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Feb 25

Warhammer 40,000 Ork Killa Kans review

Posted on Thursday, February 25, 2010 in New Releases, Reviews

As part of my job at Total Wargamer I got to checkout the new Ork Killa Kans prior to release, here’s what I thought…

Ork Killa Kans review

Ork Killa Kans are the smaller brethren of the Ork Deff Dread but instead of an Ork pilot they are controlled by their smaller Gretchin cousins.

They are a heavy support choice in a Warhammer 40,000 Ork army and can be fielded in squadrons of 1-3 Kans.

First impressions

When the new Ork Killa Kan boxed set arrived at Total Wargamer we were immediately impressed, the new plastic miniatures are a vast improvement on the old metal models and it was clear that it was possible to produce a host of very different looking Kans for your Ork army, click sprue thumbnails for larger image.

The pro’s

Well, on getting stuck in to the kit our first impressions seem to have been correct. The new models are extremely characterful and are much more believable than the previous Killa Kan model which, I for one, couldn’t actually imagine was capable of walking.

However, the new Killa Kans models not only look great but it is clear that a large amount of thought has gone into making the kit hugely interchangeable. Essentially it appears that feet, legs, body, arms, claws, weapons, engine, shoulders, front panel/spikes & accessories are all interchangeable meaning the amount of variety that can be built into your Kans is virtually limitless, in our opinion by far the most flexible kit made by Games Workshop to date.

The new boxed set features a total of 4 different weapons for you to kit out your Kans with, these are a scorcha, a rokkit launcha, a big shoota & a grotzooka. This is two more than the old kit which just featured just a scorcha & rokkit launcha.

Finally the Killa Kan kit was surprisingly easy to work with, even though the the models are highly detailed and very modular in nature our first Kan was built in no time at all (see photo).

The con’s

For all that we love these new models there are some negatives and they generally revolve around the weapons that form part of the kit.

Firstly there is no kustom mega-blasta, this is now the only weapon available for a Killa Kan that doesn’t form part of the kit. Personally I would always choose a Rokkit Launcha for my Killa Kans rather than a Kustom Mega-Blasta but it seems an odd omission.

Secondly, for me the biggest issue with the kit, is the fact that it contains 3 Killa Kan models but only one of each weapon, this means that if buying a single box all your Kans will be armed differently, bar conversions. Killa Kans come in squadrons of up to 3 models, in Warhammer 40,000 vehicles that are part of the same squadron must all fire at the same target. So it is generally best to equip all models in a squadron for the same purpose, broadly this would be either anti-personal (with a scorcha, big shoota or grotzooka) or anti-tank (with a rokkit launcha), this isn’t possible with the 3 Kan boxed set.

It would possibly be unreasonable to expect 3 of each weapon in the kit but this is the only solution I can think of. Maybe if the weapons were made a little less elaborate and instead of being integrated into the weapon arm they were instead mounted on separate multi-purpose weapon arms the extra plastic required to do this could have been kept to a minimum, however this may have negatively affected the appearance of the model. As it is I guess the best we can hope for is that a Killa Kan weapons sprue will be released by Games Workshop at some point in the future. Otherwise to field a squadron of 3 similarly armed Killa Kans is going to cost £81 (RRP)…

The final gripe is that the Kans come in boxes of three, this seems to be a bit of a trend with Games Workshop kits porting from metal to plastic at the moment (this previously happened with the Tyranid Ravener) and it’s annoying that you can’t buy just one of these models any more.

Summary

The new Killa Kan models are some of the finest looking bits of plastic that Games Workshop have ever produced.

The only thing that stops this kit getting a 10 out of 10 are the issues with actually integrating them into your Ork army due to the issue with the weapons that are found in the kit, meaning we can only give this new kit an…

Overall score: 8/10

Pick up the new Ork Killa Kan boxed set from Total Wargamer

Feb 11

New Ork Deff Dread & Killa Kans

Posted on Thursday, February 11, 2010 in Da Hobby, New Releases

Really, 8 months since the last post, oh dear… Anyway, I just had to post after seeing the new Ork Deff Dread & Killa Kan models.

Check these babies out!

Ork Deff Dread

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Ork Killa Kans

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These new plastic models just blow the old metal ones away, Waaargh Wazrukk contains 3 Killa Kans and 1 Deff Dread already but I’m definitely going to have to include some of these babies.

The sculpts are just so much more characterful and the large number of build options means that it is possible to build a unique model every time, giving your army that rag tag Orky look.

