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==== Da Wheelz ==== You've got a lot, and I mean A LOT, of specialised Battlewagon variants, covering every base from troop transport to assault tank to mobile artillery. It's rivaling the [[Leman Russ Battle Tank]] in terms of mods, making a Spearhead Detachment blitz brigade all the more viable. There're also the Big Trakk and Looted Wagon knocking about, but they're not in the best place right now, having lost of lot of their former options of editions gone by. Battlewagon variants while interesting are basically artificial creations concerning 1 model kit. GW did this to inflate codex after cutting all the stuff that had no current models. *'''[[Battlewagon]]''': Like most other Ork vehicles it benefits from 'Ere We Go. The base Battlewagon is highly customizable and pretty tough (especially now with Ramshackle). It can be upgraded to deliver a fair amount of dakka on its own, and its melee capability can be upgraded to make it a serious threat as well. However, its most important qualities are that it's an Open-Topped vehicle that can transport up to 20 Boyz (or 10 Meganobz). (It can also now transport Ghazghkull Thraka who hilariously takes up 18 of 20 slots.) The Battlewagon can therefore function either as a rolling bunker for shooty Orks, or as a battle taxi for choppy Orks. The Battlewagon can also be upgraded with a variety of Kustom Jobs. However, a Battlewagon with no upgrades or weapons at all costs 105 points, and the price only goes up from there. **Every weapon on the 'Wagon is an optional extra: **''''Ard Case''': It'll be more durable(+1 T), but your passengers can't shoot. More of a sidegrade, and a highly situational one at that. ** <tabs> <tab name="Choppy Bitz"> **Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option. A Choppy Battlewagon should be used to ferry models, after which it can turn into a MEQ-chewing lawnmower that can also soak overwatch from something that would shred its occupants. ***'''Deff Rolla''': It's AP-2, and any attacks with it are at WS 2+ at Str 9 and doing 2 wounds each. 15 points is a pretty decent price for this upgrade since it turns the Battlewagon from a "Meh" melee threat into a "holy crap" melee threat. ***'''Grabbin' Klaw''': The Klaw allows you to make one additional attack with this weapon, and this weapon only. It uses the base WS of 5+ which isn't great, but it does at least allow your wagon to make more attacks than it would otherwise be able to for only 5 points more. ***'''Wreckin' Ball''': Like the Grabbin' Klaw, for 5 points the Wreckin' Ball adds one additional attack that can only be made with this weapon. Compared to the klaw it has higher strength and lower AP. </tab> <tab name="Shooty Bitz"> *Big Gunz: A Battlewagon may be equipped with either a Killkannon, Kannon or Zzap Gun. Be wary of the typical poor Ork BS, however, not to mention that the only gun worth taking (the Killkannon) also reduces the transport capacity to 12. If you want to take these weapons, use the Gunwagon instead. **'''Killkannon''': A hybrid Kannon that that fires heavy high-explosive shells similar in effect to a single shot from a [[Leman Russ Battle Tank]]. Again, save this for the Gunwagon. **'''Kannon''': The Frag shell is comparable to 1-6 Boys shooting Sluggas. The AP shell will only hit once every three turns. Don't waste the points. **'''Zzap Gun''': Random strength is unreliable especially at low number of shots and BS of 5+. Don't waste the points EVER. *More Dakka: Due to their low cost and high shot output these are the guns you'll most likely equip your Battlewagon with. **'''Big Shoota''': While these aren't particularly powerful they have good range, and Dakka 5/3 means that they can spit out quite a few shots at half range or closer. Don't forget that they can shoot in melee due to Big Guns Never Tire. **'''Lobba''': Long range indirect fire. Can hit models out of line of sight and can be thrown on top of any other gubbinz you take. Almost worth it due to the fact that Orks have so few indirect fire options. **'''Rokkit Launcha (Index only)''': 4 Rokkit Launchas opens up some tactical possibilities for this vehicle. However, let's face it, BS 5+ is still a problem, they're expensive, and you aren't going to convert your Battlewagon to have a Legends-only loadout anyway, so don't bother. </tab> </tabs> * '''[[Gunwagon]]''': Battlewagon variant 1. Designed in theory to be shooty. Comes with 'Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default. In exchange it has a Periscope that grants +1 to hit with its main weapon. Unfortunately it lost the ability to fire the main gun twice somewhere in the transition to 9th Edition. Waaaaay overcosted for what it does. **'''Killkannon/Da Booma:''' A Killkannon upgraded with a Kustom Job to Da Booma is virtually mandatory. Unfortunately all the other Big Gun options are garbage even with a conditional BS of 4+, so they can be skipped. **The Gunwagon is otherwise a good platform for Big Shootas and if you're going to take a Lobba, it's going to be on here. * '''[[Bonebreaka]]''': Battlewagon variant 2. Designed for close combat. Takes 'Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Base cost 175 again. So kind of steep. Forget the ranged options, none of its weapons are assault and you want it to get into close combat asap. This thing only worth the +20 points compared to the regular Battlewagon if you gear it up to close combat with a kustom job, lest it becomes a huge point sink. ** '''Dedicated Melee:''' Skip Red Rolla it costs 20p and changes d6 into d3+3. Another casualty of kustom jobs nerf. Goffs may give additional hits, Blood Axes allow you to fall back and charge every turn until you're wrecked, while Evil Sunz allow you to close in the distance even faster. Naturally, it synergizes with the Deffkilla Wartrike