Switch Theme:

How bad was it for Players  [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
Longtime Dakkanaut




Just out of curiosity (I never played this back in the day) how bad did Kan Wall used to be?

The reason I ask is I am still trying to wrap my head around the giant nerf that Kanz got with our new codex and the new rules that came about from 7th edition.

It used to be 35pts for a AV11/11/10 Kan that had 2 HP, BS3 WS2 and 2 attacks with a S10 DCCW. Of course a lot of people upgraded to the Grotzooka which I believe was a 10pt upgrade (might have been more or less I cant remember) so 45 points for the upgrade of a S6 AP5 Heavy 2 small blast weapon that had a max range of 18.

Today its 50pts for the same model but it now has S7 instead of S10 and has a special rule that basically makes them have morale issues. That is a pretty HEFTY points bump, so I have to ask; Were Kan walls that strong back in 5th and 6th edition that this nerf was needed or was this simply a case of GW's knee jerk reaction?


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Lord of the Fleet






It really wasn't especially good but it's was kinda viable.

I suspect that they were nerfed because no one used regular ork dreads. Of course the correct fix would be to improve those rather than nerfing kanz.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Vehiclespam in general was very strong in 5th; that was before hull points, and the changeover from 4th to 5th took 'vehicle destroyed' off the damage table for glancing hits at the same time a lot of vehicles got cheaper.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Krazed Killa Kan






Kan wall was a 5th edition thing and with 6th edition adding the whole hull point thing made it so Kans could be HP stripped to death very easily. Nerfing Kans in 7th was like digging up the dead horse that is nearly fully decomposed and kicking it some more.

This message was edited 1 time. Last update was at 2016/09/05 23:01:21


"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Hellish Haemonculus






Boskydell, IL

I only played against it once, with a Salamander drop pod list, and don't see any way I could possibly have won the game.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Nasty Nob




Crescent City Fl..

Kan wall was my go to list for 4th and 5th. Only played a few variations of it. one was 9 Kans in 3 mobs then later 6 kans and a Deff Dread. Using the Old KFF I just walked up in the bubbles.
The old KFF made that much easier. At one point I was confident I could walk the board with no terrain like that and win.

My new Kan wall is some where around 3000+ points. But it's based on the Goff Kill mob, Dread mob and Da krusha Krew.
Planning to test it out next month. Orks are way better in large games now days.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Even in 5th you could handle kans, what troubled me was the fw megadread behind a forcefield.
   
Made in us
Longtime Dakkanaut




 Jimsolo wrote:
I only played against it once, with a Salamander drop pod list, and don't see any way I could possibly have won the game.


Could you elaborate? Why was it so strong back in those editions vs your Salamander lists?

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





I'm guessing because destroyed results were harder to come by and shaken meant absolutely nothing to a melee walker (while weapon destroyed wasn't such a big deal either) and hull points didn't exist, so kans could suffer 10+ results on the damage table and if you rolled poorly, they just kept coming. Add that to the fact that he's dropping Marines into melee range with orks and you can see the issues.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Longtime Dakkanaut




 Drasius wrote:
I'm guessing because destroyed results were harder to come by and shaken meant absolutely nothing to a melee walker (while weapon destroyed wasn't such a big deal either) and hull points didn't exist, so kans could suffer 10+ results on the damage table and if you rolled poorly, they just kept coming. Add that to the fact that he's dropping Marines into melee range with orks and you can see the issues.


That is very true, granted in melee crack grenades could easily Penetrate the armor and at WS4 marines are doubling the Kanz WS so its easy hits, the difference is that S10 AP2 tends to eat marines up pretty well.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I played one local tourney with a Killa Kan wall and won it (with ease). Then I sold the army. Too powerful.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ch
Sister Vastly Superior





SemperMortis wrote:
 Drasius wrote:
I'm guessing because destroyed results were harder to come by and shaken meant absolutely nothing to a melee walker (while weapon destroyed wasn't such a big deal either) and hull points didn't exist, so kans could suffer 10+ results on the damage table and if you rolled poorly, they just kept coming. Add that to the fact that he's dropping Marines into melee range with orks and you can see the issues.


That is very true, granted in melee crack grenades could easily Penetrate the armor and at WS4 marines are doubling the Kanz WS so its easy hits, the difference is that S10 AP2 tends to eat marines up pretty well.
Were krak grenades a thing back in 5th edition? I remember grenades just being assault/ defensive/ melta with no options to throw them.

Still waiting for Godot. 
   
 
Forum Index » 40K General Discussion
Go to: