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I have always been a fan of looted wagons, and I think that they can be a good choice for an Ork list. I find them to be a unique blend between Battlewagon and Trukk that is very potent in the game. Here is what I consider optimal loadout:
Looted Wagon with 3x Skorcha, Ram, and 'ard Case- 72
It can hold 12 Orks, and is considerably harder to bring down than a Trukk. Now I know that many people will say, "It's not an assault vehicle, you can't charge out of it so why bother. You can get 2 Trukks for that price!" While all this is true, I have some counterpoints to that.
1. While Trukks may be cheap and fast, they are also death cages. It is ridiculously easy to explode a Trukk, and when they explode, you lose half their cargo, making the unit inside basically useless. The Orks that die from the explosion will probably be around 30 points, almost the cost it would've been to upgrade to a Looted Wagon.
2. An Ork Trukk has 1 rokkit or big shoota, with very limited damage output, that won't ever be fired because they are going flat out. With 1-3 Skorchas, a Looted Wagon is very deadly if it gets in close.
3. The lack of assault vehicle doesn't really hurt a Looted Wagon. You can almost guarantee that the vehicle will die at some point. If your opponent isn't shooting the vehicle that is flaming their backfield to death, then something is wrong with them. When the vehicle dies, most of your squad will likely live, as the vehicle has a MUCH smaller chance of exploding. If you have enough threats for your opponent to shoot, you can charge on your next turn with your squad mostly intact.
If you have any comments, or want to present a reason why Looted Wagons aren't good, then feel free to post and I will do my best to address it. Keep an open mind.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
You can only move<6in and fire 1 flamer... So if they surrounded your looted wagon when it say still... Sure... Otherwise your loadout is... Not optimal.
If you're playing in a Highlander style format, they are great. If not they are okay at minimum points, or to get a 67pt killkannon...
I have considered something similar to your format, albeit without the 'ard case upgrade.
I felt there was a vacancy in my army for a unit to deal with meat shield units that get in the way of the big boyz mobs, or for storming objectives. So I got myself a squad of 'ard boyz in a trukk with a nob with kombi-skorcha.
I think a looted wagon with three skorchas would help soften the enemy up first. If it gets blown up, well, at least it's saved a battlewagon.
FratHammer wrote: You can only move<6in and fire 1 flamer... So if they surrounded your looted wagon when it say still... Sure... Otherwise your loadout is... Not optimal.
If you're playing in a Highlander style format, they are great. If not they are okay at minimum points, or to get a 67pt killkannon...
I hadn't considered the flamer snap shooting thing. I guess you could exchange 2 flamers for big shootas, or drop them entirely. If you keep them, consider that you've created a zone that your opponent will not enter if they can help it. Also, when you flat out into their deployment, and get a chance to fire, it is likely you will be in range of something and can bring 3x flamers to bear. I'm leaning towards either dropping 2 of them, or keeping all of them, because if you can line up a shot with all the flamers, you can make back the points of the whole tank.
Edit:
A third option that is probably more valid overall is giving the Nob inside the vehicle a Kombi-Skorcha for those 10 points. Then you can shoot it at a different target and it is still useful if the vehicle dies.
I'm really open to thoughts on which of these combinations is the most viable, so any feedback on which is preferred is welcome.
This message was edited 2 times. Last update was at 2015/04/04 16:49:28
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Moving 6" and firing one flamer isn't that great. I'd rather bring Warbuggies with skorchas for that. Also, a Trukk filled with Burna boys would be better. Because even if they explode it, there's a ton of flamers close to their stuff already.
krodarklorr wrote: Moving 6" and firing one flamer isn't that great. I'd rather bring Warbuggies with skorchas for that. Also, a Trukk filled with Burna boys would be better. Because even if they explode it, there's a ton of flamers close to their stuff already.
Remember, when they explode your Trukk, you lose about 5 models on average (If the Trukk is full) so you just lost 80 points or Burnas. Warskorchas are incredibly easy to explode, and are essentially trukks without a transport capacity. The Looted Wagon has AV 11 on the front and side, and can use 'ard case for much more passenger safety. With 3x Skorcha, a Looted Wagon has huge damage output. If you line up a shot with the extra 2 Skorchas every other game (assuming 3 hits per Skorcha and depending on who you play) then you will make the points back. It is very likely that you will be within 8" of something at the start or one of your movement phases, so Looted Wagons are a viable transport as they can actually contribute to the battle and keep their cargo safe.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
I see your issue straight away. Your trying to compare Looted Wagons to Trukks and instantly that isn't fair. They can't be compared. Trukks ARE better on the basis that they're dedicated transports and they don't take up Heavy Support slots. If you're going to take LWs, then it means your going to be removing the number of other HS options you can take. IF LWs were also dedicated transports, then there would be a good argument. Otherwise, you have to think of them in terms of HS choices.
