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![[Post New]](/s/i/i.gif) 2015/04/06 06:52:55
Subject: Re:Looted Wagons - Why they're good
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Lead-Footed Trukkboy Driver
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koooaei wrote:If you desperately want skorchas, even buggies are better. At least they're fast, so you actually have slim chances of them firing once. But realistically, the only way to deliver scorchas to your enemy are combi-skorchas.
Plus buggies can outflank - another way of getting in quickly and reliably.
In all fairness though, I think the OP conceded the point when he realised you can't assault out of wrecked vehicles...
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This message was edited 1 time. Last update was at 2015/04/06 08:54:04
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![[Post New]](/s/i/i.gif) 2015/04/06 07:04:39
Subject: Re:Looted Wagons - Why they're good
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!!Goffik Rocker!!
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I'm late to the party, eh
Yep, forgot bout outflank. Also, tankshocking something with a rammed buggy backfield might prove worthwhile. If it doesn't run, flame it once again. Let's see how stubborn they are being fried!.
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This message was edited 1 time. Last update was at 2015/04/06 07:05:20
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![[Post New]](/s/i/i.gif) 2015/04/06 08:11:10
Subject: Re:Looted Wagons - Why they're good
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Lead-Footed Trukkboy Driver
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koooaei wrote:I'm late to the party, eh
Yep, forgot bout outflank. Also, tankshocking something with a rammed buggy backfield might prove worthwhile. If it doesn't run, flame it once again. Let's see how stubborn they are being fried!.
I don't believe you can give buggies reinforced rams, sadly. Just trakks to re-roll dangerous terrain.
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![[Post New]](/s/i/i.gif) 2015/04/06 08:34:55
Subject: Re:Looted Wagons - Why they're good
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!!Goffik Rocker!!
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Krusha wrote: koooaei wrote:I'm late to the party, eh
Yep, forgot bout outflank. Also, tankshocking something with a rammed buggy backfield might prove worthwhile. If it doesn't run, flame it once again. Let's see how stubborn they are being fried!.
I don't believe you can give buggies reinforced rams, sadly. Just trakks to re-roll dangerous terrain.
Oh, you're right! That's a pity indeed. No tankshocking buggies.
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![[Post New]](/s/i/i.gif) 2015/04/06 13:06:51
Subject: Re:Looted Wagons - Why they're good
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Lead-Footed Trukkboy Driver
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Gun wagons are the answer folks
half way between a looted wagon and a battlewagon. not a massive upgrade in points at all, keeps open topped for all those flamers and to use as an assault vehicle, and has armour 13, 12, 10! whats not to love?
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![[Post New]](/s/i/i.gif) 2015/04/07 18:55:31
Subject: Re:Looted Wagons - Why they're good
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Growlin' Guntrukk Driver with Killacannon
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Tiny_Titan wrote:Gun wagons are the answer folks
half way between a looted wagon and a battlewagon. not a massive upgrade in points at all, keeps open topped for all those flamers and to use as an assault vehicle, and has armour 13, 12, 10! whats not to love?
If only they were in the Codex, I'd be all over that. But where I play, FW is not allowed for Tournies. Too bad there isn't another supplement due.
But by the same rule I get to bring up to 1 Stompa so I've got that going for me.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/04/07 20:26:14
Subject: Re:Looted Wagons - Why they're good
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Lead-Footed Trukkboy Driver
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PipeAlley wrote: Tiny_Titan wrote:Gun wagons are the answer folks
half way between a looted wagon and a battlewagon. not a massive upgrade in points at all, keeps open topped for all those flamers and to use as an assault vehicle, and has armour 13, 12, 10! whats not to love?
If only they were in the Codex, I'd be all over that. But where I play, FW is not allowed for Tournies. Too bad there isn't another supplement due.
But by the same rule I get to bring up to 1 Stompa so I've got that going for me.
