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![[Post New]](/s/i/i.gif) 2014/11/17 09:54:22
Subject: Need advice on Killa Kan loadouts
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Nasty Nob
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You have to field 12 Kanz (6 and 6) and a Deff Dread. What loadouts go in each squad?
Currently I'm going cheap with four Big Shoota and two flamer kanz in one squad, four Rokkit kanz and two flamer kanz in the other. Flames are just for some kind of overwatch because I need it.
How many klaw on Def Dread and why?
I'm doing my best to supply the unit MFF big mek from a nob or biker nob squad.
What else should be supporting these walkees?
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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) 2014/11/17 10:52:50
Subject: Re:Need advice on Killa Kan loadouts
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!!Goffik Rocker!!
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Dredd mob is the way to run kanz. Other than that...no matter what you choose - they're mediocre. I'dprobably go with rokkits or grotzookas.
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![[Post New]](/s/i/i.gif) 2014/11/17 16:35:54
Subject: Need advice on Killa Kan loadouts
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Primered White
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I like plain big shootas, keep them cheap, give them a bit of range. The claw got stuffed with the new codex, but its not too bad. As for dreads I like to keep it cheap with two claws, skorsa and big shoota. Putting full claws on it makes it awefully expensive, I like the skorcha for taking causing loads of wounds on bigger units or even small hard units as even they fail their saving throws. The big shoota is there for taking pot shots. You always find yourself looking up the wazoo of a flyer at some point in a game and you stand some change of hitting it.
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This message was edited 2 times. Last update was at 2014/11/17 16:36:25
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![[Post New]](/s/i/i.gif) 2014/11/17 19:06:30
Subject: Need advice on Killa Kan loadouts
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Dakka Veteran
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I like my kanz in units of 5, 3 rokkits and 2 grotzookas. Also for the panic test, they have to kill 2 and you still get the +1 to the roll.
As for dredds I use big shootas or rokkits. Prefer big shootas. Keeps them at 80 points. I find the best way to run dredds is out of the dredd mob list in units of 3. That way it's harder to 1st blood them and if they get charged , all 3 get to fight.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2014/11/17 21:36:12
Subject: Need advice on Killa Kan loadouts
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Stabbin' Skarboy
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Rokkits and KMB as dedicated anti vehicle.
GrotZookas and Big shootas anti infantry.
That's how I would do it.
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![[Post New]](/s/i/i.gif) 2014/11/18 01:15:48
Subject: Need advice on Killa Kan loadouts
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Regular Dakkanaut
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Yes, depending if the rest of your army will be anti tank or anti infantry.
Also depends if your Kans play the role of central damage dealer (kbm/grotzookas) or cheap meatshield (big shootas/rokkit) for the dread and 'Naut behind them.
You guys are talking about the Dreadmob formation (ghaz book) or FOC (forgeworld)? I am trying the formation and I find it quite good, even found that Kans are surpringly good against target like MC, dreadknight,wraithknights....
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![[Post New]](/s/i/i.gif) 2014/11/18 14:21:56
Subject: Need advice on Killa Kan loadouts
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Regular Dakkanaut
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I've had some success with full size six kan rocket or grotzooka squads. Interestingly, people will usually shoot at the kan squads or the morkanaut and ignore the deff dreads as they rip apart land raiders and the like. Its kind of funny because the morkanaught has a 5++ and the kans usually have a 4++ or 5++ as well, but the deff dreads will get out of place with no save and nobody bothers them.
Why do you guys not run full size kan squads? I get that they can shoot at more things, but with bs3 and non blast (other than grotzookas), they're not wiping squads off the board in the shooting phase anyways. And a full size squad makes cowardly grot tests more unlikely to happen and less likely to fail.
What do you guys think of the dread mob formation? I'm kind of skeptical over the 3 kan size kan squads. D3 HOW, 'ere we go, and waaagh on walkers seems amazing though.
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![[Post New]](/s/i/i.gif) 2014/11/19 01:28:53
Subject: Need advice on Killa Kan loadouts
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Dakka Veteran
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Rismonite wrote:You have to field 12 Kanz (6 and 6) and a Deff Dread. What loadouts go in each squad?