What are you putting inside your Trukks? What else is in your lists? These are questions which directly affect the "good" value of LWs.
What EXACTLY are you planning on using 3 skorchas against? What really hurts them? I REALLY like LWs (I have 4) and I'd LOVE to find a reason to use them again AS Looted Wagons, but, to me, they're out-preformed by so many other things in the HS options.
Compare LWs to the other heavy support options, because every LW means you don't get to take one of the following:
Spoiler:
-- Battlewagons -- They're cheaper, yes, but also have an 8 man smaller transport capacity. BW's are brilliant at transporting around Tankbusters, or a Mega Armored Warboss + DLS and his slugga boys. BW have AV14 front, AV12 on the sides, which means they're sturdier weapon platforms.
-- Big Trakk -- I'm only going to talk about this as it's what a lot of tourny players seem to use. You get 3 of these for 1 HS slot and a transport capacity of 12. Yes they're 50 base points each compared to the 37 base points of the LW, but you get AV12 on front. This is if you decide to play Forge World. I could go through a lot of the other FW models, but I don't really see a point as using them does depend on your local rule allowance. Because they squad to 3, they also make very good Weapon Platforms.
Vs Damage Output:
-- As these are 3 skorchas your looking at, we have to remember that skorchas really aren't that good these days due to their "only damaging the models they can hit" rules. Which sucks and most of the things which you could potentially damage in close proximity will more than likely have the ability to pop your armor. A looted wagon + 3 Skorchas + Ram + Ard Case is 72 points.
-- 5 Lootas = 70 points.
-- 2 KMKs with full crew = 78 points.
-- 3 Lobbas with full crew = 81 points.
There's been the argument about orks and their "quantity vs quality" since 4th ed. Lootas can start doing damage from turn 1, same can be said for Mek Guns. By contrast, the LW has to GET to your opponent before it can start using those skorchas. In hammer and anvil, you might not even make it with the AV11 front and side armor, especially against good ranged armies. Against close combat armies, they're going to charge your LW and blow it up before you get a chance to skorcha anything.
-- Lobbas and Lootas have 48 inch range. They're considered stables by a lot of people because ork lists REALLY need and like this ranged fire power.
I used to like Looted Wagons. When they had the Boom Gun. I see ZERO reason why GW removed them from the model, or why the model itself was removed from the codex. That seems bonkers and sheer money grabbing to me. Think about this: what EXACTLY is your plans for your LW and is there anything in the HS slots which can do it better?
-- Lobbas are the key of template weapons/barrage
-- Lootas are the king of AP4 strength 7 anti-fliers (which skorchas can't even touch)
-- KMKs are the king of AP2 Strength 8, blast. That AP2 will tear through many things that would otherwise get an armour save against the Skorchas.
30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on...
Sketchyfk wrote: I see your issue straight away. Your trying to compare Looted Wagons to Trukks and instantly that isn't fair. They can't be compared. Trukks ARE better on the basis that they're dedicated transports and they don't take up Heavy Support slots. If you're going to take LWs, then it means your going to be removing the number of other HS options you can take. IF LWs were also dedicated transports, then there would be a good argument. Otherwise, you have to think of them in terms of HS choices.
What are you putting inside your Trukks? What else is in your lists? These are questions which directly affect the "good" value of LWs.
What EXACTLY are you planning on using 3 skorchas against? What really hurts them? I REALLY like LWs (I have 4) and I'd LOVE to find a reason to use them again AS Looted Wagons, but, to me, they're out-preformed by so many other things in the HS options.
Compare LWs to the other heavy support options, because every LW means you don't get to take one of the following:
Spoiler:
-- Battlewagons -- They're cheaper, yes, but also have an 8 man smaller transport capacity. BW's are brilliant at transporting around Tankbusters, or a Mega Armored Warboss + DLS and his slugga boys. BW have AV14 front, AV12 on the sides, which means they're sturdier weapon platforms.
