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Discussion Starter · #1 ·
Hey guys, after a few months away from the game I'm back to try and build my Waaagh! back up to strength. I was looking for a bit of advice about rounding out what is, so far, a basic Kan Wall list. At the moment, this is the beginning of the list:

2 Big Meks w/ KFF.

10 Lootas.

3-4 (variable depending on what the end list ends up as) 29+Nob Boyz squads.

2 mobs of 10 Grotz + Runtherd.

3 Killa Kanz w/ Grotzookas.

3 Killa Kanz (yet unassembled).

I'm looking to build to around 1500-2000 points. My only question is, where do I go from here? I would like to field more Lootas, for certain, but do I need more Kanz? Should I combine/get rid of the gretchin? What other units could help to support the Boyz?

As always, help is much appreciated.
 

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I enjoy Snikrot and some Komandos
He gives them the option to come in on the opponents side of the board, great for those who like to sit back and shoot @ you. Also Kommandos can take some Burnas in the squads so you have the options for flamers or power weapons depending on your targets when you come in....
 

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Discussion Starter · #4 ·
Thanks for the tips, sounds good. There's not really much room for it, but are Deffkoptas or Bikers worth the points for tankhunting in a wall list? Or is it better off just slogging forward and using the kanz as shields?
 

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run a kan wall list with 9 killa kans and drop the grots and take two deff dreads in their slots (a big mek lets you take 1 dread as a troops choice) throw as many DCCWs as you can lay your grubby mek 'andz on and pound the enemy into the dust:mrgreen:
 

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you need fast attack to bother your opponet so they can't just shoot your slogging boys at will. They will get mowed down if your opponet gets 2 or 3 turns of unhasseled shooting.
 

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Discussion Starter · #7 ·
Just one more question for you guys and I'll stop spamming the thread: what are your opinions on equipment for the Killa Kanz? I hear a lot of arguments for and against Grotzookas and was hoping the experienced players out there could give me their take on the options available.

My first instinct is: tanks are scary! I should get high strength weaponry like rokkits! But the more I think about it, the more I realize Lootas take care of transport popping, as do big shootas in some cases. Anything they can't destroy, I probably shouldn't be relying on my disposable wall of tin to take down.

I really like the idea of Grotzookas, because two blasts at relatively decent strength from a mass of Kanz sounds promising, but the limited range is something of a concern for me and I wonder about how many will actually make it to enemy lines.

Shootas seem almost too basic, like it's a waste of a mount for a walker and KMBs seem like they aren't worth the points for one high ap shot. What do you guys think?
 

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For kans I like either rokkits or grotzookas. Given the current preference for mek, I have 2 kan mobs with rokkits and 1 kan mob with grotzookas. The limited range on the grotzookas is an issue, but they rip infantry (even marines) to pieces and work well on light vehicles. 6 shots from your 3 walkers is a lot and even on infantry that aren't clumped will routinely get 8-10 hits. On densely packed infantry it just gets ridiculous. Rokkits are nice and have good range but just aren't highly effective. Against AV 12 an entire kan mob firing their rokkits has about a 50% chance of getting a single penetrating hit. The mob is much more likely to kill vehicles in assault with 9 strength 10 attacks on the charge, and so with grotzookas spending an extra turn running isn't a big loss since you want your kans in assault.

Between grotzookas and shoota boyz in my kan wall, I can reliably shoot most things to death that I don't want to assault.
 

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Discussion Starter · #9 ·
Sounds like I'll be going with either Grotzookas or a slight mix of dedicated units then: my biggest problems in games so far have been dealing with close combat specialists even Orks don't want to assault, or reaching certain pesky fast units.
 
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