Brilliant - Nice work GW.

Non-Orky Comment:

Also, the Marines are losing the old metal Venerable Dread, I never liked this model, far too ornate.

The new model (released at the same time as the Ork Dreads) looks more solid and believable, from memory it seems to draw on some of the Forge World sculpts.

Finally  I reckon it’ll be quite interchangeable with the other SM Dreads, offering some great conversion opportunities, another good job GW.

Jun 6

Painboy on Bike Conversion

Posted on Saturday, June 6, 2009 in Da Hobby

I’ve been a bit quiet on the blog of late (as you can see if you look at the date of my previous post).

However I have been spending some time building Waaargh Wazrukk.

For my next battle in the campaign my Nob Bikerz will be resurfacing with a new addition, a bike mounted Painboy.

So, a conversion was called for…

Basically I planned to cut the legs off a Painboy and stick him to the legs of a biker and use a bikerz arm in place of the buzz saw arm, allowing him to hold the handlebars of the bike.

This was a tricky conversion as the Painboy model is kinda hunched forwards and the warbikerz lean back in the saddle (I didn’t realise this until I had already started).

So a load of green stuff was needed at the front of the join between the Painboyz body and the warbikerz legs.

Now I’m no sculpter, especially in the cramped space between between the Painboyz body and the bike so I decided to hide the join… I think it has been moderately successful, I’ll see how it look when I paint the model and will try re-working it if it looks terrible.

Anyway here’s my work in progress…

Ork Painboy on Bike

Ork Painboy on Bike

In this next shot you can see that I reused the Painboy’s Cleaver to help cover up my messy join.

Ork Painboy Close Up

Ork Painboy Close Up

I’ll post updates of this conversion when I get around to painting it.

Apr 24

Sneakin’ Eldar Battle Report

Posted on Friday, April 24, 2009 in Campaign

The Eldar force was ready, they had been following the movements of the Orks for some time and now it was time to get a closer look at the Mek that had just joined forces with Warboss Wazrukk. The Farseers of Alalminórë had identified this brutal leader the current greatest threat to the peace and safety of their Craftworld.

Wurrzog waited. The self-styled Dreadmek of Waaagh Wazrukk was ready; the Eldar had not been as cautious in their observations as they had thought; and he had positioned himself and his Boyz on the field of battle. He realized that the Eldar were after evidence of the great mechanical devices that he was preparing for the oncoming war, five such indicators were present in this area and he had to secure them before the Eldar could get their “puny mitz” on them.

Wurrzog waited. Armed with a Shokk Attack Gun, he had deployed his force into a corner of the battlefield, expecting the Eldar to come to him from the open terrain in the opposite corner. Wurrzog himself was on the top of a building, securing some of his gubbinz that the Eldar would want to claim. Below him his forces waited impatiently. 20 Shoota boyz on foot, a battlewagon full of Slugga boyz accompanied by their Nob leader armed with a power klaw, a deff Dread armed to the teeth with close combat weaponry, and a unit of Rokkit toting Killa Kans.

Wurrzog waited. As far as he was concerned the battle had already started, but where were those sneakin’ Eldar ? He move his Boyz forward, the Slugga boyz roared into the centre of the battlefield in their Battle Wagon, ready to face the Eldar, the Walkers followed at a steadier pace, whilst the Shoota boyz started moving towards one of the Mekz objectives.

Finally some Eldar appeared, though not all from where he expected. To Wurzoggs far right a Falcon appeared, and from the corner opposite him two Vypers went Flat out along the Eldar’s own right flank. Meanwhile another Vyper had flown on to a position where it could fire its scatter laser right into the Battlewagons rear, a bold move, but one that would be costly to the Vypers crew.

The Eldar battle plan had also involved their Fire Prism also appearing at this time, but for now it was not in a position to venture forth. The Falcon fired its Pulse laser at the Mek, one shot got though the cover and instantly took out the Big Mek himself, he was unable to take further part in the battle before he’d even fired a shot. The Vyper also fired at the weak rear armour of the battle wagon, but the shots bounced harmlessly off the armour.

The Orks retaliated and destroyed the lone, isolated Vyper, whilst the Killa Kans turned round to attack the falcon. The falcon was well hidden however and the Kans shots harmlessly hit the building it was taking cover in.

