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Walking Dumpster Army


9x19 Parabellum

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Hello Ork Players!

 

I'm tempted to build an army of Killa Kans because few things are funnier to me than an army of Walking Trash Cans coming to kill you in close combat.

 

If (*IF*) I were to do this:

 

-is it in anyway workable (not competitive...I'm sure it's not) just...can it actually play on the table?

-how would you arm them with guns and such?

-spearhead detachment and CPs be damned, or regular battalion and do some minimum core units?

 

What stratagems, ork Kultures and other special rules would synergize and work well with this themed army?

 

 

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Hi 9x19! Killa kans are such phenomenal models, and have thankfully gotten quite a boost in this latest codex. While not the best units in the book, I definitely think they are more than playable, and an army centered on them wouldn't be an embarassment.

  1. I think if you made sure to take other, small, cheap units to do actions and sit on objectives, you could certainly have a workable army. Straight Killa Kans would be cool, but they are effectively an elite army and would have issues winning games even if they krumped it up.
  2. Despite being crewed by Gretchin, Killa Kans are a Melee unit; their best gun increases their points cost by 27.5% but is still just shooting at BS4+, with no stratagem or character support available. One the other hand, each Kan has three S8, AP-3, 3 damage attacks at WS4, with the potential for a fourth attack based on unit size. With this in mind, I suggest keeping them cheap, and going for the Grotzooka or Big Shoota to pester small, weak units that people use for screening or actions. The Rokkits are good, and maybe sprinkle them in across the army to add some strong weapons, but they are too expensive to take in mass.
  3. Orks don't have great in-game stratagems, and Killa Kans, as Gretchin, can't use them anyways. Use Spearhead and other detachments as you feel appropriate.

The Kultur for the Kans themselves don't matter, since they don't get it, but for the support units in the army, Deathskulls is probably the way to go. ObSec on Stormboyz and Kommandos provide cheap units for objective work. The only synergy for Kans, other than repairing with meks/spanners, is you can give them a +1 to-hit with a Nob with WAAAGH! Banner. Otherwise, Kans are really straight forward: run them at the enemy and hit them good.

 

Something to keep in mind: Kans are multi-model units and only have Leadership 6. You should expect to lose a few to morale and combat attrition every game.

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Thanks a bunch Toaae.

 

Ok so maybe I'm not using the right words.

 

What's the difference between <Clan> and <Kultur>.  You're saying that Gretchin dont't get the Clan bonus they belong to?

 

So my original thought was to run 36 Killa Kans (6 units of 6). Then I remembered the rule of 3, which sucks.

 

So now I'm thinking:

Spearhead Detachment:

Ghazghkull

Big Mek w/ Kustom FF

 

2 units of 3 Deff Dreads

3 units of 6 Killa Kans

1 Mega Dread

 

So that's basically 25 "trash can" walker models of different sizes.  There's no way I'm going to be sullying my dream with small units of Ork Boys or Gretchin to babysit objectives! That totally defeats the purpose!  If the army is not great, then it's not great, but at least I know what I'm getting into.  Ghaz is close enough to a 'walker' that he counts, aesthetically.  

 

Also, a question on Deff Dreads: If I arm a model with 4 dread klaws, is that effectively 7 attacks? 3 base +1/dread klaw = 7?

Edited by 9x19 Parabellum
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I am excited to welcome another member to the Dread Mob! I haven't been able to muster an all Kan army yet but I'm working on it. The Mega Dread is a fun unit to build so hopefully you'll be able to get one soon. It looks like it's back on sale on the Forge World Store. 

 

As a piece of advice that I wish I'd come up with before making the models it to magnetise the arms or make them otherwise removable otherwise they take up a lot of space and get tangled with each other. I think I will follow that advice moving forward.

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I am excited to welcome another member to the Dread Mob! I haven't been able to muster an all Kan army yet but I'm working on it. The Mega Dread is a fun unit to build so hopefully you'll be able to get one soon. It looks like it's back on sale on the Forge World Store. 

 

As a piece of advice that I wish I'd come up with before making the models it to magnetise the arms or make them otherwise removable otherwise they take up a lot of space and get tangled with each other. I think I will follow that advice moving forward.

 

Thanks Magos. It turns out I'm an antediluvian disciple of the ancient cult of rare earth magnets, so your advice was heeded before you uttered it.

 

I saw that def dredds are on the same size base as killa kans. That seems nuts.  The feet of the def dread barely fit on that base.

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Ok so maybe I'm not using the right words.

 

What's the difference between <Clan> and <Kultur>.  You're saying that Gretchin dont't get the Clan bonus they belong to?

Correct. Units with the Gretchin keyword are explicitly excluded from getting Clan Kulturs. They will have the <Clan> keyword, which is necessary for other interactions like repairing and that Nob banner.

 

Also, a correction on my part: I said Killa Kans can't make use of any stratagems. I was wrong; that was the case in the previous codex, but that exclusion doesn't seem to exist anymore. There's still not a lot of options, but the big one is Ramming Speed to get a 3d6 charge move and some MW.

 

 

So now I'm thinking:

Spearhead Detachment:

Ghazghkull

Big Mek w/ Kustom FF

 

2 units of 3 Deff Dreads

3 units of 6 Killa Kans

1 Mega Dread

 

So that's basically 25 "trash can" walker models of different sizes.  There's no way I'm going to be sullying my dream with small units of Ork Boys or Gretchin to babysit objectives! That totally defeats the purpose!  If the army is not great, then it's not great, but at least I know what I'm getting into.  Ghaz is close enough to a 'walker' that he counts, aesthetically.  

 

Also, a question on Deff Dreads: If I arm a model with 4 dread klaws, is that effectively 7 attacks? 3 base +1/dread klaw = 7?

That's fair. If you're taking Ghaz and Dreads, I'd say just still with Goff so you don't have to split out detachments and can really krump good. And your counting on Deff Dreads is correct, 3 base plus one for each Dread Klaw, for a max of 7.

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