-- Big Trakk -- I'm only going to talk about this as it's what a lot of tourny players seem to use. You get 3 of these for 1 HS slot and a transport capacity of 12. Yes they're 50 base points each compared to the 37 base points of the LW, but you get AV12 on front. This is if you decide to play Forge World. I could go through a lot of the other FW models, but I don't really see a point as using them does depend on your local rule allowance. Because they squad to 3, they also make very good Weapon Platforms.
Vs Damage Output:
-- As these are 3 skorchas your looking at, we have to remember that skorchas really aren't that good these days due to their "only damaging the models they can hit" rules. Which sucks and most of the things which you could potentially damage in close proximity will more than likely have the ability to pop your armor. A looted wagon + 3 Skorchas + Ram + Ard Case is 72 points.
-- 5 Lootas = 70 points.
-- 2 KMKs with full crew = 78 points.
-- 3 Lobbas with full crew = 81 points.
There's been the argument about orks and their "quantity vs quality" since 4th ed. Lootas can start doing damage from turn 1, same can be said for Mek Guns. By contrast, the LW has to GET to your opponent before it can start using those skorchas. In hammer and anvil, you might not even make it with the AV11 front and side armor, especially against good ranged armies. Against close combat armies, they're going to charge your LW and blow it up before you get a chance to skorcha anything.
-- Lobbas and Lootas have 48 inch range. They're considered stables by a lot of people because ork lists REALLY need and like this ranged fire power.
I used to like Looted Wagons. When they had the Boom Gun. I see ZERO reason why GW removed them from the model, or why the model itself was removed from the codex. That seems bonkers and sheer money grabbing to me. Think about this: what EXACTLY is your plans for your LW and is there anything in the HS slots which can do it better?
-- Lobbas are the key of template weapons/barrage
-- Lootas are the king of AP4 strength 7 anti-fliers (which skorchas can't even touch)
-- KMKs are the king of AP2 Strength 8, blast. That AP2 will tear through many things that would otherwise get an armour save against the Skorchas.
If you are looking to use a transport for Boyz, than a Looted Wagon is what you need. You don't even need to take 3x Skorcha, just take 1 to drop the price down to 62 points. The 'ard Case upgrade keeps your Boyz safe, something a Trukk CANNOT do. If your Trukk explodes, you lose its contents too, because 5 Boyz aren't going to get much done. The Looted Wagon may not be as violent as Lootas or KMKs, but it allows your troops to make it to the enemy lines. Would you rather have a 10 man squad of Boyz and a PK Nob charging into the enemy, or would you prefer 7 S7 hits, that won't penetrate marine armor, and will die to ANY bolter fire that goes their way (Lootas). The Looted Wagon is a TRANSPORT, and it can ensure that your main troops make it to combat INTACT. Removing 2 Skorchas is probably optimizing the build a little. 62 points for a transport that WON'T blow up very often is great in an army like Orks.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Frozocrone wrote: Why would you buy an 'ard case? That makes your Boyz ripe for picking since they won't be able to assault when they get out
That vehicle isn't going to live long enough for that to matter. That's why 3x Skorcha is sometimes a good idea, so they have to wreck it. Once it's wrecked, then you charge.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Frozocrone wrote: Why would you buy an 'ard case? That makes your Boyz ripe for picking since they won't be able to assault when they get out
That vehicle isn't going to live long enough for that to matter. That's why 3x Skorcha is sometimes a good idea, so they have to wreck it. Once it's wrecked, then you charge.
Can't charge after a wreck anymore unless the vehicle was an assault vehicle.
That said, if you're going for the "HEY, YOU NEED TO WRECK THIS OR IT WRECKS YOU!" angle then again.. Go with trukks. The trukk will get you way farther up the board, and the fact that the trukk is half price compared to the LW also means that it's just as cost efficient.
Plus it's an assault transport, so you can assault after wreck.
Plus it's a DT, so you're not wasting precious heavy support slots.
Plus even with only one rokkit, a trukk is going to have a better damage output than a LW due to the fact that it can fire it's free armament when it moves at max speed.
Plus men drive trukks, and you want to be a man don't you?
Plus, and this one is serious, you can actually spam trukks to get the target saturation you need in order to make ork vehicles worth it. Even if you run a list with three LW's as dedicated transports for some boyz.. You're still going to be running equal or more trukks, at least if you're going for a competent build anyway.
