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![[Post New]](/s/i/i.gif) 2013/09/28 08:59:31
Subject: Killa Kan Loadouts
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Crazed Spirit of the Defiler
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Hullo good sirs of dakka!
I have 6 killa kans, unbuilt, what would the veteran ork player recommend as good loadouts for certain tasks? That and, i don't see killa kans in any lists anymore, are they still useful as of 6th?
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![[Post New]](/s/i/i.gif) 2013/09/28 09:14:57
Subject: Killa Kan Loadouts
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Nasty Nob
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Magnetize the weapons.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2013/09/28 10:38:23
Subject: Killa Kan Loadouts
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Disguised Speculo
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What he said.
Grotzookas will *murder* infantry and others have had success with rokkits though I've never bothered with them.
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![[Post New]](/s/i/i.gif) 2013/09/28 10:40:18
Subject: Re:Killa Kan Loadouts
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Gangly Grot Rebel
Scotland
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Killer kans are still ok, but they need to be in a list with armour saturation. I think grotzooka's are the best.
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I'm a god damned sexual Tyrannosaurus.
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![[Post New]](/s/i/i.gif) 2013/09/28 10:58:01
Subject: Killa Kan Loadouts
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Fresh-Faced New User
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I tend to use them from cover as cheap anti-armour/heavy speedbumps in low point lists. TL rokkits with a grot's BS, and if anything gets close you charge it. Run them from cover to cover and put them somewhere annoying. It takes a bit of effort for most opponents to get them out of it, and if anything gets close you charge it. If you don't get cannons in heavy slots these don't do too shabby in small numbers (1 or 2 per slot, spread as much as possible).
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![[Post New]](/s/i/i.gif) 2013/09/28 19:20:53
Subject: Killa Kan Loadouts
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Been Around the Block
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Have 8 big shootaz
2 grotzokZ &
1 flamer
Adding two flamers only to guard my meka dread from deep strikers. The rest is two squads of five. Botb grotzokas in one squad
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![[Post New]](/s/i/i.gif) 2013/09/28 19:52:41
Subject: Killa Kan Loadouts
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Longtime Dakkanaut
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Yup, definitely magnetise - especially with a new codex due in the next six months, which (we hope) will make kanz a good unit again - we don't know how the rules or points will change.
Currently, grotzookas are good against horde, rokkits against armour and heavy infantry. Always give a whole unit the same weapon
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![[Post New]](/s/i/i.gif) 2013/09/29 01:54:33
Subject: Killa Kan Loadouts
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Crazed Spirit of the Defiler
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Thanks the assistance! Anyone know any good tutorials for magnetizing the killa kan kits?
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![[Post New]](/s/i/i.gif) 2013/09/29 05:12:13
Subject: Re:Killa Kan Loadouts
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Yellin' Yoof on a Scooter
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None of the weapons are twin linked.
I think skorchas are a waste on them due to having better BS. Orks do not really need the extra short ranged anti infantry from grotzookas since near everything in the codex is good vs light infantry. I would keep them cheap with a big shoota. Good number of shots at a decent range to plink at stuff and you still have a DCCW to wreck stuff in cc. If you do not have pretty good armor saturation they will fall easily while doing nothing.
If someone has tried it I was wondering how kan wall would do in 6th with double force org. 18 walkers for 720 points seems pretty reasonable.
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![[Post New]](/s/i/i.gif) 2013/09/29 08:58:38
Subject: Killa Kan Loadouts
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Raging Ravener
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Rokkits or grotzookas.
3 rokkits hitting on 4+ in an Ork army? yes please!
Also they don't suck as much in cc as one would think. I've held up a large blob of pink horrors with them after I moved up and popped vehicles with the rokkits.
3 big shootas are kinda lackluster in firepower tbh. kustom mega blastas I haven't tried because of the gets hot.