Currently I'm going cheap with four Big Shoota and two flamer kanz in one squad, four Rokkit kanz and two flamer kanz in the other. Flames are just for some kind of overwatch because I need it.
How many klaw on Def Dread and why?
I'm doing my best to supply the unit MFF big mek from a nob or biker nob squad.
What else should be supporting these walkees?
Id go kmb all the way, then consider riggers. Mega ff is probably where you should be although a kff morkanaut would be the alternative and just feels right. For other support (and assuming HS slots available- dual CAD etc) I would definitely include as many batteries of mek gunz as you can. IME dreads of almost any variety just function better when your opponent is forced to move towards them plus the gunz are as tough as the walkers meaning they will draw anti tank.
This type of list won't work against everyone obviously but armies that operate inside 24" like most meq, crons, GKs etc will have their hands full dealing with such an army.
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This message was edited 1 time. Last update was at 2014/11/19 01:30:11
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![[Post New]](/s/i/i.gif) 2014/11/20 13:14:57
Subject: Re:Need advice on Killa Kan loadouts
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Bonkers Buggy Driver with Rockets
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I usually run 2 squads of 3 kans. one squad is all big shootas and the other squad is a flamer, big shoot, and grotzooka. There is usually two deff dreads near by. Also a Morkanaut. If you are play apocalypse, this gives you the deff dread formation from the book and you gain it will not die plus the change of gaining an invul and plus 1 str to all range weapons. I've always seen my kans as an anti-infantry unit. With the new updates to codex, the kans don't have the punching power they normal have. So going after tanks, buildings, and infantry are really whats good for the kan klaws.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2014/11/20 23:34:29
Subject: Need advice on Killa Kan loadouts
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Slaanesh Chosen Marine Riding a Fiend
Maine
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I tend to run strict Rokkits on them. With Rokkits being the free upgrade, it's better than Big Shootas if I HAVE to shoot at something. I tend to run Kanz as Tank Cutters anyway, or to tarpit a troublesome shooting unit with armor their shooty dudes might not be able to hurt (or takes a lot to hurt them). Or in general, a distraction in themselves.
Grotzookas can be amazing for anti infantry. CAN BE. I say this because the range on them sucks. So you have to go far closer than you'd like to be for a shooting walker.
IN most cases, I bring them in packs of 3 if I can, to keep them from glogging to much space on the board. Unless I bring a Morkanaught, then I'll bring a full 6 pack and let them act as a wall with the KFF giving them an invul as well.
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![[Post New]](/s/i/i.gif) 2014/11/21 04:26:15
Subject: Re:Need advice on Killa Kan loadouts
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Longtime Dakkanaut
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Glitcha wrote:...and the other squad is a flamer, big shoot, and grotzooka...
I'm not generally a fan of mixing weapons in a Kan unit, but I can see that big shootas and grotzookas are a reasonable combination, as they work well against the same type of targets - fire the grotzooka blasts first, then the big shootas to mop up survivors and stragglers.
I'm dubious about putting a flamer in there too though
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![[Post New]](/s/i/i.gif) 2014/11/21 04:43:19
Subject: Re:Need advice on Killa Kan loadouts
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Regular Dakkanaut
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Clang wrote:Glitcha wrote:...and the other squad is a flamer, big shoot, and grotzooka...
I'm not generally a fan of mixing weapons in a Kan unit, but I can see that big shootas and grotzookas are a reasonable combination, as they work well against the same type of targets - fire the grotzooka blasts first, then the big shootas to mop up survivors and stragglers.
I'm dubious about putting a flamer in there too though 
I agree with you on that. I like the big shoota-grotzooka combo. gives them something to do besides just running. I'm pretty against flamers on Kans, however. It seems like a waste of one of their biggest strengths--Grot gunners! i typically take a flamer on the deff dread, however, as the ork inside doesn't need to roll to hit.
So far, i like using rocket squads of kans. kind of like having another squad of tankbustas. with their BS3, they kit about as often as my big squads of tankbustas (though that's more or less my fault, as i have a habit of positioning poorly, and need to move them around in their battle wagon).
I've also found that even though their kan klaw got nerfed, it's still (surprisingly) pretty good at taking out terminators. i've had a squad of six kans wipe out a five man squad of tactical terminators before they even got a chance to punch back.
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