The rest of the Eldar force now appeared: three Jetbikes followed the two vipers onto the Eldar right flank, whilst the Fire Prism and two more squads of Jetbikes (one including the Autarch) moved to support the lone falcon. The Falcon and Fire Prism both fired on the Kans, being their most immediate concern, destroying one outright, disarming another and shaking the crew of the third. The Vypers meanwhile opened fire on the the Shoota Boyz who had been steadily progressing through the Orks lines, accounting for a few of their number.

The Shootas were out of range of the Eldar and could do little else but grimly keep moving towards the Vypers. The Deff Dread also progressed towards them hoping to be able to bring his Skorcha to bear on the enemy. The Battle wagon moved towards the Fire Prism, unloading the troops and shooting at the Prism. The shots were true, but ricocheted harmlessly of the Eldars sleek craft.

Whilst the Autarchs squad turbo boosted deep into Ork territory to claim the Ork device that the Mek had been guarding, the Fire Prism moved well out of Charging distance of the Slugga Boyz, and the second jetbike squad opened fire with their shuriken cannon, taking down a few of their number. Meanwhile a Jetbike Shuriken Cannon and the Vypers opened fire on the Shoota Boyz, taking down a large number of them. They held their nerve and moved into firing range of the Vypers, destroying one of their scatter lasers.

The remainder of the battle followed the same pattern, the Eldar kept their distance whilst slowly whittling down the Orks numbers. The Shoota Boyz did manage to destroy the Scatter Laser of the other Vyper, but both vehicles were still present at the end of the battle despite a charge from the Boyz, which proved futile – doing no further damage to the craft. The Jetbikes with the Vypers raced away to claim an Ork device, shooting at, but failing to damage the Deff Dread or Battle Wagon on the way.

The Autarch’s squad manoeuvred into the building where the Mek had been though one bike was destroyed as it clipped a pillar on the way in. Stationed in the building it destroyed the remaining Kan (the other being destroyed by the Falcon). Whilst the Falcon and Fire Prism, whittled down the numbers of the Slugga boyz, who eventually ran away before they could get close enough to take the third Eldar squad who had themselves secured a set of the Meks blueprints.

The battle was over. The Orks had only their Deff Dread and Battle wagon marooned in the centre of the board, untouched but having not done much damage themselves. The slugga boyz were running away having not gotten close enough to deal any damage to anything, the remaining Shoota boyz were at less than half strength and no where near any of their objectives, and the Kans and Mek were out of action. The Eldar had only lost one Vyper and one Jetbike and had claimed three objectives.

Back on the craftwold, the Eldar studied the Ork plans, and realised that their fears were true. The Orks were close to having an army that would wreak havoc through their system and threatened their very existence. They decided to send out a force to deal with the Orks now, before they could become an even bigger threat.

Apr 23

Sneakin’ Eldar: The Aftermath

Posted on Thursday, April 23, 2009 in Wazrukk

Well the Orks got completely battered last night.

My mate fielded an army built entirely of skimmers and jet bikes and I just couldn’t get close enough to do any damage.

In brief, this is what happened:

The Eldar held back in reserve while the Orks charged into the middle of the table.

The Eldar deploy at two opposite sides of their table edge meaning they are about 2 feet away from the nearest Ork.

They shoot first, there goes the Wurzog in turn one…

They then proceed to nip around the table staying out of range of the majority of the Orks weapons and taking pot shots whenever it is safe to do so.

Repeat for every turn of the game…

The orks took out a single Vyper with my Shoota Boyz, and my mate lost a jet bike himself to a dangerous terrain test.

The Orks lost Big Mek Wurzog, 3 Killa Kans, 20 Slugga Boyz & 11 Shoota Boyz.

Not a Good day for the Waaargh…

I must say I really liked my mates army, it looked very cool and had a very Eldar raiding party feel about it.

I feel my Mek list with walkers etc was completely inappropriate to deal with this army and may have been better off with a cut down version of my Speed Freeks list.

Anyone got any other ideas?

Apr 21

Warhammer 40,000 Campaign

Posted on Tuesday, April 21, 2009 in Wurrzog da Dreadmek

The sneakin’ Eldar are back…

The game that was postponed last month is back on; my 750pt Mek list verses my mates Eldar.

We’re playing tomorrow night and the game is actually going to form the first game of a campaign that, at the rate we get games organised, will take 3 - 6 months to complete.

Anyway here’s the campaign courtesy of my mate the sneakin’ Eldar git…

Warhammer 40,000 Campaign

Warhammer 40,000 Campaign

Apr 19

Ramdom Hobby Thoughts

Posted on Sunday, April 19, 2009 in Da Hobby

A bit of a random post today…

I’ve been thinking about some of the latest kits to be coming out of Games Workshop and how they are getting more and more complex.

