grot tanks
2D6 movement each turn - with the tank leader allowing a re-roll. Double 1's = auto pen on 1 tank.
Can always fire all weapons, regardless of how far they move (or something similar to prevent the fact they have a random movement affecting what weapons can shoot)
AV10
5++ save as standard
They can be equipped with:
BS rokkits
skorcha
grotzooka
KMB
Ideally i'd equip them with grotzookas. They are
BS 3, but even then with something like rokkits thats only half the squad hitting, so a max squad of 6 hits 3 times.
With the zookas your getting 2 blasts per tank, so 12 blasts for a max squad. Not so great against tanks and the like, but will ruin infantry.
pretty cheap too, comparable to a kan. You can take them in the codex: orks as elites, so long as it contains a big mek. So in a walker list its very easy to fit them in (as they dont take a heavy support slot like all the other walkers in our dex). In general the
IA book has some awesome ork stuff, i really hope they give it an update, as the costings and rules are a little out compared to current dex. by this I mean, the
IA book doesn't have the latest mob rule for example and the weapons are more expensive, but the tanks cheaper, so its still a good balance and close to current dex, but slightly off.
In terms of playing them instead of kanz, what they lack is a
CC weapon. unlike kanz who you want in combat, the grot tanks aren't for that

You can still make a nice armoured wall, would work really well with bike lists or buggie lists.