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2013/09/29 09:56:18
Subject: Re:Killa Kan Loadouts
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Dakka Veteran
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Personally I always picked KMBs over Rokkits. Even though Gets Hot! on vehicles got nerfed with 6th edition it's still practically the one place in the army where the rewards outweigh the risk, and AP2 makes a world of a difference in their tactical flexibility, in my opinion.
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![[Post New]](/s/i/i.gif) 2013/09/29 10:00:09
Subject: Killa Kan Loadouts
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Crazed Spirit of the Defiler
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I thought rokkits had the same stats as mega blastas? But with longer range and no gets hot
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![[Post New]](/s/i/i.gif) 2013/09/29 10:05:24
Subject: Re:Killa Kan Loadouts
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Dakka Veteran
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Same range and strength. KMBs are AP2 instead of AP3, has Gets Hot! and cost 5 points more than Rokkits.
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This message was edited 2 times. Last update was at 2013/09/29 10:06:06
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![[Post New]](/s/i/i.gif) 2013/09/29 10:28:03
Subject: Killa Kan Loadouts
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Crazed Spirit of the Defiler
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Oh hell yeah, Mega blastas it is!
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![[Post New]](/s/i/i.gif) 2013/09/29 10:31:14
Subject: Killa Kan Loadouts
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Raging Ravener
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hm, might have to go KMB then
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2013/09/29 19:35:55
Subject: Killa Kan Loadouts
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Slaanesh Veteran Marine with Tentacles
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I like to have a 6 rockets and 3 grotzookas.
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![[Post New]](/s/i/i.gif) 2013/09/30 00:24:16
Subject: Killa Kan Loadouts
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Big Mek in Kustom Dragster with Soopa-Gun
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Grotzookas are typically the go-to for killa kans. Short range but when they can shoot boy do they SHOOT! lol.
But i would magnetize them. Usually its a tossup between rokkits or grotzookas if anything but you might wanna be unique and throw a skorcha in there since you can kit them uniquely you dont have to have the same loadout on all 3 (2 grotzookas and a skorcha wouldnt be bad)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/09/30 06:12:21
Subject: Killa Kan Loadouts
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Longtime Dakkanaut
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KMBs are only really worthwhile if you're up against a lot of termies or other 2+ armour. So, a useful option to magnetize, to be available for individual games, but probably not best for an all-comers list.
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![[Post New]](/s/i/i.gif) 2013/09/30 07:44:19
Subject: Killa Kan Loadouts
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Rogue Grot Kannon Gunna
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I go big shootas and rely on other things to take out the tanks (big guns and lootas). The killa kans just whack in a load more slightly longer ranged dakka than the other choices and then hang back and act as a combat shield if anything comes my way. I only have 3 at the moment so I never end up throwing too many points away.
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![[Post New]](/s/i/i.gif) 2013/09/30 10:27:46
Subject: Killa Kan Loadouts
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Clang wrote:KMBs are only really worthwhile if you're up against a lot of termies or other 2+ armour. So, a useful option to magnetize, to be available for individual games, but probably not best for an all-comers list.
AP2 might be nice for destroying vehicles though. I think I'm going to experiment with that.
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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. |
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![[Post New]](/s/i/i.gif) 2013/09/30 15:53:31
Subject: Killa Kan Loadouts
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Crazed Spirit of the Defiler
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I thought only an ap of 1 affected the vehicle damage results though? Mind you, I think buying 6 was a bit too much kinda think of it, because im not running kan wall
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![[Post New]](/s/i/i.gif) 2013/09/30 17:43:02
Subject: Killa Kan Loadouts
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Nurgle Predator Driver with an Infestation
Brantford, Ontario
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Kans are just fun to run in general, i perfer grotzookas, I think its a waste to use KMB. i usually run deftcoptas for my twinlinked rokkits, never thought of putting big shootas on them i do enjoy them in my 20 man sqauds.
you dont need to run them as a wall, but i would. Most effective.
