Welcome to Librarium Online!
I started my Waaaagh recently and I have a few questions... again!
As a DE player I never used walkers, especially with this statistics. I only put my legs on the surface when I have to slice somebody.
They meant to be cc unit but as I see the bs better then the ws, and no upgrade option for extra cc weapon.
So, are they the shootie part of the army?
What weapon is the best? I`ve read the kustom mega blasta recommended. What about the skorcha (for a cc kan) or big shoota?
How many kans?
Is there any point to mix them with the 12 mob on track type army?
YES! They are DEFINITELY worth the points!
Do not go overboard with upgrades, as they'll be wasted. Only add a gun!
Killa Kans have many uses in an army list. First, I'll explain how I equip mine.
Plasma Kanz (165)
+3x Killa Kans, 3x Kustom Mega Blastas
This unit is a little cost heavy, but they're the best method for dishing out KMB shots, and they're great Terminator hunters!
Blast Kanz (135)
+3x Killa Kans, 3x Grotzookas
This one is a little cheaper, but can lay out a LOT of boom! With six relatively powerful small blasts, they're the bane of every horde, and can even rack up quite a few Power Armour kills.
I don't bother with Big Shootas, Rokkits, or Skorchas, as they are each better used elsewhere in the army. Big Shootas are best left in Boyz mobz, Rokkits are best used on Buggies or Deff Koptas where they'll be Twin-Linked, and Skorchas should only be placed on a friendly unit behind another friendly unit, as flame templates are only really worth their points when you rush forward to assault an enemy unit that's just won a combat.. not very Ork like, nor where you want your Kanz to be!
You want to keep your Kanz up front, use them to screen your troops to give them a sexy 4+ cover save. Killa Kans are usually quite a fire magnet, as well. So are Deff Dreads, but in this case, Killa Kans 1 less armour actually makes them a BETTER fire magnet, as your opponent can actually destroy them with Heavy Bolter equivolents (the bane of your footsloggers) and will therefore be more likely to target them. Keep a Big Mek with a Kustom Force Field close by so your Kans get a nice 4+ cover save as well, and you've got a durible, cheap, and deadly fire magnet!
Finally, WS 2 is nothing to bash! You're still hitting on a 3+ versus opponents with a WS of 1, 4+ against opponents with WS up to 4, and a 5+ against all else. With I2, you'll hit before any Power Fists, which means you can actually obliterate a Terminator squad with 3x Kustom Mega Blasta shots and 9x Dreadnaught Close Combat attacks! (Mathhammer: Assuming you charge, that's an average of 6 hits, 5 wounds, no armour saves but one invulnerable save. Versus 5 Terminators, you'll leave one survivor who isn't very likely to destroy more than one Kan.. if that! You'll then likely kill him during your opponents turn, which is the best time to win a combat!)
If you're looking for a good support unit for a footslogging army, they're more than worth it! I may just be biased, though, as Killa Kanz are one of my favorite units in the codex (I'd say, tied with Big Gunz, and second only to Battle Wagons)
EDIT: I would just like to reinforce my point about not going overboard with upgrades. Armour Plates cost too much for such a cheap unit. Grot Riggers are a waste of points, they don't do anything for you (literally!) as Immobilized vehicles in squadrons will count as wrecks instead! My assessment of their two upgrades is only applicable to Killa Kans, though, as you may very well want to use them on a Battle Wagon or something.. But for a squadron of walkers, just stick with the guns.
Last edited by BossGorestompa; March 26th, 2009 at 03:46.
I pretty much agree with BossGorestompa.
Their only downside is that, since they're generally taken in groups, immobilized results destroy them, but on the other hand, they can't be stunned. Mine have big shootas because it's what they always had, and I like the long range. But grotzookas are probably the best option for assault lists.
Against most opponents, WS2 only means that your kans will be hit more easily, which is really not a big deal, but their BS3 makes them decent shooters, and often a surprise for the opponent.
