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Drop one of the units of Boyz.
Use the points for the following...

- Bring the 5 remaining units of Boyz up to 30 models.
- Give your Nobz a Bosspole each.
- Make sure all of your Nobz have Power Klaws.
- Upgrade the Big Shootas on the Killa Kans to Rokkit Launchas.
- If your Boyz are Shoota Boyz, give each unit 3 Big Shootas.
- Spend remaining points on a small unit of Lootas.
 

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Yes, i do think you need more anti-tank.
What happens when you come up against an army with fast mobile vehicles?
Eldar Waveserpents
Dark Eldar Raiders/Ravegers
BA Razorbacks
etc etc

You are running a big risk having ALL of your anti-tank as close combat. The Green Tide / Kan Wall army is lacking in mobility. While the run/waaagh helps, you will still struggle against high-mobility armies that can dish out a lot of firepower on the move.

Even if you do manage to catch them, your going to assault and maybe blow up a Rhino.
The opponent then bails out of the vehicle and rapid fires on you, or else charges you to deny your S4.
Either way, its going to give them a better chance in close combat, and will also keep them alive for a whole extra turn.
On the other hand, you can blow up the Rhino with Lootas, assault them, and wipe them out in 1 turn before they even realize what happened.



But at the end of the day, its up to you what you want to run.
If you would enjoy the game more without the ranged anti-tank, then thats how you should play it. :)
 

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Okay, you've managed to convince me. I mainly take slugga Boyz because I like their look alot more, but where I go, I doubt my opponents will mind. Thanks for the help!
You can stick with Slugga Boyz.
I am mainly talking about the lack of ranged S7/8 weaponry.
The addition of Lootas and/or Rokkits on your Kanz would help significantly.
 

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The Nobs do still need boss poles.

The trick to running the green tide is making sure the kans don't get in the way of the boyz. Since you will want to run the boys every turn that they aren't in combat, the kans can get in the way since they can't run. If you run the boyz every turn you can they will be all over the enemy in a few turns.
Don't worry about fast mobile armies because if you swamp the whole board with boyz where are they going to run?
Where does it say that Kanz cant run?
 
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