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Killa Kan Question!

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23 replies to this topic

#1
Big Mekboy Chumba

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Are Killa kans more effective currently ran as singular units in a spearhead to help with morale losses and to negate overkill shots from a destroyed kan passing onto the next? All running them as a group seems to do is give an extra attack? (I wouldnt be sending them into CC with hard targets anyway)
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#2
greggles

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Kan's are currently excessively over pointed.  You actually do want them in CC, as they do horrific amounts of damage.  Good combo is baby sit a nob with waaagh banner in the middle of them, then they are hitting on 4+'s in CC, dishing out 4A each.  Small group will murder most things.  (Ork Dread claws are one of the most effective CC weapons in the game, at -3 AP and 3 BASE damage each).  

 

Their actual dakka ability is pretty lack luster at the moment, as they are paying a lot for the grot accuracy but with only a single shot per model.  If you want dakka, buggies are currently much cheaper, faster, and have similar surviability to the kans.  Their double shots make up for the lack of 4+ in shooting (2x shots at 5+ > single shot at 4+).  Combined with dakka dakka (which everyone should be using now, since it is a published rule), the buggies win by a huge margin over the kans.

 

That being said, I usually run kans in groups of 3, but have experimented with a group of 6.  6 is a bit unwieldy on 60mm's.

 

I'd really just wait a month before outfitting killa kans, as I'm sure they are going to either get a 10-15 points drop, or get buffed significantly to make them a viable unit again.  Even with double gun arms though, the mek gunz and buggies would still be better firepower for the points.  Almost want to double claw them up.



#3
Shabbadoo

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Don't run large mobs, as a poor Morale check can cost you.  I would run two per mob, as when one dies then a Morale check of only a 6 will take out the second one. The Scrag' em! rule really falls short when weighing the potential benefit versus the potential loss, so overall smaller mobs are better.



#4
Orkimedez

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Double killsaw Kans could very well be a thing out of the box and would actually be playable if they were only to be a bit faster.

As their current implementation, I shelved them.

#5
greggles

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Ya all the ork dreads need at least +2" movement, and the ability to move/charge through ruins (at least the killa kan and deff dreads).



#6
PeaceCraft

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In the current edition i run 6 with grotzookas and rokkits (whats modeled on)
the zookas aren't that good anymore, but i field the full mob because i like the scrag em rule, and i want them in CC anyways.

 



#7
greggles

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Ya, their CC ability is surprising.  I actually ran a game with 18 (6x3) not too long ago with some deffs and gork/morks...it was surprising how much damage they did.   The morale isn't really an issue.  If you lose one, if you roll a 6, you take 1 Mortal wound.  Not super crazy.  Generally most people just try to wipe out the whole unit anyway...its pretty rare to run 3 or 4, and not have them all wiped out when something decides to finally shoot them.  Their threat rating is so low most just ignore them till they get to CC and dish out damage.



#8
dscarlatella

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1 mortal wound? Was this in an FAQ I missed? I usually babysit a warboss to do d3 wounds to prevent whole models from running. Would be great if that wasnt needed.
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#9
Shabbadoo

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No kidding. Source please. The core rulebook states one *MODEL* is removed for each point Morale is failed by (p. 183, bottom paragraph).  Utterly significant change for any low Ld multi-wound model units, if it is true.


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#10
greggles

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Oh man, have I been playing it wrong this entire time? I'm suddenly agast.  Thanks for pointing that out Gents.


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#11
dscarlatella

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No worries. Im just glad I didnt miss something that big.
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#12
Dim_Reapa

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Oh man, have I been playing it wrong this entire time? I'm suddenly agast.  Thanks for pointing that out Gents.

 

All of a sudden, Greggles not great Walker Army got even worse...


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#13
Big Mekboy Chumba

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Oh man, have I been playing it wrong this entire time? I'm suddenly agast.  Thanks for pointing that out Gents.


Haha yeah, its my main reason for worrying about fielding them in a large mob! Especially since it could be multiple models lost due to morale! Q_Q I think Ill go with Shabba and run them in pairs! Thanks for the input guys, Im not super worried about changing loadouts or stuff to be the MOST effective possible, Im just wondering how to run what I have (6xwith rokkits) as effectively as I can even if its not the best =)
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#14
Nefairius

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On the topic of kans, anyone got tips on making some pauldrons for the metal 3e edition ones? All mine are from before the plastic kit came out.


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#15
Big Mekboy Chumba

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On the topic of kans, anyone got tips on making some pauldrons for the metal 3e edition ones? All mine are from before the plastic kit came out.


I got nothin I’m afraid! I tried putting some on mine, but it just ended up looking like they’d hinder the arms too much >_<
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#16
Shabbadoo

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Rounded Pauldrons for Metal Killa Kans Arms

 

Preparation Time: a few minutes

Basic Modeling Time Per Model: about 15 minutes (if it takes longer you probably suck at modeling, but hang in there! :D)

Decoration time Per Model: a few minutes if you are just gluing on spikes/rivets/ simple stuff; longer if you are making glyphs and such from scratch

 

Directions:

 

Buy two different sizes of appropriate diameter plastic tubing; one of which fits snugly inside the other (Evergreen Models tubing works nicely).  Glue the smaller diameter tube inside of the larger diameter tube, which will make your pauldron armor thicker and more proppa lookin'!  Then cut a now thicker walled cylinder section to the correct length. Stand the cut cylinder on end and split it down the middle to get two pauldrons. Then glue a square post to the center underside of each pauldron. Then drill a hole in the square post and insert a pin (cut paperclip, brass rod, whatever). Then drill a location hole in the shoulder of your metal Killa Kan arm. Glue glue the pin into the hole. Decorate pauldron with spikes/blades/glyphs, as desired.

 

For angular pauldrons, build the shape using pieces of plastic, and be sure to double the thickness so the armor isn't (and doesn't look) flimsy. Mount a post similar to above, tap it, glue in a pin, and attach it as above.


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#17
Giganotosaurus

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Shabbadoo's solution sounds superb. Consider current Killa Kans plastic pauldrons, purchased from a plastic parts purveyor. I would suggest some surgery solves seating issues. Alter as needed, and attach with super glue, or quick setting epoxy. As above, a pin may be needed. I prefer to use cut to length straight pins myself. They are cheap (one box will last a lifetime) strong, and are available in a variety of thicknesses. Good luck.



#18
Nefairius

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Thanks guys. I was overthinking it, gonna go through my garage and see if I have some plastic tubing laying around that'll work. Now i'm not sure if I want rounded or flat pauldrons. I might even have some leftover metal brackets I could mangle into pauldrons.


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Furthermore, we must have new War Buggies!

 


#19
Garslag

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Badfang just posted a 3E kan with pauldrons in the Mek's. Could be worth checking out for ideas...
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#20
Badfang Brassaxe

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Badfang just posted a 3E kan with pauldrons in the Mek's.

So, pauldrons iz shoulder boards :blush Over the klaw arm I just used a spare shoulder board off the dredd kit sunk into an arced Milliput support, for the other side I made an arced support clear of the weapon mount and pressed it into the hull far enough that it didn't interfere with the up/down/removal of the gun, made a flat semi-circle of Milliput and pushed that down onto the arced support and then applied some small blobs of Milliput for rivets and dug a few holes in it with a scalpel blade for bullet holes.