| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/02/03 17:17:08
Subject: Battlewagon Tactics
|
 |
Decrepit Dakkanaut
|
well im looking towards getting me one of these killy machines soon, and was wondering, what kind of uses can they fill? I'm getting it mainly to dump 15 Burnas in it, but i was wondering if i should magnetize it so I can use it for more thing, any tips tricks and tactics for these wonderfull machines is welcome.
On a side note, how do most people kit their wagons out for the Burnas?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 18:10:06
Subject: Battlewagon Tactics
|
 |
Brainy Zoanthrope
|
Stuff a KFF into it, surround it with other units in Trukks/Wagons and shove it down your opponents throat!  That is the most effective use for it, but you can also use it for Loota firebases, which is a pretty nasty tactic. Simply put 3x15 Lootas and a KFF mek in 3 BWs and blast away.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 18:26:21
Subject: Battlewagon Tactics
|
 |
Towering Hierophant Bio-Titan
UK
|
Soladrin wrote:Oa side note, how do most people kit their wagons out for the Burnas?
The same you would for a standard ork boy squad made for krumping. Its either 6" charge range of roughly 5-10" template range. Its a good idea to stay inside the vehicle for burnas, where possible. In terms of assaulting, any squad of 5+ models will suffer vastly more on wounds from templates than power weapons. Dont try and assault T6, you will cause a mere 2.5 wounds. Same goes for assault termies. Normal termies, maybe.. but shooting is safer.
GL!
|
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 18:31:19
Subject: Battlewagon Tactics
|
 |
Decrepit Dakkanaut
|
Razerous wrote:Soladrin wrote:Oa side note, how do most people kit their wagons out for the Burnas?
The same you would for a standard ork boy squad made for krumping. Its either 6" charge range of roughly 5-10" template range. Its a good idea to stay inside the vehicle for burnas, where possible. In terms of assaulting, any squad of 5+ models will suffer vastly more on wounds from templates than power weapons. Dont try and assault T6, you will cause a mere 2.5 wounds. Same goes for assault termies. Normal termies, maybe.. but shooting is safer.
GL!
.... and what is the same as for standard ork boy squads? XD I dont have any experience with BW's nor does anyone I know.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 18:45:08
Subject: Re:Battlewagon Tactics
|
 |
Battlewagon Driver with Charged Engine
|
Either a Deff Rolla or a Reinforced Ram is absolutely required. A Red Paint Job is also more or less mandatory. Grot Riggers you can take if you want, but they're not necessary. Do take a couple of Big Shootas, just to absorb Weapon Destroyed results.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 18:59:15
Subject: Battlewagon Tactics
|
 |
Dakka Veteran
|
If you intend to ferry anything other than Burnaz in it, a boarding plank is pretty important.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 19:20:53
Subject: Re:Battlewagon Tactics
|
 |
Auspicious Skink Shaman
|
I have two Battlewagons, one for transporting Nobs and one for transporting boyz+warboss. They are each equipped with 2 big shootas and a reinforced ram.
The big shootas prevent the wagon from being disabled early by a lucky "weapon destroyed" result. They also give the wagon some sting after it's dropped off its cargo - even an ork can hit something if he rolls 6 dice. Sometimes the enemy will even keep shooting at it after the boyz have left.
The reinforced ram drops your chances of getting hung up on difficult terrain from "1 in 6" to "1 in 36" - a steal for the point cost.
Planks are nice if both of the following apply:
1) the mob inside includes at least 1 power klaw, and
2) your enemy uses vehicles regularly.
My most common opponents include tyranids and necrons, so I am not an common user of planks. RPJ is OK if you have spare points, but it isn't mandatory in my opinion. I would not normally give a wagon any of the heavier weaponry unless you plan to let it sit back and fire all day - not the Ork forte. Last weekend I sat a battlewagon in the back with 2 big shootas, a kannon, and a SAG Big Mek. Only the SAG did any damage.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/03 21:06:41
Subject: Re:Battlewagon Tactics
|
 |
Regular Dakkanaut
|
The loota firebase works well. I sometimes throw 15 lootas and make the BW extra shootie for a pretty mean volly of fire.
The other option is makeing it pretty cheap and put some boys into and throw if down field. What ever is in it is almost guaranteed to make it to the front lines.
