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		<title><![CDATA[Latest posts for the thread "2k Ork Kan Wall"]]></title>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> 2x Big Mek, <span class="glossaryitem" onmouseover='gp(163);'>KFF</span><br /> <br /> Elites:<br /> 3x 14x Loota<br /> <br /> Troops:<br /> 2x 20x Shoota Boyz, 2x Big Shoota, Nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> 2x 10x Grotz, Runtherder<br /> 2x Deff Dread, 2x Rokkits<br /> <br /> Heavy:<br /> 3x 3x Killa Kan, 3x Rokkit<br /> <br /> Fast Attack:<br /> 2x Deffkopta, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokktis, Buzzsaw<br /> <br /> Standard deployment is the Kans and Dreads up front, with the Boyz behind and the <span class="glossaryitem" onmouseover='gp(163);'>KFFs</span> in the Boyz squads.  The Lootas are in back, with the Grotz providing a screen on each side.  Koptas will be at either end of the army or in reserve, depending on who's going first.<br /> <br /> Lootas will target light vehicles (AV12-), infantry, or <span class="glossaryitem" onmouseover='gp(93);'>MC</span> depending on threat priority.  Kans, Dreads, Boyz will move up or turtle up depending on the mission, and the Koptas will do their tank hunting.  The solid wall of walkers will be a tough nut for a melee heavy army to crack, and have enough saves to take a considerable amount of firepowers.  If an opponent doesn't have outflankers or deepstrikers, I don't expect them to be able to ever get my lootas into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> Against other armies:<br /> I think I'll do well against most other melee armies.  The biggest exception may be a true horde army, as I don't have the shear output of wounds those would typically require.<br /> Shooty armies may be more problematic.  I think I can take most marines shooty armies, but I'm not sure I would do well at all against an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> leafblower list.<br /> AV14, like most ork armies, is problematic.  I essentially have to depend on my walkers for str10 against Land Raiders and Monoliths.<br /> I should do well against light armor mech lists, such as Dark Eldar, as I have a LOT of Str7 and Str8 ranged attacks.<br /> <br /> One glaring weakness I've found that I could use help with is Spearhead/<span class="glossaryitem" onmouseover='gp(324);'>DoW</span> Capture and Control.  Because the opponent can put his objective so far away, and can tie up my entire line as I advance with his melee elements, I'm not sure I can reliably win these.  I think my best plan may be to reserve the Koptas and use them to content their objective in the late game.<br /> <br /> Any help or comments are appreciated.]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 22:46:26]]> GMT</pubDate>
				<author><![CDATA[ Heffling]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ Snikrot could help out in those missions....]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 23:42:14]]> GMT</pubDate>
				<author><![CDATA[ kaiservonhugal]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ Seems pretty solid-As a wall should be <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ... MOVING ON.<br /> <br /> I personally would drop those Grotz, a deffkopta and some lootas for more boyz. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> that would not only be more effective, it would deal with other horde armies better, and most importantly would be a seemingly insane thing to do. Typical Ork.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 01:31:54]]> GMT</pubDate>
				<author><![CDATA[ DrownedRat117]]></author>
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				<title>Re:2k Ork Kan Wall</title>
				<description><![CDATA[ I second the motion for more boyz, MANY more boyz.<br /> <br /> Frankly, I would take the points out of the Lootas first.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 02:55:42]]> GMT</pubDate>
				<author><![CDATA[ pzbw7z]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ I'm inclined to agree with the rest. i would also give your dreds scorchas. Rokkits are not gonna hit very often if ever. Might as well stick with the 100% flame hit%]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 14:14:54]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ I'm not trying to run a traditional Kan Wall with lots of shoota boyz hiding behind Kans.  I'm more running a dread spam list with fire support.<br /> <br /> I've tried running Snikrot before, but I find his unit to be a lot of points for what is effectively a suicide unit.  He and his Kommandos will cost as much as one of the Loota units, and in general will have a lot less killing power.<br /> <br /> Last weekend I played in a tournament and had the dreads set up as Skorcha + <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>.  Out of 3 games, not once did I fire the Skorcha.  Most armies are too mobile for me to see getting more than one shot out of them.<br /> <br /> I also like keeping the Rokkits because they synergize well with the Kan Rokkits.  Orks don't shoot well, period, and this is overcome simply by volume of fire.  