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Iron Warriors |
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![[Post New]](/s/i/i.gif) 0013/12/27 09:21:48
Subject: Killa Kan Loadouts
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Big Mek in Kustom Dragster with Soopa-Gun
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AP2 adds a +1 to the damage result roll, AP2 (EDIT: Typo lol AP1) adds +2. So a Lascannon (S9 AP2) shooting a Trukk (AV10 open topped) glances on a 1 and pens on a 2+ and explode it on a 4+, since Open Topped also adds +1 to the result. Thats why trukks dont last long lol even crap guns need a 5+ to blow it up, if a big gun happens to hit it its pretty much guaranteed toast.
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This message was edited 1 time. Last update was at 2013/09/30 20:40:46
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/10/02 14:49:24
Subject: Killa Kan Loadouts
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Raging Ravener
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And that Is why I runt Looted Tanks as transports, AV 10 is so so so bad >__<
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2013/10/02 15:00:21
Subject: Killa Kan Loadouts
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Those aren't exactly better. They might disallow you from disembarking and will kill more passengers when they die. Besides, a battlewagon isn't too much more than looted wagon.
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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. |
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![[Post New]](/s/i/i.gif) 2013/10/02 16:28:09
Subject: Killa Kan Loadouts
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Pyromaniac Hellhound Pilot
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I have a good size ork army, and it was basicly a massive boys list 180, big mek, ghrazzi, mega nobs, 9 kans and two deff dreads. On battle wagon for ghrazzi, he doesn't walk.
I fitted the kans with grottzookas, six of them, and three with big shootas. It was pretty good. the zookas aren't the biggest thing to fear, but, they do good enough.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2013/10/02 16:55:18
Subject: Killa Kan Loadouts
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Big Mek in Kustom Dragster with Soopa-Gun
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Looted wagons have 2 major flaws for transport:
1) Heavy slot. They are not a dedicated transport (unless i missed a faq for that) so you use a slot for each one.
2) Not fast. This makes a difference since AV11 is GOING to explode fast when its not in your backfield, almost to the point of no difference between AV10 and 11. The only notable difference is most infantry cant glance it to death, at least. Rhinos are only viable because theyre dirt freakin cheap and not open topped so theyre less likely to implode (slightly). A looted wagon with that benefit costs too much.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/10/04 13:46:27
Subject: Killa Kan Loadouts
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Crazed Spirit of the Defiler
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Personally i just used 3 looted wagons as artillery once for a friendly game, and mother of the emperor did it go well! Couldn't be bothered for using em as a transport considering the use of battlewagons :/
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![[Post New]](/s/i/i.gif) 2013/12/03 13:53:26
Subject: Killa Kan Loadouts
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Sneaky Lictor
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Guitarquero wrote:Kans are just fun to run in general, i perfer grotzookas, I think its a waste to use KMB. i usually run deftcoptas for my twinlinked rokkits, never thought of putting big shootas on them i do enjoy them in my 20 man sqauds.
you dont need to run them as a wall, but i would. Most effective.
If I am commiting thread necromancy sorry, I know the thread age is in that grey area, but this is the only thread on killa kans.
I played a game with 6 Kans last night all kitted with Grotzukkas.The grotzukkas were really underwhelming and didn't do to much, just the threat of them did enough. 24 s6 small templates at BS3 isn't horrible, but is not great either....it just sounds horrible to run at.
They do even better if you can keep some around until late game after most of the heavy threats are removed. The thing about Kans is that if they don't blow up, you can literally just wall certain areas off with them. I used them to cover the flanks of my trukks as I moved up the board.
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2013/12/03 14:24:40
Subject: Killa Kan Loadouts
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Pyromaniac Hellhound Pilot
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I have run the "can wall" in the past. I used a total of 9 kans, in three groups of 3. Best thing, out fit all in a squad the same way. I prefer the grotzooka, has alot of fire power and kills infantry easy. It is a toss up between big shootas and rokkits for me after that.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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