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Made in by
Flashy Flashgitz






Since my ark army is painted as Deathskullz I would like to include some Looted Wagons in it. They may not be the most reliable unit, but they are deffinitely interesting to use. What equipment should be taken on them? I see it like giving them Killkanons and an Ard Case (just to make sure non-ap2-weapons won't blow it up). Are these upgrades worth taking and what upgrades in general could be usefull for the wagons?
   
Made in ca
Ork Boy Hangin' off a Trukk






if you're gonna take looted wagons, take the ard case and the kilkannon and MAYBE a ram. And take at leat 3. you'll want to run multiple CADs if you want looted wagons because they explode so easily

2016 Score: 7W; 0D; 2L 
   
Made in ru
!!Goffik Rocker!!






I'd just go with a killkannon and nothing more. Not that it's the most effective thing ever but sometimes s7 ap3 ordnance is nice. But bloating the wagon's cost with rams and 'ard cases is definitely not worth it.

It's also quite fine as a transport.

Anyhow, it's alwayz a fun choice cause of 'don't press dat'. Yep, it has only disadvantages, but hey, you're not taking a looted wagon to be competitive after all.

This message was edited 1 time. Last update was at 2014/09/27 22:31:41


 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






A Killkannon + 'ard case + big shoota Wagon comes at 87 points. That's only 33 points less than a S:10, AV13 Vindicator and a tad more expensive than a barrage, ignores cover Whirlwind. To me, they just don't cut it.

If I was hard pressed to field Looted Wagons, I'd run a couple of them armed with three rokkit launchers as annoyance units. Keep them cheap, they're there just to give the enemy some armor to shoot at. And still it'd be a waste of points. You'll be snapshooting those rokkits most of the time, after all.

In all, the Wagon has the worst possible combination of pricing, gear and rules. It fails as a delivery mechanism for rokkits or skorchas and can't keep up with the faster elements in our army. The killkannon is massively overcosted for what it does. Wagons with Deffrollas would be great if it wasn't for the ludicrous deffrolla nerf. In the end, all you get is a BS:2 open-topped rhino you can load with overpriced upgrades that don't improve its performance all that much. And marred by a detrimental rule, "don't press dat", to boot.

It's really a pity, as I love looted wagons and the idea of having a tank you can customize for whatever battlefield role it suits you. But with this rules, they will be all but forgotten by the next edition. My advice: Skip Wagons entirely. Loot whatever vehicles you fancy and... run them as Battlewagons instead.



War does not determine who is right - only who is left. 
   
Made in nz
Longtime Dakkanaut





New Zealand

Agreed, there are better HS options - they were clearly a half-assed last-minute addition, not even finding space in the printed codex.

I'd only take them for laughs, and for a multi-CAD or other army that has spare HS slots. Even in an unbound army, it would seem better to take e.g. a vindicator, painted to show it's a looted vehicle but still using the vindicator rules.
   
Made in by
Flashy Flashgitz






If I wanted power and effectiveness I would simply use the Battlewagon. The Looted Wagons are for fun and (occasionaly), filling a slot in low point games. Plus - a nice opportunity for conversions, so I don't mind if they aren't the most cost effective unit.
   
Made in us
Flashy Flashgitz






NJ

Look up the big trakk from forgeworld. The rules are free online and it is 73,000 times better than a looted wagon. It costs about the same as the old looted wagons did with an ard case and supa kannon. It's better in every way. You can also take them in squads of 3 and there's no 'Don't press dat' BS.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






IMO, the best way to field "looted wagons" is just getting an AM Allied Detachment and get tank commander HQ, gretchin count-as troops with dedicated transport (chimera or 'umie trukk) and additional squadrons of whatever in fast and heavy support.

Yes, they must deploy 12" from you, but you could just blame it on your Mek being insane and your orks being afraid of the vehicles exploding. The ally rules are not that much worse than "don't press dat" anyways.

Also, you can field a death-strike missile.

This message was edited 1 time. Last update was at 2014/09/29 08:59:23


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Screamin' Stormboy




I-D-A-H-O

For your Looted Wagon load out, I am going to make the assumption that you are playing unbound.

2 rows of 5 looted wagons would be how I would roll. So 10 total.

5 race up midfield with Flash Gitz & a Mek. Hunker down in the rubble and scenery and unload the dakka. Kit them out with skorchas in case anyone comes close looking for trouble. Red paint job on these.

5 hang back with Killcannon (Boomgun) and have Lootas with Mek. Hunker down in the backlot and drop boomings. Kit them out with rokkits in case anyone goes midfield or closer.

Everything open topped. Grot riggers all. With the meks you might manage to keep a few in play until the 3rd round. Big might.

Clocks in at about 1750. Completely useless in every way.


Esq. 
   
 
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