Switch Theme:

Dread mob...  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




So 18 killa kans or 12, but 1 deff dread?

Whats the thinking on that?

Its gotta be at least a little playable...otherwise why would they increase the price of kans so much?

This message was edited 1 time. Last update was at 2014/07/08 04:05:48


 
   
Made in us
Shunting Grey Knight Interceptor





I would say skip the Dread. 10-15 Kans want to just lay LOTS of BS3 shots from 18-24". Meanwhile the rest of your army is getting up close and personal, drawing firepower away from your Kans.

As for price increase: all that does is make big shootas not worth it as much. The upgrades got cheaper, so my favorite loadout of grotzookas didn't really get much worse.
The Cowardly Grotz rule makes them kinda less awesome, but even in 6th when everyone said they sucked, I found that they didn't really get focussed down like you would expect. Hopefully this rule doesn't change that

6000+
4500+
1500+
500+ 
   
Made in ru
!!Goffik Rocker!!






Let's see what happened to kanz.

+ they can get in squadrons of 5 instead of 3
+ they're now scoring
+ they're now more durable vs pens

- they lost s10 and have s7(?)
- they got a chance for a full squad shaken
- they cost like war walkers!!! while a deff dread actually got cheaper while having all the same advantages other than possibility to be squadronned.

Kanz are slow and vulnerable and lack firepower point to point. More importantly, they take HS slot which is allready overcrowded with really useful stuff like big gunz and BW-s. Not talking bout morkanaught that's a must for a walker army.

If you like kanz - take them but note that they're a sub-par choice. They should cost 40 pts (with a weapon) like they used to. Or even less considering -3 str and LD stuff. Cause as it's now - they're still slow, vulnerable, fight even worse and are more expensive!

Or they shold be able to be in one squadron with a deff dread. Acting as ablative HP with something like flamers to just run forward. But they can't do that and i see no real reason for such point price.

So, if you compare kanz and deff dread - I'd go for a deff dread if you allready have 10 kanz. Or better a stompa or morkanaught

This message was edited 8 times. Last update was at 2014/07/07 08:08:25


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

The squad size actually increased to 6. You start with 1 and can add in 5 more.

I always run my Kan's with Rokkits in the old book which cost 50pts each. In the new book they still cost 50pts each. No big deal there. All they lost was the S10 in combat but now being able to take more in the squad kind of balances them out. The Cowardly Grots isn't too bad if you run them at 6 models for the squad. 2 need to die for you to have to take the test if they fail big deal run them instead of shooting or even better charge.

I'm interested to take a look at the new rules for the Dread formation in the Gaz Waaagh!!! book. They are suppose to get the Ere we Go rule. I am also looking at taking a IA8 dread mob as primary to get the Dreads as a squadron will also help the Kans with there Ld issues. A pair Morkanaught's with KFF can give off a bubble of 5++ protection to keep all the stuff protected until I can get into combat. If you break down the components of a dread list the Kans are the foddar making up bodies to take up some slack.

FW will probably come out with an update for the dread list soon anyways so keep your eyes peeled for some swings of the Merf bat there. Over all Kans are still reasonable. If playing a standard FOC you can get 18 into a list where as you can only get the 3 dreads.


Automatically Appended Next Post:
Another trick I have been trying out is taking a ton of Boyz on foot and surrounding the Stompa with them. They are like a screen to block out deep striking melta, haywire or anything else thats can hurt the stompa. They also work like blockers so melta bomb units can't assault the stompa. The Stompa gives them fearless so they won't run until you get to the last boy. Squads of 30 seem to work best. Once the Stompa has shot your opponent apart you can charge in to finish off any stragglers. The boys will restrict your Stompas movement a bit though until you move them out of the way to destroy things. The stompa should only be charging in the Mod to late game anyways.

This message was edited 1 time. Last update was at 2014/07/07 12:09:53


 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Kans in dread mob aka forgeworld one are FA.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

if you take the dread mob with the Dred detachment from Gaz you can get the mob with the 6 Kans. If you want the slightly cheaper Grotzookers and no silly mob rule take the Fast Attack ones. I just think the Morkanaught has better place in a dread mob than anywhere else.

P.S. ignore that post about the Stompa it was meant for another thread.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Dread Mob from Waaagh! Ghazghkull requires three kan mobz to have exactly three kanz, no more.

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. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Man, these formations from WAAAGH! Ghazz! always require something that makes me not like it anymore.

3 3man kans? what? cant even max them out? ..... lame

Also there is a glaring issue with Killakan spamming. Yes theyre BS3 but none of their guns are twinlinked (despite the Rokkit arm from the box having a gakload of rokkits on it lol) and AV11 isnt that hard to dispatch if you really want to.

