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		<title><![CDATA[Latest posts for the thread "1500 point Kan Wall"]]></title>
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				<title>1500 point Kan Wall</title>
				<description><![CDATA[ In today's meched up, lashed up world it just doesn't seem like horde has much of a chance.   I love my kans, though, and dangit I'm going to try this list..<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Big Mek, <span class="glossaryitem" onmouseover='gp(163);'>KFF</span><br /> Big Mek, Shokk Attack Gun, ammo runt &lt;---the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> is unreliable and dangerous, but it will provide AP2 cover fire for the kans and boyz.<br /> <br /> TROOPS<br /> 19 Gretchin, 1 runt herder  &lt;-------the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> mek goes here and they all babysit an objective.  With luck the Mek and a few grots will be on the top floor of a ruin.<br /> 29 boyz + 1 nob with <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> 29 boyz + 1 nob with <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> 29 boyz + 1 nob with <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> <br /> FAST<br /> 3 Deff Koptas: 1 twin linked rokkits, 2 twin linked rokkits + buzzsaw, 3 twin linked big shootas  &lt;---4 wounds to kill 1 kopta, they will put wounds on lash demons and try to snuff out vindicators early<br /> <br /> HEAVY<br /> 3 Kans, Kustom Mega Blastas &lt;------expensive but I want AP2 for terminators, obliterators, chaos sorcerers, etc...<br /> 3 Kans, Rokkits &lt;--------for popping light armor, <span class="glossaryitem" onmouseover='gp(93);'>MCs</span><br /> 3 Kans, grotzookas &lt;---boom<br /> <br /> So the koptas are the wet sock in the list, but with luck they will buy the boyz some times and perhaps trade off their points.  The other option is to drop the koptas for a deff dredd or a small unit of lootas.  ]]></description>
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				<pubDate><![CDATA[Mon, 14 Dec 2009 22:35:53]]> GMT</pubDate>
				<author><![CDATA[ olympia]]></author>
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				<title>1500 point Kan Wall</title>
				<description><![CDATA[ Very confused on the koptas, I don't understand what is what with them.<br /> <br /> KMB's are fine I guess, since grotz has BS3.<br /> <br /> Drop rokkits, go with grotzookas or more KMBS, rokkits on buggies and 'koptas methinks, they are not T.L'd either.<br /> <br /> Bosspole on everything you can put it on.]]></description>
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				<pubDate><![CDATA[Mon, 14 Dec 2009 22:41:21]]> GMT</pubDate>
				<author><![CDATA[ Karon]]></author>
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				<title>Re:1500 point Kan Wall</title>
				<description><![CDATA[ What weapon are you giving the dethkoptas? Go TLRL, and split them into solos, 3 groups of 1 kopta are better then 1 group of 3 koptas. Bosspole for sure. ]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2009 02:09:50]]> GMT</pubDate>
				<author><![CDATA[ despoiler52]]></author>
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				<title>Re:1500 point Kan Wall</title>
				<description><![CDATA[ Thanks for the comments  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> Karon, I normally prefer grotzookas but almost everyone I'll play against is meched up.  The guys that play at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> and compete in the Irish tournament circuit all play mech armies at the moment.  As much as I like grotzookas I think the rokkits will be better able to deal with the countless wave serpents, rhinos, dreadnoughts, piranhas that I am sure to face.    Agree on the bosspoles, I'll add 'em.<br /> <br /> As for the koptas, the question is what to do with 135 points or so.  I could add a deff dredd certainly, or nine lootas.  As for the koptas, it would be my hope to use them to put wounds on a lash prince or to hit armor targets early in the game.  I'm open to suggestions about what to do with 135 points--a unit of 30 grots?   <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">  ]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2009 13:07:26]]> GMT</pubDate>
				<author><![CDATA[ olympia]]></author>
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				<title>1500 point Kan Wall</title>
				<description><![CDATA[ Looks alright to me, not keen on the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> on the other mek. Not very reliable, I'd probably go with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and add into the mob. <br /> <br /> Three single deffkopters would be betters as well.]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2009 13:43:25]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:1500 point Kan Wall</title>
				<description><![CDATA[ <br /> If you are going primarily against heavy mech armies you need Lootas ... as well there should be rokkits in your large boyz  mobs. The <span class="glossaryitem" onmouseover='gp(164);'>SaG</span> can go and you can trim down your gretchin mob and boyz mob can be cut back to 25 to make some points for these changes. Might even consider dropping one Kopta. But get those Lootas ands Rokkits. ]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2009 15:19:24]]> GMT</pubDate>
				<author><![CDATA[ felixcat]]></author>
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				<title>1500 point Kan Wall</title>
				<description><![CDATA[ I don't have my 'dex on me right now. And I may get boo'd but... I'd cut the grots to a minimum to leave on a home objective constantly going to ground when shot at. Cut to just 1 <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> mek hidden in a squad and try to scrape together the points for 3 squads of 2 kopta's, both with TLRL and 1 having a buzzsaw. That's 3 wounds for a chance to kill 1, on 3 seperate squads which can really hurt a mech list if you get T1, and can still do as you wanted againt vindi's and <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s. Plus you either can regroup on a run away or you are dead. Plus even though its a low chance if they do end up in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and manage to survive 2 rounds you can take a shot at hit and run. Ya never know it might just work and leave a squad standing around with an digit inserted into parts unknown, waiting to get shot up and charged. Just my 2 cents, though kanz is not a list I have run before. ]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2009 16:29:39]]> GMT</pubDate>
				<author><![CDATA[ Aztralwolf]]></author>
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				<title>Re:1500 point Kan Wall</title>
				<description><![CDATA[ This army seems to welcome a little fast moving terrors like deth koptas. Use scout movement to turbo boost so on your turn you can move 12" shoot, then charge 12". That's 48" before turn 2. Tie up their shooty squads to increase the life span of your boys. I might not go down to lowest uit size on grots, 19 is the most points effective. ]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2009 21:32:13]]> GMT</pubDate>
				<author><![CDATA[ despoiler52]]></author>
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