Way back when, around 1998, I started to dabble with kanz. I would always include a kan or two in every list, as it seemed to be a real equalizer with better armored foes, or a real terror to IG or various incarnations of 'nids. They were clanky, chuncky, and all around a good time. After a while, my opponents would be zeroing in on them instead of scoring units of troops, or high cost elites/fast choices.
Here are my 2 oldest
...yes, I know, square bases...Originally, that's what they came with when I purchased them, so they stayed. No one I fight seems to mind.
Last weekend, I tried a variation on a Kan Wall (honestly, I don't know what one is...). Six Kanz, 2 Dredds; lined up against a fortified wall with SM squads arrayed across it.
Here's what it looked like:
It worked out great. 4 out of 6 had rokkit launchas, 2 had skorchas. To me, just the right amount of AT and AI weapons. Coupled with DCCW, 3 wall sections and 2 towers came down in 1 turn. After that, it was merely a matter of attacking the SM in close combat and wiping out 40 soldiers. Not bad for my first time using them like this.
Now, what have I to add to the growing opinions of what is or is not the best way to use kanz. I love to use 'em as shock troops. I often tried to exploit the weakest link in my opinions lines; armored clankers are best in this role. Cover them with a mek in the area, and you can repair any destroyed weapon or immobilized vehicle rolls. I always add grot riggers for the same reasons, a chance at getting back into the fight. I haven't tried the grotzooka yet, I am going to build one on my next versions of kanz (which I'm building for this months challenges). Finally, I think that if you can use kanz in your lists, you really need to. They're not flashy like a dredd, not noisy like flashgitz, but they can be effectively overlooked or underestimated by the woefully uninformed opponent. Build 'em, collect 'em, and most of all, USE 'EM!! Now, get out there and crump somethink...