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Made in us
Regular Dakkanaut





Ive got a unit of six Grot Mob Killa Kans armed with Rokkit Launcha's and Buzzsaw's accompanied by a Big Mek with KFF (with Follow Me, Ladz!).

Current stats are: M:6" WS:5+ BS:4+ T:5 S:5 W:5 A:4 L:6 Save: 3+ 5++ (reroll hit rolls of 1 and take D3 mortal wounds instead of failing morale)
Rokkit Launcha: 24" Assault1 S:8 AP:-2 D:3
Buzzsaw: Melee S:7 AP:-2 D:2

So im trying to decide which Kustom Job I like more for these guys:

Sparkly Bitz: +1 to BS

Dirty Gubbinz: -1 to hit for shooting attacks against this unit

My first instinct is to give them +1 to BS since hitting on 3s and rerolling 1s would be awesome! But then again if I give them -1 to hit when being shot at, they will have a better chance of surviving long enough to do a bit more shooting.

Which do you like better?

thank you
-Matt

   
Made in ca
Gargantuan Gargant






Just a heads up that this more a tactics thread question than a general discussion one, feel free to ask any more Ork questions you have there or in this Ork specific thread down below:

https://www.dakkadakka.com/dakkaforum/posts/list/9510/767149.page

To answer your question, I recently ran a list using the Kanz with the new rules in SoTB, and overall, Kanz actually work better in a Tin 'Eadz detachment than a Grot Mob one. I had the same initial reaction with thinking they could be decked out as shooty, but the overall probelm with giving them Sparkly Bitz is that their shooting output is overall too small and their range is too limited. 6 Rokkit Launcha shots, even with BS3+ rerolling 1's, isn't much in an Ork army, especially when Tankbustas and regular Smasha Gunz do the job a lot better. The walker that seems to make the most of the Sparkly Bitz upgrade is either a Morkanaut in a Dread WAAAGH! specialist detachment (since it can shoot twice) or a unit of 3 Deff Dreadz with Quad KMB.

Kanz are actually much better as a big chunky CC unit moreso than a shooting one. They have an actual decent number of CC attacks compared to their shooting (and I highly suggest counting those Buzzsaws as Kan Klawz, the extra strength, AP and damage all make a huge difference in terms of wounding and making sure you hit hard) given their +1A buff from being in a unit of 3 or more. Moreoever, once you factor the Tin 'Ead buff, hitting on 4's is a major improvement, and makes it so that on average, a full squad of 6 will pump out around 12 hits that are S8, AP-3 with 3 damage. That can easily wipe out a full intercessor squad or severely damage a tank. Throw in a Warpath buff from a Weirdboy or a WAAAGH! Banner giving them another +1 to hit in CC and they get even nastier.

If you are to go down the CC route, so far I've noticed that the Orkymatic Pistons are the best upgrade for them. Giving the unit a 9" base move and reroll advances means they're almost guaranteed a T2 charge. More importantly, it synergizes very strongly with the Deffkilla Wartrike's Advance and Charge aura for vehicles, which could potentially allow you to even get a T1 charge for them if you get first turn. Depending on if you're ballsy enough to try two squads of Kanz, I would say Dirty Gubbinz is a good one for a secondary unit.

This message was edited 2 times. Last update was at 2020/05/04 04:11:18


 
   
Made in us
Regular Dakkanaut





I admit I haven't considered using them in CC. Giving that ive already built these with Rokkit Launcha's and Buzzsaws, Id like to try running them like that first.

I'm a big fan of Ork walkers so perhaps I will build a second unit of Kans in the future and design them as CC units with Klaws and Scorcha's. I'd also like to build one of those Dakka Dreads at some point.

-Matt
   
Made in ca
Gargantuan Gargant






Matt85 wrote:
I admit I haven't considered using them in CC. Giving that ive already built these with Rokkit Launcha's and Buzzsaws, Id like to try running them like that first.

I'm a big fan of Ork walkers so perhaps I will build a second unit of Kans in the future and design them as CC units with Klaws and Scorcha's. I'd also like to build one of those Dakka Dreads at some point.

-Matt


I would heavily suggest not taking skorchas on Kanz, not only are they exorbitantly expensive for a gun you'll likely use only once a game (given its short range), but you're also wasting the BS4 profile of the Kan by taking it. Furthermore, you're likely to make your charges harder if you shoot with your skorchas since your opponent can take casualties to increase your charge distance. Skorchas are pretty much a dead weight weapon for their current cost in an Ork army, the only time you ever take it is if it's already built into a chassis like a Gorkanaut.
   
Made in dk
Loyal Necron Lychguard






Try not to have any easy-to-kill glasscannons or useless tanky units in your army. If you have a glasscannon it needs to be survivable through some other means, like staying out of range or line of sight of enemy units or being able to alpha-strike your opponent from deep strike. If you have a tanky unit then it needs to do something useful other than dealing damage. Is your opponent focussing down your Kans? They need more durability. Is your opponent ignoring the Kans? They need more damage.
   
Made in us
Regular Dakkanaut





Grimskul wrote:I would heavily suggest not taking skorchas on Kanz, not only are they exorbitantly expensive for a gun you'll likely use only once a game (given its short range), but you're also wasting the BS4 profile of the Kan by taking it. Furthermore, you're likely to make your charges harder if you shoot with your skorchas since your opponent can take casualties to increase your charge distance. Skorchas are pretty much a dead weight weapon for their current cost in an Ork army, the only time you ever take it is if it's already built into a chassis like a Gorkanaut.


a very good point. Do you use Shootas or Rokkits?

I also thought a bit about what you said in terms of the fire power of Killa Kans. You make a good point about limited number of shots which reinforces my original choice of going with +1 to BS. If I'm only going to get 6 shots then I need the maximum number of hits to inflict decent damage.

vict0988 wrote:Try not to have any easy-to-kill glasscannons or useless tanky units in your army. If you have a glasscannon it needs to be survivable through some other means, like staying out of range or line of sight of enemy units or being able to alpha-strike your opponent from deep strike. If you have a tanky unit then it needs to do something useful other than dealing damage. Is your opponent focussing down your Kans? They need more durability. Is your opponent ignoring the Kans? They need more damage.


Hard for me to predict what someone will do with the Kans since its been ages since i've played. My co-worker would likely shoot at them pretty quick since he wont want them firing accurate Rokkits at his tanks. But then again he will have a number of "problems" rushing his way in a hurry and all the units in my army have some sort of anti-armor weapon.

-matt

This message was edited 1 time. Last update was at 2020/05/05 08:43:16


 
   
 
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