Jasper wrote:If you are against marines then yep you need to worry about the crack grenades. But, bearing in mind things like terminators don't pack grenades and the kanz strike first they suddenly become unit which can cause a few problems. Similarly if a LR is bearing down on you, the the chappie hasn't got the old Godshammers there's a good chance the Kanz can stop it in its tracks.
Both assume optimal conditions (no kanz lost) and some level of cooperation from your opponent. Why should the terminators be close to your kanz, if he could stop them with tactical marines? And even then, you will probably still lose a kan between overwatch from a heavy weapon (
CML/
AC) and a sergeant sporting a power mace.
Also if you spam them then an opponent suddnely need to spend a lot of mid strength fire power to take them out (and they are on the cheap side) and it takes the heat of the rest of the army. The only downside for this tactic is that you tie up HS slots.
Actually, a single predator or rifleman dreadnought is probably enough to stop one or two units. A hit from a manticore or orbital strike relay might even take out an entire unit in one shot. You can easily assume to have lost eight out of nine kanz by the end of game turn two.
Kannons are exactly as hard to wound as it is to take hull points off kanz, but they get a 3+ armor save and a bunch of gretchin crew on top of that, for less points. All they lose in exchange is a questionable close combat ability.