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I have been reading many of these posts and I notice that rokkits are usually the choice weapon on kans. I have come across a scant few kans toting KMBs and I was wondering what the thought process was behind that? For a handful of extra points, you get an AP that could ignore termie armor. This is someting that is a rarity in the orks arsenal. Is the cost of a rokkit launcha coupled with the option of frag/krak that much of a better deal? I would imagine that the KMB in the treacherous hands of a sneaky grot would be quite ideal.
Rokkits don't have a frag option, at least not in the new Codex...
I can't really answer your question since I'm just starting Orks myself. Was kinda wondering why most don't just take KMB. Probably just shaving points, since when ya run them in mobz, the points add up...
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
The general idea is that most things with 2+ saves you're better off just krumping in combat with a powerklaw nob. Yes, there are some situations where you'd rather shoot them at range, but it doesnt come up often enough to spend those points.
Realistically, against terminators, melee is the way, but there's also the Shokk attack gun, ap2 72" ordinance weapons with random strength (and prone to failures).
Either than or zzap guns.
But yes, a rokkit accomplishes essentially the same thing, it does the same against vehicles, and realistically your best hope against terminators is to use that that big choppy thing attached to it.
KMBs are great on kans but most people didn't have them modelled on, since it's a new option in the 'dex.
And they're more expensive.
I usually go for the cheapest option: Big shootas!
"Politics is the womb in which war develops"
I like the look of Grotzookas. They're actually pretty powerful, and since Kans are cheap you can potentially be throwing out a LOT of blast templates. Of course they only have the range of a shoota, but that isn't too much of a hindrance to my mind. Kans are assault units, not fire support, and should be marching up with the boyz.
I will be sticking with the rokkits on kans. While I would love to have the KMB on kans, personally I like to keep the kans as low cost as possible. The only reason I go with rokkits is to give some MEQ killing power, and some vehicle killing power. I use the kan wall tactic for the most part, so I want my kans stomping forward. Usually I like 2 squads of rokkits, 1 squad of big shootas as they are the default weapon, and as they are more of a wall than anything else they are there to die when needed, and add some stompness in combat. KMB jacks your price. But could be worth it with BS 3 now.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
Personally I think that if you want ap2 guns, use zzap guns.
Or shock attack gun... (god I love it)
I understand against Terminators the DCCW is the most effective means of krumpin' them. I do not dispute this one bit. The DCCW is the right way to work things. However, if you have a squad of three dreads and a unit of 10 termies, the survivability of the Kans greatly increases as the Kans have a much greater chance of thinning the herd before they get there. It only takes one powerfist shot to put down a Kan. The termies do have the strength of numbers on their side.
As for 2+ armor saves, I also play bugs and so the 2+ just must feel more common to me. I put Warp Field or Extended Carapace on my TMCs.
So as I write, I am realizing that KMB would be good for 'Zilla lists and termies, but would be doing the same thing for x-extra points against other lists.
What about a combination of the two? Say, 2 squads with KMB and 1 with rokkits?
What does Slaanesh use to fish?
Haha, wow thats khorney