Editing
Warhammer 40,000/9th Edition Tactics/Orks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Blitz Brigade === {{W40kKeyword|Warbosses, Battlewagons, Gunwagons, & Bonebreaka}}s get the {{W40kKeyword|Blitz Brigade}} keyword. * Remember that this also technically includes the {{W40kKeyword|Battlewagon with Supa-Kannon}} due to the {{W40kKeyword|Battlewagon}} keyword. * Not amazing, but if you're taking a lot of Battlewagons anyway.... '''Stratagems''' *'''Opening Salvo (1CP):''' Use it in your Shooting Phase of your FIRST battle round (so it's effectively One Use Only). Pick a {{W40kKeyword|Blitz Brigade Gunwagon}} and it doubles the range characteristic of its weapons until the end of the phase. ''All weapons, so its optional 4 Big Shootas benefit as well.'' **Most useful for the Killkannon as it's the option with the lowest (24") range. It goes without saying to use the Gunwagon's Periscope. ***Includes Da Boomer for a mighty 72" range. **Technically this works on the Gunwagon's melee weapons, too, but that's meaningless, since the rules for weapon type melee don't pay any attention to the weapon's range. *'''Krush 'Em (1CP):''' A {{W40kKeyword|Blitz Brigade Bonebreaka}} rolls 3d6 for its '''Bonebreaka Ram''' ability and chooses the highest result, which means this Strat can only be used if the Bonebreaka charged. **You could use the Tactical Reroll instead of this (so this alone isn't reason enough to upgrade the detachment), but it also means you could save that to re-roll something better, like a Power Klaw punch. Or a second '''Bonebreaka Ram'''. *'''Hold On, Boyz! (2CP):''' Use it before you move a {{W40kKeyword|Blitz Brigade Battlewagon}}. Pick a friendly {{W40kKeyword|<Clan> infantry}} (doesn't make the usual Flash Gitz exception apparently) wholly within 3" of the Battlewagon. Remove that infantry unit from the field, move the Battlewagon, then set up that infantry unit within 3" of the Battlewagon and more than 3" away from enemy models. The unit that hitched a ride doesn't count as having been embarked (so it also wouldn't count as having disembarked either), cannot move that phase, cannot charge, and counts as having moved (but not advanced). **A callback to the old rules where you could fit in as many Orks in a transport as it could physically hold, it does away with the transport capacity reduction a Battlewagon suffers when it takes a Killkannon. It also means a clean Battlewagon can '''move 60 Orkz''' (20 inside, a Mobbed Up 40-Ork unit holding on) on a single go! However, as Mob Up happens at the end of the movement phase, this is limited to turn 2 at the earliest. ** The lack of charging is kind of sad, but combine it with Da Jump and you can have 2 30-boy units in the enemy deployment zone turn 1. '''Warlord Trait - Back-seat Driver:''' If the {{W40kKeyword|Blitz Brigade}} Warlord is embarked inside a {{W40kKeyword|Blitz Brigade transport}}, that transport gains +1" Movement speed, as well as the ''''Ere We Go''' ability, which no Battlewagon type has. *Combine it with the {{W40kKeyword|Evil Sunz}}' Redder Armour to get a Battlewagon that moves 15", advances ~4.5", and then charges (near a Deffkilla Wartrike) the equivalent of (3d6 keep the two highest)+1" while doing 1d3 mortal wounds on a 2+ plus another 1d3 mortal wounds on a 4+, while carrying 60 Orks. That's a '''33" threat range, aka a <u>TURN ONE CHARGE</u>''', 9" deep inside the enemy's deployment zone. * 'Ere we go for Battlewagon is a big deal. Sadly, only one of your vehicles will get it, and it will have an enormous target painted on it instantly. ** Remember you can embark on a transport as long as you finish your move within 3" of it. If taking multiple Battlewagons, deploy your driver boss within running/embarking distance of all of them and watch your opponent sweat not knowing which wagon you plan to drive down their throat next turn. '''Shiny Gubbin - Da Blitz Shouta:''' At the start of the Shooting Phase, if the {{W40kKeyword|Blitz brigade}} bearer is inside a {{W40kKeyword|blitz brigade battlewagon}}, pick an enemy that is visible to it. Until the end of phase re-roll 1s to hit for all attacks made by friendly {{W40kKeyword|Blitz Brigade}} units within 6" of that Battlewagon that target the enemy you picked. *Naaah thanks. A 6" aura of {{W40kKeyword|Bad Moons}} kultur that only affects battlewagons, especially Gunwagons, and that only works when your warlord is unable to contribute to combat. Hard pass. Plus, if you have multiple warbosses who are embarked on the same transport, doesn't hit the other warbosses. **There's two ways to approach using this gubbin: barely at all or fully committed. Either you take a bunch of loaded up Gunwagons w/Killkannons an' all da ova flash to create a pseudo-tank formation, or you blow your remaining points on a throw-away warboss to take the relic if you're already running a battle-taxi heavy list with sum extra gunz. The relic on its own isn't good enough, so you either go all in and structure your entire list around it, or you take it as an afterthought.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information