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Hey everybody, I'm a relatively new ork player here (one game with orks under my belt at 750 points) with some questions regarding killa kans.
I'm planning on running a footslogging ork army at 1500 points and have been looking through the codex. How do killa kans fit into an army that will probably have 3 squads of 30 boyz, 15 lootaz, and a big mek or two with a kustom force field. Is it better to take kustom mega-blasters, or rokkit launchas on the kans? Or is it better to take a different route and get deff-dreads for anti-tank, or another anti-tank unit altogether.
Thanks in advance for your help!
Kans fit in pretty well in that type of army. Look at the pros:
1. Same speed as your army, so they hit with the rest of your force.
2. Cover saves from the Mekk to offset their weak armor.
3. Above average BS for Orks and good gun options.
4. Excellent tarpit for units without Powerfists etc.
Personally I'd run them with what your army lacks. Do your mobs have Big Shootas or Rokkits? Grot Zookas are gonna help against Orks, IG and some 'Nids. They can also hurt MEQs just not as reliably. Rokkits are good if you feel you need the anti-tank. KMBs aren't amazing imo, Orks can already swamp Termies and MEQs so easily.
I'd go with Grot Zookas for you, especially if you can upgrade to 2 Loota squads of 8-10. Your anti-armor will be covered so soften that infantry in preparation for your charges.
I'd second the use of Grotzookas. I use a group of 3 in my list and they tend to tear apart units from Marines to Gaunts.
"They say the Darkness consumes you. They don't say what happens after It's done."
I agree with the previous posts, that killa kans would work great with any footslogging army, and are great for assaulting squads that can't damage armor 11, but I have to disagree on weaponry.
Personally, I wouldn't equip them with anything besides the kmb. It's the most reliable AP 2 gun in the entire Ork arsenal, and it seems like a waste to give them anything else.
That said, grotzookas are indeed great, it's just that Orks don't need the anti-infantry shots nearly as much as they need the anti-armor, AP 2 shooting of the kmbs. It's a shame, since grotzookas are great, but Orks are already great at anti-infantry. Besides, if you really want anti-infantry, you're better off with big gunz kannons, which are far more cost effective, and can even deal with armor if need be.
Don't go with the deff dreads at all...well, maybe just one if you've got the free slot somewhere, but don't expect them to do much besides what they do best: shoot flamer weapons and distract the enemy from the rest of your army. Their BS is too poor for anything else, and kitting them out for close combat is far too expensive, considering that they aren't too difficult to destroy.
"Any job worth doing, is worth doing with a powerklaw."
I have to agree with mynameisgrax about the Deff Dreads, they are quite.... horrible. Even when the become troops they can't hold objectives, ug..... I would only take them in a Planetstrike game if you are defending and only if you don't have BW's or enough Killa Kanz to fill out the FOCs.
As for Kanz, i've only have 2 (due to the POS model that GW has for it), they are useful little critters. I've only ever used them with Big Shootas or Grotzookas, and they've worked well enough. Heh, i've walked them up the middle with no support and no one ever considers them a threat until they get slapped around in H2H. I've got my hands on enough Dreadnaught Multi-Melta arms aka "KMBs" and i'm gonna slap them puppies on and try them out. I also need to start working on scratchbuilding some, but i'm having trouble finding an "engine" for them though, any ideas would be helpful.
Also got 3 Mega Dreads on order (with 6 CCWs), once they are in and built, i'll report back on how well they do
Thanks for all of the replies everybody!
I have to agree with mynameisgrax on the use of a heavier weapon - as I stated in my first post I am looking more for anti-tank options on my kans, and although the grotzooka fires twice and is cheaper I don't think st6 will get it done.
However, regarding the weapon choice... Is the AP2 of the KMB that much better than the AP3 of the rokkit launcha? (ie - worth it despite the extra 5 points and "gets hot"). And how does "gets hot" work on vehicles anyway, do they get a pen hit if you roll a 1 to hit or something like that?
Going back to the Prince of Excess's post, I think that I'll be able to deal with most armour 2 models just by swarming them, thus I'm hesitant to take KMB over the rokkit launcha.
One new question, are any of the other upgrades considered standard on kans? (ie extra armor, etc..) Or do people usually take as many as possible in lieu of upgrading them a lot?
Run the Kans naked and just keep them near the KFF, you'll be fine.
AP2 is a big deal for some armies. I think Termies can be killed by charges of massed Shoota fire but if you're worried about the, or Godfexes KMBs are the way to go.
I say it depends on what the rest of your army has. Do you have Lootas, what guns do the Shootas have, any DeffKoptas or Buggies. There isn't a "best" gun for them but they have 3 really good options.
Also overheating does nothing to armor in 5th Edition rules. It just misses.
I've actually started running three groups of two kans armed with KMB in my 1750 army just for something new. They have proven to be very effective. I place them in front to give my boyz a cover save. They have proven great for taking out those pesky monoliths.
Are they the best value for the points? Probably not. I've played a total foot sloger army, a nob biker army, and a total speed freak army. So now I'm playing an iron curtain. Next I'm going to start running 10 deffkoptas.
But, one of the most important tenets that I've learned with the orks is "KEEP IT CHEAP!" So, keep the junk off the kans. More kans is better than tricked-out ones.