I think we can all agree that some of the old plastic vehicle kits were a bit poor. Talking Orks specifically, the old warbuggy and wartrack kits (I say old they are still current really) were pretty naff, the buggy gunner for example, oh dear…

The kits also had few options, so unless you got your bitz box out your models would all look the same.

Now however I feel things have gone too far the other way.

Don’t get me wrong, I love the new models, I really do but they are all so… I don’t know… fiddly.

Even small models such as the new Ork Warbiker kits have dozens of parts. The Trukk has scores, the Battlewagon has over 100 and the Stompa over 200.

Now the Stompa is a centre piece model so you can forgive this and you get so many spare parts that it’s easy to build a unique looking model, and add character to several others with the bitz left over, but the Trukk?

An army can contain several Trukks and as there are so many parts they are pretty time consuming to build, the same applies to the warbikes.

However, as I said before I love all these models, the detail on the Trukk is fantastic, the bonkers idea of building a perfectly modelled chassis is brilliant (insane but Brilliant). The warbikes are great models, just so much better proportioned then the old one’s.

So what am I whinging about?

I think it boils down to 2 things for me.

Point 1: The models take much longer to build

Although I love the modelling part of the hobby, Warhammer 40,000 is more about the game for me and I guess the complexity of these new kits is slowing my army building down (I am a little on the particular side when it comes to building and painting my Orks).

Point 2: I think that for all their complesity the kits still fail to allow the building of truely unique looking models.

Example 1: The Ork Battlewagon

There are a host of ways to build the Battlewagon, yet the dozer blade, which to me is the most distinctive part of the model doesn’t really have any real options for personalisation.

For my second Battlewagon I left it off, and replaced it with a kinda scrap bumper and mudguard combo (pics in a coming post I think).

The kit would have benefited from having more opions to customise this area of the model, I’m not suggestion offering several dozer blades as it is a big bit of plastic but maybe a multi-part blade that could be built in different ways, or a kit that allowed the building of the Battlewagon without the blade fitted (and without the need then to get the saw/hobby knife out to remove the bits the blade attaches to.

Example 2: The Stompa

Great kit, just one criticism, the legs, only one pose available. The additional variety that could have been introduced by allowing the legs to be switched would have been well worth the additional time it would take design the kit.

Even Better adjustable Ankle Joints!

Conclusion

It probably sounds like I’m saying the models are too complex in point 1 and not complex enough in point 2, rather contardictory…

I guess the point I’m trying to make is additional complexity is OK but if kits are going to be made more complex it should be for a reason.

To my mind that reason should be the ability to produce some genuinely unique looking models.

Anyway, that’s probably enough for one post, it’d be interested to hear people thoughts on this.

Apr 10

Wazrukk meets da Stompa

Posted on Friday, April 10, 2009 in Getting Stompy, Wazrukk, Wurrzog da Dreadmek

Wazrukk meets da Stompa

Wazrukk meets da Stompa

Well da Waaargh is back from the Canaries and Wazrukk has gone a slightly darker shade of green.

Wurrzog wasn’t invited so was left to carry on building the Stompa.

Wazrukk’s reaction to the progress so far was captured on his return…

…Corr Indeed!

 

 

 

 

 

 

 

 

 

 

 

 

Mar 26

Da Waaargh on Holiday

Posted on Thursday, March 26, 2009 in Da Blog

OK , the Waaargh is moving to the Canary Islands for a week or so meaning there will be no posts.

We’ll post a new update once the Waaargh returns to Blighty…

Mar 23

Buildin’ da Stompa

Posted on Monday, March 23, 2009 in Da Hobby, Wurrzog da Dreadmek

Wazrukk returned to Wurrzog’s camp with trukk loads of scrap for da stompa.

So, Wurrzog (me) got stuck in…

—-

I’ve built the body, the head, the shooty arm and most of the chain-fist arm.

I just wanted to share a tip… Don’t try to hold both weapon arms on with one hand to see what it looks like…

They will drop off and they will break!

Yes, I found out through personal experience.

The shooty arm come off quite badly, most was fixable but the little targeter on the fat missile was pretty much destroyed so I just chopped it off and sanded it down (I was planning on doing this anyway - honest… :) he says dripping with sarcasm).

Anyway, just a word of warning…

—-

Wurrzog, picks his spanner back up and gets back to work…