As someone said before. Haveing a big mek in it with a KFF in it and have all your other trucks follow it so everone gets a +4 covoer save is a pretty brutal way to use it. Its almost to good.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 22:04:10
Subject: Battlewagon Tactics
|
 |
Decrepit Dakkanaut
|
I was thinking of going with a fully Mechanized list, so, trukk boyz, Burna's in BW (with KFF mek) what else would such a list require? and is a second HQ recommended? (1000 to 2000 points games)
Edit: Btw, Trukk boyz.. shoota's or slugga's ?
|
|
This message was edited 1 time. Last update was at 2010/02/04 22:14:22
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 22:17:47
Subject: Battlewagon Tactics
|
 |
Waaagh! Warbiker
|
Soladrin wrote:I was thinking of going with a fully Mechanized list, so, trukk boyz, Burna's in BW (with KFF mek) what else would such a list require? and is a second HQ recommended? (1000 to 2000 points games)
For mechanized lists, there is really no better HQ combination than Thraka and a KFF mek w/ a burna. Thraka kills stuff, KFF protects stuff, and burna wagon makes marshmallows for the ladz to snack on after the battle. Other than that, it's just a matter of finding the right number of wagons vs. trukks vs. support units.
http://www.dakkadakka.com/dakkaforum/posts/preList/277221/1305929.page#1305929
http://www.dakkadakka.com/dakkaforum/posts/preList/275748/1284543.page#1284543
If you have time, you can read those links for why I say Thraka is a necessity for the mech list. If you don't have time, you can just take my word for it.
Automatically Appended Next Post: Soladrin wrote:Edit: Btw, Trukk boyz.. shoota's or slugga's ?
Sluggas. Mech lists don't have time to shoot much since they are typically in the opponent's face and assaulting as quickly as they can fleet into position.
|
|
This message was edited 1 time. Last update was at 2010/02/04 22:20:21
Goffs |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 22:42:07
Subject: Re:Battlewagon Tactics
|
 |
Decrepit Dakkanaut
|
thanks, Ghazzy does sound like a good thing for me, so.. im thinking stick him with some Meganobz in a BW, how should I kit my Manz? (never used them) or just leave them as is? and, how many should I put in there? cause 9 seems like a bit to much of a point sink, but I have no clue if this is one of those all or nothing units
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 22:51:19
Subject: Battlewagon Tactics
|
 |
Waaagh! Warbiker
|
I would highly advise that you look up Dashofpepper's advice on the MANz with Thraka. The short story version of his extensive threads is - not worth it. You've got two different kinds of tough groups that roll around together, and don't compliment one another. For instance, if Thraka Waaagh!ed giving him more or less freedom to run around and kill anything he wanted, he would still be carrying a unit around that can get eaten by power weapons. So while for the moment, Thraka doesn't have to worry about anything with his invul save, he'll still be presenting a target in the form of his extremely expensive group that the opponent can chew on while they wait for him to come out of his Waaagh!
More often than not, they'll still win combat and still massacre whatever they attack, but Thraka does that just fine on his own, and doesn't need to present expensive targets to allow the enemy to do something in response. He works just fine with basic boyz, and making the opponent spend his last few moments on the board wasting his attacks on 6 point boyz for a handful of kills is much better than giving him a chance to eat terminator-level cost units.
If you absolutely insist on fielding nobz of any kind, do so separately from Thraka. They'll do fine on their own, and he'll be fine with 18 of his best friends in the wagon without blowing a load on a tough entourage.
|
Goffs |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 23:05:19
Subject: Battlewagon Tactics
|
 |
Decrepit Dakkanaut
|
Big thanks for that last advice  That'll shave off some points right there
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 23:15:50
Subject: Battlewagon Tactics
|
 |
Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
|
Thraka's best use, for me, is for murdering hard targets (carnifex, bloodthirster, daemon prince, etc.) in his 2+ invulnerable save waaagh period, while you want the MANZ to pulp vehicles, shooty units, or CC units without power weapons, fists, or the like. Monstrous creatures and powerfists are the LAST thing you want your MANZ to face. MANZ are just kinda meh this gen, which gives me hope they will rock in the next codex. In probably 4 or 5 years. Yikes.
|
|
This message was edited 1 time. Last update was at 2010/02/04 23:16:11
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/04 23:36:15
Subject: Battlewagon Tactics
|
 |
Decrepit Dakkanaut
|
Also, do note, that all this is for a big future project, cause atm, all i really have is 2 AoBR, a box of kommandos + snikrot, and 4 old school burna's (from a bitz box) and 2 converted ones, and about 2 kilograms of old metal ork bits xD (ebay ftw) Oh and a looted wagon i bashed together from some of those bits and a first or second edition rhino :3 just needs some bolts in it..
