

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DE 2500 TS: 2500 2500  
   
 
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