Frozocrone wrote: Why would you buy an 'ard case? That makes your Boyz ripe for picking since they won't be able to assault when they get out
That vehicle isn't going to live long enough for that to matter. That's why 3x Skorcha is sometimes a good idea, so they have to wreck it. Once it's wrecked, then you charge.
Can't charge after a wreck anymore unless the vehicle was an assault vehicle.
That said, if you're going for the "HEY, YOU NEED TO WRECK THIS OR IT WRECKS YOU!" angle then again.. Go with trukks. The trukk will get you way farther up the board, and the fact that the trukk is half price compared to the LW also means that it's just as cost efficient.
Plus it's an assault transport, so you can assault after wreck.
Plus it's a DT, so you're not wasting precious heavy support slots.
Plus even with only one rokkit, a trukk is going to have a better damage output than a LW due to the fact that it can fire it's free armament when it moves at max speed.
Plus men drive trukks, and you want to be a man don't you?
Plus, and this one is serious, you can actually spam trukks to get the target saturation you need in order to make ork vehicles worth it. Even if you run a list with three LW's as dedicated transports for some boyz.. You're still going to be running equal or more trukks, at least if you're going for a competent build anyway.
1st of all, I can't find the rule that you can't charge after your vehicle is wrecked, a page number would be appreciated.
Now to address your points one by one (being as cordial as possible):
1. A Trukk is not, "just as cost efficient" because you know that one or more of your Trukks will explode, killing off half the passengers.
2. The DT vs. HS slot is just something to deal with if you want your Orks to live to fight in combat.
3. The Trukk still won't be firing its weapon if it's moving flat out so it can get there faster.
4. I wanna be an ORK, and ORKS loot vehicles.
5. Spamming a bad vehicle doesn't make it better.
Feel free to counter any of these points.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
To me, the big downside of a LW is that it takes up a HS slot - it seems a weak choice compared with other HS choices. But I can see them being useful if you're playing a game without the normal slot restrictions, or some sort of friendly game that lets you e.g. take a LW as a dedicated transport for boyz.
Re point 4: I use looted and converted models as trukks and battlewagons anyway - there's nothing more boring than a supposedly orky army full of identical vehicles...
HawaiiMatt wrote: If you're using it as a transport, why not take a battle wagon?
70 more points for AV14/12/10 is way better.
70 points is a massive amount for Orks. That's all for a vehicle with basically zero damage output. Paying 62 points for a transport that does limited damage is one thing. Paying 130 for a transport that does limited damage is a big problem. The Battlewagon also suffers from massive Side Armor facing, and the huge loss in efficiency if you give it an 'ard case. If you give a Battlewagon an 'ard case, you can't just drive into the enemy and wait to be wrecked because you either lack the damage output to force them to wreck you, or you are forced to expose your massive side armor to get in close, therefore giving them an excellent chance of wrecking your ~140 point (with guns) vehicle. The Looted Wagon is easier to wreck without being easier to explode (less HP to shave off, and weaker AP weapons can shave them off, reducing risk of explosion), and a Looted Wagon can also take cheap guns (Skorchas) that make it a threat. If a Battlewagon could take 5 point Skorchas it would be more valuable too. Battlewagons have a different purpose than Looted Wagons. Looted Wagons carry grunts, Battlewagons carry VIPs.
This message was edited 3 times. Last update was at 2015/04/05 05:06:39
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
1st of all, I can't find the rule that you can't charge after your vehicle is wrecked, a page number would be appreciated.
Now to address your points one by one (being as cordial as possible):
1. A Trukk is not, "just as cost efficient" because you know that one or more of your Trukks will explode, killing off half the passengers.
2. The DT vs. HS slot is just something to deal with if you want your Orks to live to fight in combat.
3. The Trukk still won't be firing its weapon if it's moving flat out so it can get there faster.
4. I wanna be an ORK, and ORKS loot vehicles.
5. Spamming a bad vehicle doesn't make it better.
Feel free to counter any of these points.
Top of page 81.
1: You pay 6 points per choppy ork boy. If you lose half of the passengers in a trukk to an "Explodes!" result, you have lost 36 points (assuming it was a 12 man strong unit) in ork boyz. If a Looted Wagon is wrecked, the way you're wanting to kit it out it clocked in at 70 points. Which means that, purely looking at things on a per-points basis, the looted wagon being wrecked saves you one point (a trukk is 35 points for the truk and 36 points for the lost boyz, the looted wagon is 70 points). It's basically a quantity vs quality thing. A 12 man unit of boyz in a trukk costs 107 points, a 12 man unit of boyz in your wagon costs 142. The trukk unit is cheaper, meaning that while it's also more of a death-trap, you can just spam more orks to make up for that and get some juicy target saturation.
