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Made in ch
Yellin' Yoof on a Scooter





So as title says kans or dread i am up against quite a tank-y templar and blood angels army with all its trops in pods and/or rhinos

sorry general discussions for the first posting of this


^my boyz^  
   
Made in us
Kovnik





Texas

Killa kans are good. Deff dreads are not. If you are playing at above 500pts you can bring 3 easy. They are really quite good as far as orks go. They can still pop pretty easy but taking a big mek would help a lot. Other than that if you amount a lot of them there is a good imperial armor codex that uses them as troops.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Deffdredds are i'd say the 3rd weakest unit in the codex, solely because of its limitations though.
We have a nasty as hell melee model with 3 wounds that costs ~110pts with upgrades. The problem? It cant get anything.
Its an ork, not a grot, so giving it real guns is stupid.
We have no transport, deepstrike or otherwise, means of getting it into the enemy lines. 6inches + D6 sprint per turn wont let it hit anything before its either shot to death or just hung up on terrain-looping to avoid line of sight.

Killakans technically have the same issue, however theres more of them for about the same cost and they can shoot quite well. I think the only reason people took Deffdredds in the dreddbash list was because you HAD to take them out first because 1 deffdredd was way deadlier in melee than 2-3 killakans (as it actually hits its target and has many more attacks), thus leaving the kans and boyz alone.

If they gave orks the same drop pod BA has for their dreads, i could see it being more viable. Ive ran a deffdredd or two several times (both dreddbash list and just casual walkers in a greentide) and every time they die before turn 3 since its just av12 and therye so damn slow.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Flashy Flashgitz






NJ

I play my dread probably about 90% if the time with 4 ccw. I always take a mek, so he counts as troops, and I just keep him hiding I. Terrain near an objective on my side, usually with something else like 10 grots. Either of them can hold the objective, and both serve a different role in preventing last second stealing of my objective. They cost 150 pts total together so they wont break the bank, and now all of my giant sqads of boyz can move forward. together they are very hard to dislodge. If its something elite that would blow the dread to bits, grots rush in and tarpit while dread holds objective. If its basic troops, dread runs in and makes the body parts fly while grots hold the objective. The model is just so damn cool, i had to find a use for it. so they still have their uses in 6th. I wouldn't do that at a tournament, but it sure is a lit of fun in friendly games

   
Made in us
Lurking Gaunt





Maryland

I've seen them be useful for when you have an opponent with a lot of jump packs as body guards for SAG Mek and Lootas.

Hide him behind terrain and then eat MeQ

Commissions open!

https://jackalopeminiaturestudio.22slides.site/ 
   
 
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