"Politics is the womb in which war develops"
Just curious. Do you guys buy the killaKans or make them out of something? I would like to make my own and hopefully save significant amounts of cash in the process...but I would also like to be able to use them in tourneys. (which Means I need to patch them up with some random GW parts...I hope that will work.
Perfect assestment Boss Gore!
I am in the process of kunvertin some Kans for my army and I will be using 1 of those 2 setups. One thing I do plan to try is using a 5 man burna unit with 3 Meks with KMBs. This unit gives me 3 more KMB shots and they will move up behind the Kans and forgo shooting to make any needed repairs. Remeber that vehicle squadrons have 4" coherency instead of 2, so if 1 gets immobilzed you can still move the other 2 up a little bit and hope to repair that immobilzed one.
Zephyr, for my Kans I plan to scratch built them. I have 1 GW Kan that I bought to use for scaling, so I will assemble that 1 up 1st, then go through my bits box and piece something together
For ten points more, you can add a KFF Mek to the list, which I think would be MUCH more effective in keeping the Kans alive!
@Dark, I've had plans to scratch build my own, though I've never followed through with them yet.. I don't attend very many tournaments though, so I'm taking the exceptionally cheap approach to carving mine out of wood! Problem is, my workshop is all cluttered, and I'll need to move my scroll saw and router, as well as set up a space close by for my dremel tools..
The design will be something of a box-like crew compartment on tracks instead of legs. I saw a kunvershun a while back that I really liked, to this regard, and decided to modify it a little bit for my own
I have a set of 3 GW kans. Since I don't field the iron kurtain list, they're always been more than enough for me.
However, there are plenty of konversion options. If you want to take part in tourneys, just make sure they have a majority of GW part and no part obviously coming from a competitor.
The burnas can be useful to actually hide behind the kans, if they can completely block LoS (very unlikely now that you can shoot through the legs of the walker), as they're a great assault unit, but simply get shot up before getting anywhwere. A mek with KFF and some oilers will help to keep your kans in krumping condition.
And don't forget that if you have a mek, you can take a dread as a troops choice!
"Politics is the womb in which war develops"
I had planned on use of the KFF Mek aswell, but yea he should be enough to repair any weapon destroyed results.
Thank You for the help, that was realy helpful.
Now I know that I`ll buy one and build other two.
I think I will use the KFF as well, just like the shadowfield on Talos, will make my kans fearful monsters, and not just attract the fire from my boyz but give the enemy hard times.
I`ve got deffkoptas, so I would not put rokkit launchas on the kans anyway, but I was hesitating between the KMB and the Big shoota.
I`ll try to find some screws or magnets and get them versatile.
For some reason (maybe because I`ve never used walkers) I just obsessed to get some and I think I won`t be disappointed...
I was affraid (and I am still) from the WS but it is just because I can roll moral and Ld well only, the rest is 2.5 average. (maybe I should run a psychic type army?No, I don`t like eldar so much.)
So, Thank You very much! Again
2x Big Meks w/ KFF ( 170 )
3x 20 Shoota Boys w/ PK Nob, Boss Pole, 2x Big Shootas ( 510 )
1x 10 Grots w/ Runtherd ( 40 )
2x Deff Dreads w/ 2 Skorchas ( 170 )
2x 3 Killa Kans, 3 w/ Grotzookas, 3w/ Rokkits ( 285 )
1x Big Gunz w/ 3x Lobbas, ( 75 )
Sorry, I couldn't help myself ^_^ AKM mentioned an Iron Kurtain list.. I know I mentioned not placing Rokkits on your Kanz, but in the list above you're lacking any other ranged anti-tank.. so I made an exception.
Don't worry about losing your Kanz.. if you run an Ork walker list in much the same manner as a Nidzilla list, and your Kanz are blown up.. they're doing your job and keeping your boyz alive long enough to get krumpin! If they live, great! Let them wreak havoc.
You really do not need to worry about WS 2, it only means they're going to be hit on 3+'s, which isn't too big of a deal as most common opponents can't scratch them in combat anyways, and you'll be hitting on 4+'s most of the time anyways.
Last edited by BossGorestompa; March 26th, 2009 at 19:33.