Theyre WS2, which is HUGE if they ever see combat since they will hit just about anything thats not common infantry on 4s and everything else on 5s with their minimal attacks.

Going to S7 AP2 isnt that huge of a loss since anything with multi-wounds or higher than T6 they go against will mop the floor with them before they attack anyway.

The mob list i have that isnt the formation uses 6 of them along side 3 Deffdredds and a Naut as a rokkit platform. Keeps them at 50pts per, no risk of Gets Hot! if i wanted AP2 instead of AP3, and longer range than Grotzookas. Also allows me to fire snaps compared to grotzookas, which is kinda valuable case they get shaken or stunned.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut




Hong Kong

 Vineheart01 wrote:


The mob list i have that isnt the formation uses 6 of them along side 3 Deffdredds and a Naut as a rokkit platform. Keeps them at 50pts per, no risk of Gets Hot! if i wanted AP2 instead of AP3, and longer range than Grotzookas. Also allows me to fire snaps compared to grotzookas, which is kinda valuable case they get shaken or stunned.


That's 5-6 HS slots, are you using 2 detachments or go Unbound?
If I may ask, how do you complete the rest of your army?

Not looking for list composition exactly, but I am not certain how to play the Dreadmob.
Walkers are slow and a bit undergunned, I never know if I should rush them to compensate, or just slowly advance and shoot, with some fast elements hiding behind ready for action or for taking objectives....

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

its double, i refuse to go unbound because that draws in a LOT of cheesy tactics that are at least limited if you stay bound because you have to bring troops and hqs.

My list is:

Spoiler:

HQ:
Big Mek 110pts
KFF/ Da Fixer Uppers/2 Oilers
Big Mek 135pts (Warlord)
KFF/Headwompa/Warbike
2x Painboy 50(100)pts

4 HQ Meks 60pts

Troops:
4x 20 Slugga Boyz 160 (640)pts
Nobz with Klaw/BP each

Elite:
5 Burnas 80pts
3 are Meks

Heavy:
Gorkanaut 265pts
Grot Riggers

3x Deffdredds 105 (315)pts
extra PK and 1 Skorcha

6x Killa Kans 300pts
Rokkits



Comes to 2000pts, which is what my FLGS typically plays. I havent tested this list, still assembling my walkers that i bought eons ago for dirt cheap on ebay and never even unwrapped lol. Plan to proxy my Riptide as a Naut since theyre roughly the same height and correct base.
I gave my Warlord the bike because i had 30pts lying around, and it was either give him a Killsaw so i had 20pts lying around (since he wouldnt have headwompa then) or give him the Bike for the armor and bonus toughness.

Burnas + one HQ mek sits inside the Gorkanaut for repairing shenanigans, with Da Fixer Upperz big mek following close behind providing invul saves and another fixin' attempt. Other 3 meks just spreads out in my boyz units to eat challenges so my Nob can swing normally. Possibly fixing other walkers if i can.

It looks nasty on paper, but ive done many a list that seemed awesome and i get absolutely crushed lol.


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Vineheart01 wrote:
its double, i refuse to go unbound because that draws in a LOT of cheesy tactics that are at least limited if you stay bound because you have to bring troops and hqs.

My list is:

Spoiler:

HQ:
Big Mek 110pts
KFF/ Da Fixer Uppers/2 Oilers
Big Mek 135pts (Warlord)
KFF/Headwompa/Warbike
2x Painboy 50(100)pts

4 HQ Meks 60pts

Troops:
4x 20 Slugga Boyz 160 (640)pts
Nobz with Klaw/BP each

Elite:
5 Burnas 80pts
3 are Meks

Heavy:
Gorkanaut 265pts
Grot Riggers

3x Deffdredds 105 (315)pts
extra PK and 1 Skorcha

6x Killa Kans 300pts
Rokkits



Comes to 2000pts, which is what my FLGS typically plays. I havent tested this list, still assembling my walkers that i bought eons ago for dirt cheap on ebay and never even unwrapped lol. Plan to proxy my Riptide as a Naut since theyre roughly the same height and correct base.
I gave my Warlord the bike because i had 30pts lying around, and it was either give him a Killsaw so i had 20pts lying around (since he wouldnt have headwompa then) or give him the Bike for the armor and bonus toughness.

Burnas + one HQ mek sits inside the Gorkanaut for repairing shenanigans, with Da Fixer Upperz big mek following close behind providing invul saves and another fixin' attempt. Other 3 meks just spreads out in my boyz units to eat challenges so my Nob can swing normally. Possibly fixing other walkers if i can.

It looks nasty on paper, but ive done many a list that seemed awesome and i get absolutely crushed lol.



Looks nice, though a trifle slow...but a fun list in any case.

The will of the hive is always the same: HUNGER 
   
 
Forum Index » 40K General Discussion
Go to: