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View Full Version : Whats the deal with KIlla Canz



f0nx
24th Sep 04, 6:00 AM
Does anybody here use em, i find it that they get shreaded by rockets before they even have a chance to inflict any damage. Am i doing something wrong ?

Someguy
24th Sep 04, 7:12 AM
because... rockets are anti-vehicle weapons?

hiteche5
24th Sep 04, 7:29 AM
Yea...Kans are not a spearhead assault weapon. They are better in the middle of the crowd when you boyz have already engaged those pesky ML's

SoundWave
24th Sep 04, 8:00 AM
ya thats what your stormboyz are for, jump on those heavy weapons with those then let the killer kanz loose with some fire/HtH support wherever needed.

f0nx
24th Sep 04, 8:19 AM
the problem im having is that if i dont move them with my main force by the time they get to the battle all my infantry is dead, if i do move em with my infantry they get picked to shit with rockets, guess i just have to micro them better ?

Alendor
24th Sep 04, 12:00 PM
khans are most effective vs vehicles and tier 3 infantry, like a seer council, or terminators. i personally as an ork player always have nob squads out before the khans, thus being able to take fire with the nobz while the khans move in. they are also great when used to suprise flank the enemies tanks and dreds.

Svensta
24th Sep 04, 1:02 PM
Kanz are also wonderful as sponges against anything short of missiles. Not as long-lived as a dred, mind you, but a wonderfully redoubtable target for bolters/heavy bolters/plasmers. They eat turrets whole as well. I do NOT much like the rokkit upgrade however, as you lose the autocannon to gain it.

The mix of Kans/Nobz is great because each covers the other's weaknesses. However Nobz are tier 3 and the (hardest to reach/eat the most cap) save the Squig. In the short game, I pair Kans with sluggas (w/Nob and Flamers and the Mek with Force Field) to be a VERY critical 1-2 punch.

Kans can also save you from a dred rush VERY handily, giving you time to roll up your TB's.

PHoenix_UK
24th Sep 04, 3:28 PM
When your Kanz advance, look out for squads of marines with four missile launchers sat behind the main battle line... you can guarantee that the SM palyer has them their for one purpose only, vehicular death. Target them with something (ANYTHING) as soon as you can, even if it means sending your rokkit boyz in on their own... as long as it ties up the devestators so they can't slap the crap out of your kanz.

If they've a lascannon pred sat their... well your in deep shtum, time to build something else :(

Dyrvom
24th Sep 04, 4:31 PM
Timing must be perfect. Think of it this way: Your Kanz enter the enemy LOS half a second after the close combat animations begin.

orkmobzta
25th Sep 04, 10:21 AM
wow half a second, not much room for error

Entropius
25th Sep 04, 2:15 PM
The problem with kans as assault melee is that they'll be a magnet for every bit of rocket fire the enemy has: they have to get up close to do anything, and will thus be in range of the whole enemy army. The missile guys have no other target than the slow kans, so they may as well shoot them.

A couple of ways for them to not get spammed on like crazy by missiles:

--Use them as melee defense: throw them at enemy dreads, jump troops, councils, etc. that come after you. Obviously only useful if you prefer a ranged ork army.

--Have other vehicles that have to be shot at by missiles, so the kans don't draw all the fire. Traks with bomb chukkas are good for this, as they either need to be shot or they'll throw the missile troops around.

--Use Leman Russes to disrupt the missile troops.

--Tailor your units to your enemy. If they have lots of missiles, is it really worth it to make more kans? Missiles don't do much against infantry mobs, so swarm them with the boyz and make them pay for making all those missiles.

For instance, I was recently in a 3v3 in which I (Ork) and a space marine player were in a brutal slugfest over a position at the bottom of the map. He kept sending stuff at me, and I'd push him back with lots of casualties on both sides each time.

I mostly had infantry and wartraks at first. He was sending 2-3 dreads per wave (along with other stuff--he liked assault marines too), so I favored rokkits on my infantry and traks. I mostly had infantry, a mix of the various ork types. The wartraks weren't usually in his missile range, since they hung out in the back of my lines and shot his dreads. He thus didn't really have much of a reason to make many missiles.

