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In general, how do people typically set up their Battlewagons? I was told rollers are a must. I typically play against SM at around 1500 points. 90 boys, 10 nobz, 3 kans, 5 lootas, 3 bikes.... Random others depending on points. Any advice on Battlewagons would be great! Thanks!
You want the guns because therye 5pts each, extra shots are extra shots, and you do not want a Weapon Destroyed result when you have no weapons. Deffrolla doesnt count for weapon destroyed results.
RPJ is a must, as usually that extra inch for disembark makes or breaks your assault when you dump the units.
Deffrolla is debatable these days. Yes its D6 S10 hits, but theyre AP- and you can take cover against them for some reason. Ive never been able to kill anything outside a random marine with it, and thats with 5+ hits, and the remainder marines just assault me afterwords assuming they didnt flop their leadership test and ran too far.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
No, its 14/12/10 by default. Deffrolla is a Ram in all situations, which just rerolls failed terrain tests and allows non-tanks to tankshock/ram and +2 armor (max14 so pointless here) to front armor for DoG attacks. Only difference between the Deffrolla and the Ram is the addition of the D6 S10 hits when you ram or tankshock.
If anything, the Ram would add armor and the Deffrolla wouldnt since the Ram is a huge sheet of metal, the Deffrolla is another wheel and exposes more of the front face of the vehicle.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
I run 3X BW's as a rule, generally bare bones, but if I have the PTS big shootas are the first thing I put on them
The deffrolla, meh... RPJid take before a defrolla, but really, I genrally flat out first turn so I rarely need the extra movement for the assault. But when I do need it, its a game changer so RPJ is very usefull
I find it debatable on Trukks because i almost never have my trukks survive long enough to actually disembark, usually im forced to leave it.
Battlewagons, especially with numbers and other armor (i.e. trukks and/or buggies) are more likely to be alive turn2 for the assault. 5pts per wagon basically gives you a +2" charge range, which is a huge boon. i say +2" because 13+6" in turn1 then 7-6" disembark turn2. Every turn you need to move at max speed before you can get out, its adding another inch to that bonus.
Not taking RPJ to me is the worst mistake you can make with orks outside thinking the Killkannon is good lol. But i still stand by my deffrolla is questionable statement...i usually bring it because it makes the BW look more epic not because its awesome lol.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
The Deffrolla is highly debatable in its usefulness with 6th Edition. I don't think I've used it once in 6th edition, other than to re-roll dangerous terrain tests. I think I played about 8 or 9 games with my Orks in 6th before shelving them, and I never got to use the Deffrollas on my Battlewagons in any of those games. In the world of pre-measuring and the changes to disembarking, nobody is going to stay within 12" of your Battlewagon.
When I outfit my Battlewagons what I used to give them was:
Red Paint Job - Essential for the extra inch you get disembarking units.
Kannon - too point effective NOT to take.
2x Big Shootas - I take these because I face lots of flying monstrous creatures, and Big Shootas are great at forcing grounding tests.
Normally I'd add Deffrolla here... but nowadays? Honestly I'd probably add a Reinforced Ram instead. When you're playing Orks many times the field can get crowded and you end up rolling over terrain. Getting that re-roll is worth 5 pts.
I would run them bare bones - reinforced ram to re-roll dangerous terrain and a Big shoota. If i had the points Id include a rpj mostly do to the random charge range rule now.
sirlynchmob wrote: the thing with the rolla is: it's not anti infantry, it's anti armor.
those D6 hits can really mess up a squadron or the fun of exploding one tank and hitting one next to it as well
This.
Armor doesnt care what the AP of your weapon is (which i find..kinda odd) it cares about the strength. S10 will wreck anything short of AV14 and have pretty good odds against AV14 as well. Problem is except against other orks, most vehicles you come across die to boyz spam or are too damn far for the rolla to reach and has to be dealt with by other means.
If you bring 3 BW and dont bring rollas that you probably wont get to use anyway, thats 45pts youre saving (not 60 because you WILL be spending 5pts each for Rams rather than 20pts each for rollas). Doesnt sound like much, but you'd be surprised how nice that 45pts is in a lot of lists.
Ughh now i wanna run a wagon list, even though i know its going to be lousy lol.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
Yes, otherwise a weapon destroyed becomes an immobilized result. Also, in the world of FMC's it is great to have another grounding test possibility. Because of this I recommend 2 Big Shootas. If you aren't expecting FMCs, 1 is enough.
Deff-rolla is an interesting quandary. It really depends on how likely you expect the BW to live to turn 3 and 4. D6 S9 hits is nothing to sneeze at. However, if you don't expect the BW to live that long, a ram is a better usage of points.
I think a good way to judge the life expectancy of a BW without knowing your opponent's specific list, is to plan that you will lose 1 BW per turn. So if you are taking 3 BWs, it might be worth it. 1-2 BWs = a waste of points.
RPJ is another upgrade similar to Deff-rollas. It is more valuable the long the battle wagon lives. If you are talking 1-2 BW's I think RPJ is a waste. More than 3, it might be worth it.
Here are a few suggested loadouts:
Single Battle Wagon.