2: A wagon really isn't that tough, even with 'Ard case. Fire warriors can still strip it of hull-points, it's going to be at least wrecked as soon as any kind of semi-dedicated / mid strength weaponry shoots at it, and it will go up like a fire-cracker if a melt or something equivilent gets near. It will also lose you just as many boyz in most cases. Even if you do get into your enemies lines and manage to disembark.. The way you're kitting your wagons will leave you with 12 orks sitting there and scratching their bums through the enemy shooting phase. How hard do you think it is to shoot 12 orks to death? It's also significantly less likely to get that close, due to how slow it is. If you want to burn more points and heavy support slots on getting your orks into combat alive, then invest in battlewagons. They're beastly.
3: The trukk can, in some situations, fire its weapon without compromising its roll. It's stupid fast and has Objective Secured, so any trukks that survive can grab objectives easily. It will also usually have a ram, which coupled with the rokkit and speed means it can menace enemy armor / tank shock things. It can provide mobile LoS blocking / cover. The best part? If your 35 point trukk drops of it's cargo but draws any amount of fire later, it's basically making its points back.
4: Is this seriously a think? Go loot bloody vehicles and use them as trukks. Of my 7 trukks I have one which is a looted Chimera, one which is a 1/35 WW Willy Jeep model kit, two WW2 German Half-track model kits (again 1/35), and some other military kits I don't remember the original identity of. They've all been "orkified". The beauty of orks is that you can use the vehicles of nearly any army and just run them as your own.
5: The trukk is so far from being bad that it's not even funny. It's a really solid vehicle, a great transport, and exceptional at its role. It may not be a Wave Serpent, but it's hilariously far from bad. Quite frankly, between the two, it's the Looted Wagon that comes out looking like trash when looked at beside a trukk.
EDIT: You seem really obsessed with giving your vehicles 'Ard case. Stop. Seriously. It's not a good upgrade, and it's never going to be worth it for Orks. All of our vehicles should either be operating as dedicated assault transports or dakka-tastic gun boats that you load to the gills with guys you want to shoot. 'Ard Case not only cripples both of these roles, but it costs points to do do so.
This message was edited 1 time. Last update was at 2015/04/05 08:19:59
Something that's even better than the Looted Wagon is the Gun Wagon. For 65 pts (so three points more than the loadout for your Looted Wagon) you get AV13/12/10 with a TL Big Shoota Stock to take the Weapon Destroyed Result, as well as a Ram for dangerous terrain. Doesn't have 'Don't press Dat!' but really when are you not going Flat Out with your Boyz.
Having read over the new comments, you keep jumping this between whether you want this to be a transport without skorchas or a fire platform. The ard case WON'T save ork boys. They're STILL going to take damage when the vehicle explodes. I can't see any rule which states otherwise. When that happens, your going to loose the same number of boys inside the looted wagon as you would loose inside a Trukk. Open Topped vs Closed Topped only REALLY matters when you're talking about AV14 vechiles.
I think that you've not understood my point when I'm talking about heavy support slots. Yes, point for point, 5 Lootas = 70 points. But that's not actually the key factor.
IF you take a Looted Wagon, then you're stopping yourself from taking 15 lootas. The standard squad size for them. Would I rather have 15 lootas than ensuring boys get to the front line? Definitely. Why? Because boys suck these days and lootas help take out threats which would otherwise blow up trukks or looted wagons. Cover fire. I asked you earlier, what are you planning on putting inside your Looted Wagons? If you're so worried about orks dying in the explosion then you should just give them eavy armor. Yes it does jump their price up but it means they're pretty sturdy in CC.
At the end of the day, you're talking about a model which is there to better a pre-existing one. This means that there should be lists out there which can be improved upon by taking Looted Wagons rather than Trukks. We'll get to that in a sec. But remember, you're arguing that they're good. Not vs trukks but good in general. So the standard ork lists (which I'm not putting points together for because what people take is always going to be different depending on personal preference):
Green Tide Formation:
Spoiler:
Formation:
-- Warboss + Eavy Armor + BP (+ Da Big Bosspole if your not running the mad doc)
-- 7x (10 ork boys inc Nob + PK)
-- 3x (10 ork boys inc Nob)
-- 15 lootas inc Mini Mek (heavy 1)
-- 5 KMKs / 5 Lobbas inc full crew (heavy 2)
-- 2x 7ish Tankbusters in Trukks.