So, a couple of kans served me well by keeping his dreads busy (while my rokkit guys shot them), eating assault marines that got too close, and the like. It wasn't worth his time to make all that many missiles, because I didn't have that many kans and because my other vehicles (rokkit-traks and russes) tend to hang around outside range.

Svensta
28th Sep 04, 7:55 AM
--Tailor your units to your enemy. If they have lots of missiles, is it really worth it to make more kans? Missiles don't do much against infantry mobs, so swarm them with the boyz and make them pay for all those missles

*DING* We have a winner. This is the strength of the orks. We can adapt faster (just look at the Wartrax) A marine player will focus on heavy bolters at first (I would against orks). So you build vehicles. Then he equips his more recent marines with missiles, but since you've been rebuilding your boyz mobs, you have it better against those troops. Since your heavy weapon boyz are getting creamed fair.ly constantly in a rapid game, you can reinforce and change our your heavy weapons faster than he can. Once he shreds your first kan with a missile blitz, pull them back and walk the rokkit boyz right up to 'em

Boomstar
28th Sep 04, 8:00 AM
Have your artillery soften up the infantry horde, once the horde is broken send in the kans with the rest of the boyz.

Edit:I would add as well that Kans are pound for pound the best walker in the game.They have nearly the same Hp as Marine dreadnaught (more if you get extra armor).And close to double its hand to hand damage.And its cheaper then the Marine Dread.

Entropius
28th Sep 04, 4:06 PM
Well, those damage numbers lie.

Plus, Kans are slow. That's a big deal for walkers. Once they get into CC, their long finishing animations mean that it'll take forever to kill them. However, Kans are slow enough that they'll likely eat a faceful of missile on the way in.

Walkers are nasty enough that most people focus all anti-vehicle fire on them on sight.

SoundWave
28th Sep 04, 4:13 PM
as said before rush them and then send the kanz in, try and tie up as many units as you can with slugga boyz and maybe even have a few stormboyz ready to jump on those missile squads to cover the kanz.

MrPlow
28th Sep 04, 6:59 PM
Something not yet mentioned but great in the ork bag of tricks is using the Mad Doc's juice ability on some storm boyz before they jump in to engage missile squads etc.

This keeps the boys alive longer even if they are at zero health and willl give you plenty of time to walk your kans up.

SoundWave
28th Sep 04, 7:17 PM
ya i just for the first time used fightin' juice :D i figured it jsut made them hit harder but doks are a MUST!!! if not for their healing ability then just for the juice. the healing is nice when you want to pull those boyz back tho and then push back in once you get one or two more squads out.i really should just tech to doks as i really love just mass infantry

SchizoBadger
1st Oct 04, 7:30 PM
Killa Kanz are excellent melee units but are slow as heck

ShInZiT
2nd Oct 04, 1:13 AM
Killa Kanz slow finishing off animations make them vunerable when they're taking out weak guyz, definetly a very hard unit to use well but great against an anti infantry SM squad or a squad of Gaurdians, seer council or anything like that that has weak anti vehicle weapons

Vertigo
3rd Oct 04, 3:51 PM
Killa Kanz slow finishing off animations make them vunerable when they're taking out weak guyz...

You know that all units are invulnerable when performing kill animations, right? Invulnerable meaning they take ZERO damage?

superfunfrosty
4th Oct 04, 4:32 PM
the kans are my fav ork unit. the things i have noticed are.

rokkit upgrade is exellent for drednought fights, really powerfull.

using the F1-F8 keys is critical to successfull kan strikes (F5 is best).

realy good against any race as no-one builds missiles vs orks.

some kan/traks upgrade combinations realy suit each other.

i like to send 3 kans/traks round the back of their base while my main infantry does the frontal assult.

i would rather have 3 kans than a squidgey thing.

woeba
12th Oct 04, 2:28 AM
I always send my canz into the battle between my sluggas squads. The sluggas get the first missle volley, buth then they are in CC. If you upgrades the armor in the mek shop the canz can withstand the rocket fire for enough time for your boys to eat the first line of enemies.