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/05 02:07:07
Subject: Battlewagon Tactics
|
 |
Towering Hierophant Bio-Titan
UK
|
Soladrin wrote:Razerous wrote:Soladrin wrote:Oa side note, how do most people kit their wagons out for the Burnas?
The same you would for a standard ork boy squad made for krumping. Its either 6" charge range of roughly 5-10" template range. Its a good idea to stay inside the vehicle for burnas, where possible. In terms of assaulting, any squad of 5+ models will suffer vastly more on wounds from templates than power weapons. Dont try and assault T6, you will cause a mere 2.5 wounds. Same goes for assault termies. Normal termies, maybe.. but shooting is safer.
GL!
.... and what is the same as for standard ork boy squads? XD I don't have any experience with BW's nor does anyone I know.
Ork boy Squad: Battle wagon moves 12"> Ork boyz disembark from open-topped vehicle > Ork boyz assaults 6" = Total 18"
Burna squad: Battlewagon moves 12" > Burna boyz disembark > Burna boyz use templates (Its 8.1" long, so 6" optimal) = Total 18"
Or
Burna squad: Battlewagon moves 6" > Burna boyz stay embarked > Burna boyz use template (from vehicles hull) at about 6" range = Total 12".
HtH's.
|
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/05 02:31:23
Subject: Battlewagon Tactics
|
 |
Regular Dakkanaut
UK
|
or you add red paint and wagons move 1 inch more
I use two wagons- one with 19 shoota boyz and mek with KFF, other with warboss in megaarmour and 10 nobz with painboy. Recently startyed giving deffrollaz to both wagons- great weapon and even if they will not do much damage, there is nothing more orky than rolling over your enemies  Besides with that kit you can easily smash even landraiders (providing of course that yo uwill get close enough). Grot riggers never hurt, additional armour plates saved the day more than once and 2 big shootas are a must- bot to soak up weapon destropyed results and to have a bit of firepower on the wagon itself.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/05 02:56:51
Subject: Battlewagon Tactics
|
 |
Fixture of Dakka
Manchester UK
|
Advice for using a Battlewagon?
Don't get too attached to it. Unless you have other 'bullet-magnet' targets, you'll probably lose it within a turn or two. The KFF helps, though.
|
Cheesecat wrote:
I almost always agree with Albatross, I can't see why anyone wouldn't.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/07 03:47:16
Subject: Battlewagon Tactics
|
 |
Regular Dakkanaut
Eastern USA
|
If you're planning to use a Boarding Plank and/or Wrecking Ball to charge and destroy enemy vehicles, you may want to consider NOT using Red Paint Job. Buried in the rules is a note that you can't use either if you've traveled more than 12 inches that turn, and I don't know about you, but if my vehicle is red, I always move it the full 13" out of habit. I'd hate for you to drive up to a Land Raider and then miss out on four PK attacks on a technicality.
|
Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
Mardi WAAAGH! >5000pts.
89th Skitarii Penal Conscripts "The Steel Reserve" ~in the works
Hidden Templars ~in the works |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/07 04:15:26
Subject: Battlewagon Tactics
|
 |
Roarin' Runtherd
Calgary
|
It also says in the red paint job description that the 13" move counts as a 12" move in all respects, etc...
|
With orks, even too many is not enough! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/07 04:23:07
Subject: Battlewagon Tactics
|
 |
Regular Dakkanaut
Eastern USA
|
Hmmmm... I suppose it does, but then why would the 12" specification even be in there for the Plank and Ball? It's not like your Battlewagons could be going farther than 12" in any other way than Red Paint...
I doubt anybody would pay so much attention to make it a problem, but it could come up and is a bit of a thorny, confusing rule issue.
|
Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
Mardi WAAAGH! >5000pts.
89th Skitarii Penal Conscripts "The Steel Reserve" ~in the works
Hidden Templars ~in the works |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/07 16:07:53
Subject: Battlewagon Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
alanedomain wrote:Hmmmm... I suppose it does, but then why would the 12" specification even be in there for the Plank and Ball? It's not like your Battlewagons could be going farther than 12" in any other way than Red Paint... I doubt anybody would pay so much attention to make it a problem, but it could come up and is a bit of a thorny, confusing rule issue.
Because you can buy them for trukks which are fast, or attempt to attack other fast vehicles with them? Red paint makes a 13" movement count as 12", and lets you act as though you moved 12" in all respects reguarding that movement.
|
|
This message was edited 1 time. Last update was at 2010/02/07 16:08:26
|
|
|
 |
 |
|
|