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==== Da Bigga Buggies ==== The newer and bigger wheeled vehicles that replaced the old Warbuggies, all are pretty solid choices that will serve you well. All of those have new Ramshackle rule increasing their resilience against S7 or lower multiwound weapons. Their main downside is that they are static monobuild models without options. Not helping things is how the November 9th balance dataslate has locked each unit here to being 0-1, meaning that you can't group up on the ones you really need. *'''[[Boomdakka Snazzwagon]]''': One of two units in the codex with a built-in -1 To Hit (other is warbikers). It no longer explodes on 4+ for 6" d3 Mortal Wounds, and now just explodes on a 6 like everything else. ** Donโt forget that the Snazzwagon can fire '''ALL''' of its weapons. Even though itโs at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ and some MEQ for breakfast. *'''[[Kustom Boosta-Blasta]]''': Torch anyone within 8" or foolish enough to charge at that range with x4 Burnaz (no d6 12" sadly). Also brings to bear a 36" 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition). <s>An important caveat: since the exhausts are 4 separate weapons they each score maximum (3) hits against units with 6 or more models.</s> Generally flame weapons and these Burna Exhaust weapons do not have the Blast special rule, so they just shoot d6 times each. *'''[[Megatrakk Scrapjet]]''': One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 3d3 Rokkit shots, plus a single wing missile (also rokkit stats) per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to it having two twin bigshootas with one firing 10 shots at 5+ and the other hitting on 4s with +1 to hit due to grots fora total of 20 shots from each buggy. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee. ** No splitting them into units now and only unit of 1 can take kustom job and of course corkscrew was removed... ** Point for point is probably the best of the new buggies. *** Deff Skwadron boyz on the table is a happy happy sight indeed :). *'''[[Rukkatrukk Squigbuggy]]''': Winner of 9th ed among the buggies. It got much cheaper at 90ppm. Its squig launchers lost multiple profiles but the new one is solid S5 AP-2 D2 Blast, and most importantly neither of those require line of sight. Heavy one have better range 2d6 instead of 1d6 and have +1 to hit due to grot gunner. Their kustom job adding 1 to to wound roll on heavy squig launcher is very good as well, unfortunately it requires it to be in unit of one... As with other buggies it can fire all its weapons including secondary, like shotgun and stikkbombz. Rukatrukk is also not terrible in CC with its 4 S7 AP-2 D2 attacks and WS of 4+. *'''[[Shokkjump Dragsta]]''': This one was nerfed the most in 9th. M14" makes this one of the quickest Ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24" two shot Plasma Cannon. This is also one of few assault weapons left in the codex which lets it always shoot. On top of that this buggy supports single rokkit and sawblades similar to ones from rukatrukk. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9" from an enemy model; on an additional 4+ the model receives d3 Mortal wounds. ** It has decent anti-armour capabilities due to its weapon. It hits on 3+ (4+ when it advances) and can go up to 2+ with freebootaz. Additionally, every 6 on to wound rolls causes extra mortal wounds on the target. ** This vehicle is probably best utilized with Deathskulls kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur. ** Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+. The main gun is assault, so an Evil Sunz Dragsta can teleport and still hit on 3+. ** Gyroscopic whirling can be applied only for unit of one which is pretty bad combined with number of MW being upped to d3 and loss of jump shoot jump stratagem. ** Overall for its cost this buggy do not support enough firepower and most of its shenanigans are very limited.
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