Maybe I'm weird, but taking forgeworld stuff feels a bit like cheating to me. Like I'm trying to get around deficiencies in the "proper" rules for my army by using a semi-legal-opponent's-consent-required-but-not-really unit.
Then again, I suppose there are some even less balanced approaches in the "official" rules now, so I guess my anti-forgeworld attitude is somewhat dated.
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![[Post New]](/s/i/i.gif) 2015/04/08 08:08:30
Subject: Re:Looted Wagons - Why they're good
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Lead-Footed Trukkboy Driver
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Krusha wrote: PipeAlley wrote: Tiny_Titan wrote:Gun wagons are the answer folks
half way between a looted wagon and a battlewagon. not a massive upgrade in points at all, keeps open topped for all those flamers and to use as an assault vehicle, and has armour 13, 12, 10! whats not to love?
If only they were in the Codex, I'd be all over that. But where I play, FW is not allowed for Tournies. Too bad there isn't another supplement due.
But by the same rule I get to bring up to 1 Stompa so I've got that going for me.
Maybe I'm weird, but taking forgeworld stuff feels a bit like cheating to me. Like I'm trying to get around deficiencies in the "proper" rules for my army by using a semi-legal-opponent's-consent-required-but-not-really unit.
Then again, I suppose there are some even less balanced approaches in the "official" rules now, so I guess my anti-forgeworld attitude is somewhat dated.
while i dont personally have a problem with forge world, i am obviously not going to tell you that you are wrong, because your not. It is personal preference, and although i dont have a problem with forge world (especially when the thing your using is not even that OP), I do understand your want to build an army completely within the ork codex. It is easier, more secure, less worries about what your opponent may thing, and you can practice it without worry it will be banned (like forge world sometimes is) in tournaments.
So, in respond to your original question and post....
In regard to your origional loadout of the looted wagon, I would personally take 1 skorcha and 2X big shootas/ rokkits. this is because when it moves and can only fire 1 weapon, you will only need 1 flamer. the big shootas will give it some longer range threat and the rokkits will give it some anti vehicle potential if you need some more in your list. I agree with the ram (obviously).
The Ard case however, I am unsure about. The main role of a trukk and battlewagon is to unload their cargo into the enemy OR to be a shooting platform for a unit. The ard case on the looted wagon restricts both of these options. It will restrict the fire points, meaning it is no longer a great shooting platform, and it prevents it from being an assault vehicle. So at this point, if you really want the ard case, i would not bother putting a unit in this vehicle (as i have done before) and put a killkannon on it. At this point the 24" range could tempt you (as it did for me) to have 3 big shootas and the killkannon with ram and ard case. then it is a shooting platform in its self and does not need a unit inside.
I agree, trukks are death cages, but if you have lots of them, and as long as you utilize cover, you should be able to reach the oponent with plenty of units.
I have used looted wagons instead of trukks in a playtesting game against eldar. I can confirm they are VERY resilient compared to trukks. they survived (roughly) an average of 1-2 turns more than trukks. I was using them with a ram and 1 rokkit to prevent weapon destroyed converting to immobilized. I basically used them as trukks with open topped and eventually won the game.
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![[Post New]](/s/i/i.gif) 2015/04/08 08:20:43
Subject: Re:Looted Wagons - Why they're good
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!!Goffik Rocker!!
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Trucks are:
Faster => easier to get in cover or out of los and get to where needed and as a neat bonus can even shoot at full bs2 having moved 12".
Are Dedicated transports that don't eat valuable slots potentially with obsec which is huge.
Don't need to worry about shiny red buttons => more controle over a vehicle that won't go 12" out of cover/blos and disallow shooting/disembarking.
Ramshackle is a nice 6+ serp shield that's always active.
A bit cheaper stock.
Looted wagons in return have:
Access to different shooty stuff like killkannons which are probably the way to go if you pick one
AV11 over AV10 but it's not a lifesaver most of the time. Handy vs s4-5, though.
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This message was edited 2 times. Last update was at 2015/04/08 08:21:44
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