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Made in us
Krazed Killa Kan






State of Jefferson

I have 9 KKs and they work well at low point levels and they work reeeeally good at killing my own Boyz when the inevitably explode. What about deff dreads? Better worse. Worth getting. I understand I will be waiting for 7th and their codex to invest the $ and time in painting them. But your thoughts?
   
Made in ru
!!Goffik Rocker!!






Deff dreads are usually worse. They're less shooty and more fragile cause 1 dread = 2 kanz if you look at points. To be honest, i haven't had a deff dread make it into combat since 5 ed. While Kanz can have fairly decent grotzookas and better bs on bigshootas or even rokkits. I go with grotzookas though. 2 s6 blasts per kan is not that bad. They're worse in mellee than deff dread cause can and will be killed by frag nades but they're good enough for a walker. The problem with both of them is that they occupy the wagon'z / big gun'z slot. If this slots are full and u're desperate to get a walker, than you can make a deff dread fit in your infantry slot with big mek's help. You have a KFF mek running around anywayz.

For some reason, people tend to fear kanz less than deff dreads. It was alwayz a mistery for me cause as long as i remember, kanz have alwayz been better than deff dreads.

If you have issues with boyz getting killed by exploding kanz, just don't keep them so close and bunched up. Both kanz and dreads are not tanking units. And they don't block much los. They're way better at pushing flank where they can hope to avoid some AT enemy weaponry. If you run them in the middle of the board - they'll get blown up having done nothing particularly useful.

This message was edited 8 times. Last update was at 2014/05/12 10:24:56


 
   
Made in us
Regular Dakkanaut




I think Deff Dreads (2 big shootas) become decent annoyance things...and walls for people to avoid.

Can also go into your troop slot, so... maybe thats the role?

You definitely don't want to run it up the board in the open...so they're kind of like side-lane blockers/damage sinks.

And they have the potential to ping stuff.

Another use to think of is to get more AP 2 shooting in the troop slot.

That might be something to actually think about I guess.

This message was edited 1 time. Last update was at 2014/05/12 11:36:05


 
   
Made in us
Regular Dakkanaut




Jacksonville, FL

If you're waiting for the new book and 7th edition, all of this discussion might be completely moot. But let's entertain ourselves!

I like Kans because they're cheap and they can shoot. Deff Dreads are nice, more so if you can take them as Troops (yay, Big Mek!), but they do have some key problems, such as being I2 still. Space Marines with krak grenades have a chance to mess up your day before you can open up with all those buzz saws (to say nothing of Swooping Hawks with haywire grenades). So while a Deff Dread has more armor (a bit), one more gun, and more attacks, it's still kind of fragile and the Kans can do a similar amount of damage, if not more (because their ranged attacks are more accurate).

And it's funny to watch the little Kans get in there and start tearing stuff up after being ignored.

Realms of Inisfail
http://www.realmsofinisfail.com 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

As they are right now, killa kans are somewhat viable since Grotzookas are nasty as feth when they get in range of something and deffdreads are pointless.

Walkers in general are kinda dumb, across the board. Only ones that arent bad are Forgefiends, which im not sure why they arent an MC, and dakkawalkers which are more of a typical vehicle without the top speed potential and assault-defenses.

Killa kans are more along the lines of the latter, which is great since they both have BS3 and the blast-spammyness of Grotzookas. They put on more pain at 18" than a deffdredd will in melee, just not against big things.

Come Unbound rules, i might start fielding killakans since i feel they would aid a lootedwagon list or kannonbattery list significantly, but FOC restrictions ... fml

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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