More Rokkits support this volume of fire approach.<br /> <br /> I'm not closed to changing my list.  Quiet the opposite, I wouldn't be posting here if I was unwilling to do so.  But looking at the overall tactics of the army, how would the proposed changes work to increase it's effectiveness?<br /> <br /> For example, if I dropped a mob of 14 lootas, I could upgrade one of the Grot mobs to another Boys mob as well as add a couple of members to each of the other mobs.  However, I don't find <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 guns to fit well with the current meta of light vehicle spam.  So how would more shootas increase the effectiveness of my army to balance out the loss of effectiveness from the lootas?<br /> <br /> I personally feel that Point for Point, there isn't anything better than a Loota or a Kan.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 15:30:42]]> GMT</pubDate>
				<author><![CDATA[ Heffling]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ Not enough Boyz. You've invested too many points into Lootas, those Lootas are costing 630 points over a quarter of your army. You only need to roll a single 5+ or 6+ to take out a vehicle, not 10 <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Reduce the Lootas get more Boyz, take a single unit of 15 Grots and add skorchas onto the Deff Dreads and you're sorted. ]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 15:34:22]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ <blockquote><div><cite>Heffling wrote:</cite>I'm not trying to run a traditional Kan Wall with lots of shoota boyz hiding behind Kans.  I'm more running a dread spam list with fire support.<br /> <br /> I've tried running Snikrot before, but I find his unit to be a lot of points for what is effectively a suicide unit.  He and his Kommandos will cost as much as one of the Loota units, and in general will have a lot less killing power.<br /> <br /> Last weekend I played in a tournament and had the dreads set up as Skorcha + <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>.  Out of 3 games, not once did I fire the Skorcha.  Most armies are too mobile for me to see getting more than one shot out of them.<br /> <br /> I also like keeping the Rokkits because they synergize well with the Kan Rokkits.  Orks don't shoot well, period, and this is overcome simply by volume of fire.  More Rokkits support this volume of fire approach.<br /> <br /> I'm not closed to changing my list.  Quiet the opposite, I wouldn't be posting here if I was unwilling to do so.  But looking at the overall tactics of the army, how would the proposed changes work to increase it's effectiveness?<br /> <br /> For example, if I dropped a mob of 14 lootas, I could upgrade one of the Grot mobs to another Boys mob as well as add a couple of members to each of the other mobs.  However, I don't find <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 guns to fit well with the current meta of light vehicle spam.  So how would more shootas increase the effectiveness of my army to balance out the loss of effectiveness from the lootas?<br /> <br /> I personally feel that Point for Point, there isn't anything better than a Loota or a Kan.</div></blockquote><br /> <br /> It sounds to me like you need to get <span class="glossaryitem" onmouseover='gp(749);'>IA8</span>. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> I would still recommend smaller squads of Lootas and more boyz.<br /> <br /> More boyz will allow you to achieve better results in objective missions. You can't count on Grots to hold anything. Squads of 20 boyz can vanish pretty quickly.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 22:28:14]]> GMT</pubDate>
				<author><![CDATA[ pzbw7z]]></author>
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				<title>2k Ork Kan Wall</title>
				<description><![CDATA[ So, math-hammer on 14 loota boys shooting at a Rhino, <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 vs AV11<br /> <br /> 1d3 shots, average 2 shots per boy.<br /> BS2, so only 1/3 shots hit.<br /> Glance on a 4, Pen on a 5 and 6, so 1/6 to glance and 2/6 to Pen<br /> Assume that immobilizing a Rhino is as good as destroying/wrecking, as I've taken out half of it's primary function (mobility, the other half is to protect the contents)<br /> A glance would have a 1/6 chance of immobilizing, a pen would have a 3/6 chance of immobilizing or destroying.<br /> <br /> Glance :14 * 2 * 1/3 * 1/6 * 1/6 = 7/27 chance<br /> Pen:  14 * 2 * 1/3 * 2/6 * 3/6 = 42/27 chance<br /> <br /> So, in total, I will have a 49/27 chance to get a result I want on average.  Another way of looking at this is that I should on average get just under 2 immobilized, wrecked, or exploded.<br /> <br /> However, if I assume I only rolled 1 shot then my chance to get a result I want becomes just under 1.  And going against a Chimera (AV12), my odds drop also.]]></description>
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				<pubDate><![CDATA[Wed, 23 Feb 2011 19:26:08]]> GMT</pubDate>
				<author><![CDATA[ Heffling]]></author>
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