BW + Ram + BS
2 BWs
2 x BW + Ram + BS
3 BWs
2 x BW + Deffrolla + BS BW + Ram + BS -> Put things like Burnas and Meganobz in here so that the Opponent wants to destroy it first.
4 BWs
4 x BW + Deffrolla + 2 BS
5+ BWs
5 x BW + Deffrolla + 2 BS + RPJ
Here is a fun list that Forge the Narrative talked about on their podcast. 8 Battlewagons at 1850.
Defrollas were a must in 5 ed. Now they're usually a waste of points. Not bad to have one probably. Last time i rammed something in 6 ed was a skimmer and it just flew away. And last time i tankshocked something was a daemon prince that saved all 6 wounds with 3+ rerollable. I'm not saying it's useless - mostly depends on meta. But generally, it won't be used at all.
I prefer ram and 2 bigshootas. Why 2? For more reliable grounding tests. There are so many silly FMC flying around. And if you meet FMC spam, you either ground them and have a chance of winning or loose. All's decided in 1 turn from a couple of 3+ dice rolls. And u'd better force the opponent to roll as many as possible.
This message was edited 2 times. Last update was at 2014/05/13 04:38:01
Vineheart01 wrote: You want the guns because therye 5pts each, extra shots are extra shots, and you do not want a Weapon Destroyed result when you have no weapons. Deffrolla doesnt count for weapon destroyed results.
RPJ is a must, as usually that extra inch for disembark makes or breaks your assault when you dump the units.
Deffrolla is debatable these days. Yes its D6 S10 hits, but theyre AP- and you can take cover against them for some reason. Ive never been able to kill anything outside a random marine with it, and thats with 5+ hits, and the remainder marines just assault me afterwords assuming they didnt flop their leadership test and ran too far.
Deffrollas are for vehicle smashing, not infantry killing.
And in the 3-5k point games I usually play, 45-90 points is chump change.
This message was edited 2 times. Last update was at 2014/05/13 06:58:00
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Murrdox wrote: The Deffrolla is highly debatable in its usefulness with 6th Edition. I don't think I've used it once in 6th edition, other than to re-roll dangerous terrain tests. I think I played about 8 or 9 games with my Orks in 6th before shelving them, and I never got to use the Deffrollas on my Battlewagons in any of those games. In the world of pre-measuring and the changes to disembarking, nobody is going to stay within 12" of your Battlewagon.
When I outfit my Battlewagons what I used to give them was:
Red Paint Job - Essential for the extra inch you get disembarking units.
Kannon - too point effective NOT to take.
2x Big Shootas - I take these because I face lots of flying monstrous creatures, and Big Shootas are great at forcing grounding tests.
Normally I'd add Deffrolla here... but nowadays? Honestly I'd probably add a Reinforced Ram instead. When you're playing Orks many times the field can get crowded and you end up rolling over terrain. Getting that re-roll is worth 5 pts.
I agree, always take a Kannon! 10pts? Worth it every time.
Right now at 2000 Pts I'm running 3X15 Lootas in 3 Heavy BW's on a LP. Each BW has 4 Rokkits and a Kannon. The middle BW holds a Megarmored Big Mek for repair, Relentless, and a very effective counter-attack force in case anything gets to close.
A lot of points but sure speeds up deployment time! 45 Lootas, 15 Rokkits/Kannonz 14 Front AV and 4++.
It'll change when the next codex come out but for now it's working well.
I either ruin mine bare naked as rolla-taxi (bs, deffrolla, rpj) or full on dakkawagons (4 rokkit lauchas, kannon, killkannon) or (4 Big shootas, kannon)
The dakkawagons are a bit points-wasteful, but i love my double turretted death-winnebagos
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
WAAAGH Sparky! 1400 (ish) - On the rebound!
Kommander Sparks DKoK 1000 (ish) - Now on the backburner
- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.
Thats the thing though, its not 1" its technically 2" for the units inside. 13" first turn, flatout 6 - 7inch 2nd turn, 6" disembark into assault. Gets your troops 2" closer for 5pts, and possibly a 3rd turn deffrolla strike.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
Vineheart01 wrote: Thats the thing though, its not 1" its technically 2" for the units inside. 13" first turn, flatout 6 - 7inch 2nd turn, 6" disembark into assault. Gets your troops 2" closer for 5pts, and possibly a 3rd turn deffrolla strike.
I know, it's just usually RPJ is the first thing to go if I need to clear up points.
Also, I paint as Bad Moons are therefore are adverse to making my vehicles red. How do others handle this? do you just do a count-as or paint a certain section red or what?
WAAAGH Sparky! 1400 (ish) - On the rebound!
Kommander Sparks DKoK 1000 (ish) - Now on the backburner
- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.
Eh far as i know its pretty expected to be "red" even if it isnt. I doubt anyone would make a comment saying you cant use the rule you paid for because you lack a red racing stripe or something dumb like that lol.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
I always run them with a deff rolla and 2 big shootas. The deff rolla is used for anti-tank. I have tried to run over infantry but find that just shooting at them usually works about the same.
I try to use 3 when possible, but at 1500 or less I end up running two of them.