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![[Post New]](/s/i/i.gif) 2017/06/22 22:03:17
Subject: Are Killa Kans useful this edition?
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Battlefortress Driver with Krusha Wheel
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I've got nine of em, two Deff Dreds and several Meks that wanna hit the table. Are the worth taking now? I feel like their LD and lack of Mob Rule makes them kinda easy to chase off the table. Am I wrong?
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![[Post New]](/s/i/i.gif) 2017/06/22 22:07:08
Subject: Are Killa Kans useful this edition?
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Krazed Killa Kan
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I haven't used them yet, but they are certainly better. I wouldn't worry much about their LD, as any ork unit can simply borrow the LD of a nearby ork unit (within 6").
I don't like that grotzookas are heavy weapons (-1 to BS), and 2D3 shots seems a bit random, AND they only hit on 5s in close combat.
I'm not sure. They're a bit of a mixed bag. Bad WS, ok BS. I prefer deff dreads anyways.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2017/06/22 22:11:49
Subject: Re:Are Killa Kans useful this edition?
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Mekboy Hammerin' Somethin'
Alaska
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I was thinking about sticking them with a Meka-Dread for an invulnerable save. That might make a unit that was both decent at shooting and in close combat, but not great at either. I think that morale could be an issue but it would take a lot of concentrated firepower before that started happening.
They might make decent screening units for a Stompa. I'm not sure if they would be tall enough to provide cover, but the Stompa's Effigy ability would help with morale.
Edit: Killa Kans are grots. They don't have Mob Rule but they do hit on a 4+.
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This message was edited 1 time. Last update was at 2017/06/22 22:13:31
YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/22 22:30:19
Subject: Re:Are Killa Kans useful this edition?
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Longtime Dakkanaut
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Dakka Flakka Flame wrote:I was thinking about sticking them with a Meka-Dread for an invulnerable save. That might make a unit that was both decent at shooting and in close combat, but not great at either. I think that morale could be an issue but it would take a lot of concentrated firepower before that started happening.
They might make decent screening units for a Stompa. I'm not sure if they would be tall enough to provide cover, but the Stompa's Effigy ability would help with morale.
Edit: Killa Kans are grots. They don't have Mob Rule but they do hit on a 4+.
How are they supposed to screen a stompa?
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![[Post New]](/s/i/i.gif) 2017/06/22 22:36:19
Subject: Are Killa Kans useful this edition?
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Krazed Killa Kan
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My mistake, they do indeed do not have mob rule. So, yes, you could have whole kans simply flee. It's pretty unlikely, but possible.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2017/06/22 22:44:57
Subject: Re:Are Killa Kans useful this edition?
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Mekboy Hammerin' Somethin'
Alaska
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I was thinking that they could get in the way of enemy units that might want to assault the Stompa, but I'm not sure if there will be much point in doing that. Every once in a while there might be something that we don't want to charge in and swing first, but most of the time Stompas are better in close combat and they can fall back without penalty.
Vehicles also can count towards 50% obscured, right? Although Killa Kans might not be big enough for that.
Also, Killa Kans might have a hard time keeping up with the Stompa.
So it probably wasn't a good idea.
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YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2067/01/22 23:33:57
Subject: Are Killa Kans useful this edition?
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Boosting Space Marine Biker
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What wants to assault a stompa, and how often are you playing against this enough that you need to invest in the stompa and a whole screen of kans for it?
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![[Post New]](/s/i/i.gif) 2017/06/22 23:57:53
Subject: Are Killa Kans useful this edition?
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Mekboy Hammerin' Somethin'
Alaska
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GAdvance wrote:What wants to assault a stompa, and how often are you playing against this enough that you need to invest in the stompa and a whole screen of kans for it?
Tyranids? Khorne? Other orks? Someone with a bunch of Storm Shields, Thunder Hammers and desperation?
I was trying to come up with things that Killa Kans might be good for, and ways to possibly mitigate their Leadership, but admittedly my idea was probably not a good one.
I've got a Stompa that I'd like to use on occasion, but with its high points cost in any normal size game it's probably going to lead to some weird lists.
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This message was edited 1 time. Last update was at 2017/06/22 23:59:47
YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/23 00:13:57
Subject: Are Killa Kans useful this edition?
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Bonkers Buggy Driver with Rockets
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They don't seem very good at any one thing: their CC is meh unless you group them (which makes them vulnerable to battleshock), their shooting is alright but not too point efficient, they're not too fragile but not notably hard to get rid of especially when morale is taken into account, they don't put enough bodies on the table to contest objectives, and they compete with units with fewer problems. It seems like they suffer from the problem land raiders did in previous editions: they pay for too many things, making them less efficient than just getting a specialist at just one of those things.
Look at it another way, are threme big shoota kans going to be effecive as a unit of trukkboyz? Maybe, but I'd rather go with the trukkboyz.
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2017/06/23 00:20:42
Subject: Are Killa Kans useful this edition?
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Bloodthirsty Bloodletter
Merchantville NJ
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I have been play testing a kan wall list and it's incredible.
I run 15 kanz all with rocketts and 3 dreads and gork.
15 strength 8 assault shots 3 damage a peice kills big things pretty easy
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8+ trade Looking to do more !!
TJ
5000 PTS
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![[Post New]](/s/i/i.gif) 2017/06/23 00:37:03
Subject: Are Killa Kans useful this edition?
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Shadowy Grot Kommittee Memba
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Oh yeah they are. Take the 9 as one mega unit, pair with a morkanaut, a big mek, a watboss, and a waaaagh banner for that indispensible morale immunity and +1ws. I found rockets to be far and away the best ranged weapon because of 3 damage and assault type.
That unit is an absolute bomb and a joy to play.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2017/06/23 07:03:26
Subject: Are Killa Kans useful this edition?
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!!Goffik Rocker!!
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Killa kans are almost twice as resilient vs anti-infantry weapons as ork boyz point-for-point. But they crumble against multi-damage weapons. What's also interesting is that they deal around times less damage vs rhino-like vehicles and mc than equivalent point cost of choppa boyz in mellee. And if you equip a rocket, than around the same amount of damage as the equivalent point cost of shootaboyz with shootas. But they're VERY ineffective with shooting regardless cause you statistically need >700 pts of kanz with rokkits to kill one rhino in the open from afar. So, if you want them to actually kill anything you need them to get closer and add their not very effective chopping to the mix.ัััะบ just run more boyz - they're better at killing stuff.
So, kanz are still pretty overpriced for what they do. But they're at least overall better than in 7.
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This message was edited 1 time. Last update was at 2017/06/23 07:09:58
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![[Post New]](/s/i/i.gif) 2017/06/23 07:12:10
Subject: Are Killa Kans useful this edition?
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Dakka Veteran
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WS5+ kills them; they're pointless in melee; the best thing about them is 4+ shooting - but there are better/cheaper options to get similar amounts of dakka/average damage.
The fact that they die 33% of the time to stray missiles/lascannons makes it harder to justify their points as well.
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This message was edited 1 time. Last update was at 2017/06/23 07:13:06
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![[Post New]](/s/i/i.gif) 2017/06/23 11:27:00
Subject: Are Killa Kans useful this edition?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I don't think that ld is much of an issue for them if you field them in units of 4. First of all someone would have to chew through at least 6-10 T5 3+ wounds to make you test for ld+2 at all, which your opponent might as well use to simply blow up your deff dreads.
If you're really worried you could pick the inspiring leader warlord trait for your kff mek to improve their LD by 1.
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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 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. |
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