and with the Evil Sunz warlord trait so you can still charge in after falling back. This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. However, this setup also makes it a priority target so consider placing it in reserve (strategic, or Tellyporta) and even then you might want to spend on Ramming Speed to ensure your charge connects. This can easily cost you anywhere between 2 to 6 CPs so plan accordingly. ** Overall overcosted, probably to force Kill Rig down our collective throats. ** This is a prime candidate for Ramming Speed on turn 1 if you go second. Another option is to put it in reserves and drop it in and then ramming speed, but that's 4 cp worth of strats. Could be a good distraction, though. *'''Hunta Rig''': So with all the stuff the Beast Snagga's got, the one slot they couldn't fill in was the Heavy Weapons slot. This gives you both a giant artillery platform and a wagon to carry your beast snaggas and NOTHING ELSE (but they are not primaris orks noooo...), all in a giant squig-powered chariot. It's chief weapons are the 'Eavy Lobba to smash hordes, even from behind any LOS-blocking terrain, while the Stikka Cannon gives you something specially tailored to nail the favored prey of the beast snaggas with a re-roll to hit and keeps them from running away. It's no slouch in melee either, as it not only has the squig itself fighting, but also a bunch of boyz to hack away. Its most dangerous weapons are the saws, but they're also the most affected as the rig decays in health. **The Groundbreaker Shells stratagem halves the movement of whatever you hit, which can prove to be especially evil if you also have a mob of boyz waiting in the wings to sweep in and clear the herd afterwards. **The rig is a particularly good target for the Ramming Speed stratagem, as it not only throws it at an enemy from further away but it also drops some MWs on top of that, which can help with wiping the mob. *'''Kill-Rig:''' 30 points more than the Hunta Rig slaps a big ol' Wurrboy Tower on there, eating up some transport slots (10 spaces instead of 15) and turning this wagon into a Character. On top of the two Beasthead powers you now get, you also get a special cannon that auto-hits with a ferocious S9 AP-3 but is hamstrung by being Dd6 - meaning that it could just dent a monster instead of outright blasting it to bits. **Incidentally, while it's only Assault 1, it can improve to Assault d3 whenever the rig casts something - this can help a bit with mitigating the randomized damage. ** Superior to hunta rig due to amount of shenanigans one can take due to it being characters not to mention psychic powers potential. ** Note its warlord trait is set and cannot be changed. *'''[[Big_Trakks|Big Trakk]] (Forge World)''':Improved Trukk with a 14β move, T6, and W12, transport capacity of 12, '''Open-Topped''', '''Spiked Ram''' dealing Mortal Wounds in charge, '''Ramshackle''' like an old good Trukk, plus 2 Big Shootas for the nice price tag of 85pts. Now you can rumble forward with the boyz faster and crush into the enemies in a more spectacular way than with old Trukk, and much cheaper than with a Battlewagon. Or take the Tankbustas for a ride! **A Big Trakk can take a Killkannon and reduce its transport capacity to 6, or a Supa-Kannon and reduce it further to 0. But honestly, face to the fact, the Big Trakk has BS5+ and no dakka improving abilities, why take it? If you want the Killkannon, take a Gunwagon. Wanna Supa-Kannon? Take Kannonwagon. **One of the coolest models we have btw. **Good target for Ramming Speed stratagem. In combination with '''Spiked Ram''' and little bit of dakka from two Big Shootas, this annoying small light infantry units are finally dead and the reach is impressive. **Should be Dedicated Transport. There is almost always better Heavy Support to take. *'''[[Kannonwagon]] (Forge World)''': As with all FW models update is needed. This thing has had a major (40) points drop in the Forge World Compendium, going from 210pts in the 2020 Munitorum Field Manual to only 170, the cheapest it's been in quite a while! Transport capacity is reduced to just 6 when compared to a regular Battlewagon and you don't have the option for an 'Ard Case to give it T8, but in exchange you've a big gun that's dead killy. The Supa-Kannon's 60" Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) '''Blast''' - dead killy. It's kinda a better Ork [[Vindicator]]. This thing was made to bring down anything big, but '''Blast''' means it can also now delete blobs of heavy infantry once you've eliminated enemy armour. 2D6 shots is however pretty random. **'''Kannonwagon Grot Gunners''': BS4+ when [[Meme|firing main cannon]], meaning you actually stand a chance of hitting something. ** Three '''Big Shoota''' for free for more fun. *'''[[Lifta Wagon]] (Forge World, Legends)''': Everyone's favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target's Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin' Ball/Grabbin' Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don't need to roll to hit with an Ork BS5+ and it inflicts mortal wounds. **The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can't do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon. *'''Open and Narrative Play only:''' **'''[[Looted#The_Looted_Wagon|Wagon]] (Open Play, Chapter Approved 2018)''': Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it's T8 and exchanges its transport capacity for the ability to keep on firing. ***'''Mobile Fortress''': PoMS, now orkified. Fire heavy weapons and drive without penalty! ***'''Shoot 'Em Again''': If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again. ***'''Big Red Button''': Once per battle during shooting, you can roll d3 for a random result (Instant move 6" which fucks shooting, +1S to all guns, heal d3 wounds).
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