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2018/10/22 22:26:51
Subject: Killa Kanz and Flash gits
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Fresh-Faced New User
New South Wales
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G'day all,
I consume a lot of youtube battle reports, generally Orks (or a bit of Tau) and I'm surprised at the lack of Killa Kans and Flash Gitz taken with Ork armies.
I've recently got the latest index and reading over it I thought they both seemed like pretty good choices for Orks and they're some of my favourite models. I've got a fairly ramschackle 2000~ odd points of Orks to my name and don't ever really get to play,
I love painting Kans (nice break from the boys boys boys!), and given I rarely play their competitiveness is fairly inconsequential, but I'd always though they'd be a good shooty option for Orks with their fairly low points cost and better balistic skill and the Gitz seem pretty good with their re shoot special rule (the exact name escapes me). It seems most batreps I watch tend to go for the Lootas though.
Does anyone run the old Kan wall and/or Flash Gitz and find that they're competitive or at least fun?
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1500~points ork
starting Tau |
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2018/10/22 22:30:55
Subject: Re:Killa Kanz and Flash gits
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Longtime Dakkanaut
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We won't know for sure until we get the full codex and then any possible CA changes in December. I haven't seen anyone use Flash gits in my area for a while but I've seen a few people try KanZ spam and it didn't go great.
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2018/10/22 22:32:25
Subject: Killa Kanz and Flash gits
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Decrepit Dakkanaut
UK
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Dork - there's a new codex for Orks being pre-released this coming weekend with a release the following week. So I'd wait 2 weeks because there's likely going to be a huge change in how orks work and function on the tabletop. If its anything like a few recent releases you well could see multiple viable builds and thus the mighty Kans and Gitz could well return to the fore as a decent fighting force!
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2018/10/22 23:00:36
Subject: Killa Kanz and Flash gits
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Furious Fire Dragon
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These two are some of my favourite units in the ork arsenal and ones that I would want to play if I built my own force of greenskins - so I hope they do well out of the Codex.
I'm not even sure what the general perception of them is in the Index other than being drowned out by the "everything is useless except boyz" mantra.
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2018/10/22 23:40:23
Subject: Killa Kanz and Flash gits
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Stern Iron Priest with Thrall Bodyguard
UK
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Kans were bad because of moral just losing two could see the whole unit evaporate.
Not sure why gitz were not taken.
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2018/10/22 23:58:22
Subject: Killa Kanz and Flash gits
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Slaanesh Havoc with Blastmaster
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Flash gitz had a bad save,
so I use a looted Imperial bastion to house them!
Kans are fun in small packs so that morale doesn't cause them to run a way
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2018/10/23 03:01:01
Subject: Killa Kanz and Flash gits
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Locked in the Tower of Amareo
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Atm both suffer from being overpriced to ridiculous level and super soft. Hopefully codex helps them a lot
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2024 painted/bought: 109/109 |
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2018/10/23 09:16:41
Subject: Killa Kanz and Flash gits
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Kanz shoot too little to be worth their huge load of points. Moral has not been an issue to me, I've been running units of 4. If something kills two or even three kanz at once, it's will probably kill the last one too, or you just spend 2CP to ignore morale.
You can also just have a warboss nearby to turn lost moral checks into d3 mortal wounds.
All kanz really need is to get cheaper IMO. The unit itself works well, it just costs too much.
Flash gits were too soft and their guns were not actually awesome at killing anything. With 4+ armor and their weapons up to S6, they will probably be an awesome unit.
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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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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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2018/10/23 12:00:35
Subject: Re:Killa Kanz and Flash gits
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Jovial Plaguebearer of Nurgle
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My own Ork army is pretty small at the moment but I do enjoy fielding my 3 Kanz. They are gorgeous models and I plan on buying more of them soon, how many depending on how good the Codex makes them. Unfortunately I have to admit that as of now they just don't seem to do too much for their points. I should mention that I also roll terribly with them in cqc but even with slightly better rolls I don't think they would have been worth their points.
As for Flash Gitz I don't have them but I imagine their 6+ save, relatively short range and high point cost made them something of a liability to run.
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2018/10/23 22:21:30
Subject: Killa Kanz and Flash gits
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Fresh-Faced New User
New South Wales
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Flash Gitz almost certain to get a major boost in new codex purely because I missed out on buying Badruk and 4 gitz at a ridiculously good price on ebay this morning by about 15 minutes!!
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1500~points ork
starting Tau |
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2018/10/23 22:50:35
Subject: Killa Kanz and Flash gits
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Wicked Warp Spider
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Jidmah wrote:
You can also just have a warboss nearby to turn lost moral checks into d3 mortal wounds.
And it's absolutely hilarious if you attempt to imagine it
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Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! |
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2018/10/25 21:28:20
Subject: Killa Kanz and Flash gits
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Fresh-Faced New User
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I largely stopped playing Kanz after the last Ork codex. I put my army together when they were piloted by boyz and I'd use 2 squads of 3 to act as a protective screen for my mobs. I don't think they're likely to go back to that, so mine may be permanently shelved
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2018/10/25 21:45:14
Subject: Killa Kanz and Flash gits
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Krazed Killa Kan
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Kans are decent. Decent shooting, suprisingly good melee stats, except for their WS. But, a waaaagh banner can get their WS up to a 4+.
Flash gitz are currently not very good, due to low damage, short range, heavy weapons and no save.
They are rumored to be str 6, Ap2, D2, with a 4+ save. Which is actually pretty solid.
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"Hope is the first step on the road to disappointment." Words to live by. |
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2018/10/26 02:54:01
Subject: Killa Kanz and Flash gits
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Locked in the Tower of Amareo
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hobojebus wrote:Kans were bad because of moral just losing two could see the whole unit evaporate.
Not sure why gitz were not taken.
If only they survived long enough to take morale tests! They alas get smashed before that. Both suffer from being expensive soft targets
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2024 painted/bought: 109/109 |
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2018/10/26 04:11:33
Subject: Killa Kanz and Flash gits
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Longtime Dakkanaut
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Rumors say Killa Kans and Deff Dreads both got a pretty substantial points drop. Combine that with a stratagem that lets you teleport in one unit, and that could be interesting. Imagine a large squad of cans suddenly appearing near any army's back lines. Even if they don't survive they are too much for the enemy to just ignore.
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2018/10/26 07:15:34
Subject: Killa Kanz and Flash gits
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Roarin' Runtherd
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I am holding out hope for flashgitz being priced well. We have some rumors on their stats being t4 w2 4+ save with snazzgun being heavy 3 range 24 s6 ap -2 damage 2. At b.s. 4+ with dakkadakkadakka and bad moons refilling ones, 10 flash hits would kill 8 or 9 MEQ (or primaris marines, with d2), 7 TEQ, 16 GEQ, and do 8 damage to a vehicle of toughness 7 or 8 with a 3+ save. They would also shred custodes; they can kill 2 stormshield custodes and potentially damage a third. They basically kill everything well.
If they get even a small points reduction (currently they are 27 points?) I think they would be amazing, at 23 points per they would be great, 25 would still be solid I think. They also get two alablative wounds in the form of ammo runts for durability. The main shortcoming is a heavy 24" gun. This limits their threat range significantly. However with dakkadakkadakka and bad moonz trait I think if you put them in a trukk or battlewagon and drive them to the middle of the board, they would still have a decent turn of shooting with the minus 1 the first turn, and then you just camp out in the center.
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