-- 3 meganobz in Trukks
-- 3 single units of Deffkoptas with Rokkits.
You have the opportunity here to remove 3 Trukks and replace them with 3 Looted Wagons. If you do that, then you'll have to cut out the Lootas and the KMKs/Lobbas. Both of which are far superior. You also need the open topped aspect of these vehicles to allow everything easy shooting and charges. Meganobz inside a non-assult vehicle is just too slow. Tankbusters, in the same instance, would be destroyed due to no armor.
Zhadsnark Bikers
Spoiler:
CAD -- Zhadsnark (makes bikes troops)
-- Painboy on Bike + BP -- 15 Warbikers inc Nob + PK
-- 15 Lootas (very tough list, apologies for the messiness)
You're not allowed any Big Guns with this guy, so typically people fill up with a unit of 15 Lootas. You then support this list with Tankbusters or Meganobz. Which, again, falls under the same rule as above. AGAIN, as I stated in my previous post, if you're using Forge World models, then you would just take Da Big Trakk rather than a Trukk or a Battlewagon because the boarding planks on these are only 5 pts, and because the units your transporting LIKE assulting.
Dread Mob formation.
The formation itself comes to (roughly) 1350 points before any upgrades are added. If you're running this formation, then you're not going to have many troops anyway. If you look into getting a CAD for this army, then you're adding A LOT of points to the table.
-- I'd like to note that taking any transports if probably the worst thing you can do with this list. You'd be better taking a Big Mek with KFF, put him on a bike and give him some deffkoptas or some bikes. That way he can support the walkers around him. Your two troops would probably be grots in this instance as you don't need any more boys for CC, since that's what the Dreads and the Gorky are designed for.
30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on...
A Looted Wagon can be useful in very small point games, especially theme games or campaigns which limit the size of cost of vehicles. I can't remember the variant but there's a mission where you get one vehicle and a supporting troop choice for X points. This was years ago of course. In that case a looted wagon could actually be optimal.
PipeAlley wrote: A Looted Wagon can be useful in very small point games, especially theme games or campaigns which limit the size of cost of vehicles. I can't remember the variant but there's a mission where you get one vehicle and a supporting troop choice for X points. This was years ago of course. In that case a looted wagon could actually be optimal.
Yeah, loot wagons become good when mission special rules take out the other options.
Let's be honest - the looted wagon is just GW's way of phasing out the old looted Leman Russ that everyone loved.
The extra points for a battlewagon are totally worth it despite the limited damage output. You can fit a decent sized boyz mob inside, and the enemy has to dedicate serious anti tank firepower if he wants to take it out.
If you really want the battlewagon to do some damage once its cargo is dropped off (if it survives), just drive around ramming and tank shocking things, or give it a grabbing klaw and wrecking ball to harass vehicles. If you are using it as a gunboat, consider some extra big shootas and a kannon, or perhaps even a killkannon if you have flash gitz inside.
1st of all, I can't find the rule that you can't charge after your vehicle is wrecked, a page number would be appreciated.
Now to address your points one by one (being as cordial as possible):
1. A Trukk is not, "just as cost efficient" because you know that one or more of your Trukks will explode, killing off half the passengers.
2. The DT vs. HS slot is just something to deal with if you want your Orks to live to fight in combat.
3. The Trukk still won't be firing its weapon if it's moving flat out so it can get there faster.
4. I wanna be an ORK, and ORKS loot vehicles.
5. Spamming a bad vehicle doesn't make it better.
Feel free to counter any of these points.
Top of page 81.
Thank you for finding that. I'd never seen that rule, and that rule destroys the whole strategy. I concede that Looted Wagons aren't viable. Well argued!
1: You pay 6 points per choppy ork boy. If you lose half of the passengers in a trukk to an "Explodes!" result, you have lost 36 points (assuming it was a 12 man strong unit) in ork boyz. If a Looted Wagon is wrecked, the way you're wanting to kit it out it clocked in at 70 points. I did drop 10 points down to 62, not that it matters.
Which means that, purely looking at things on a per-points basis, the looted wagon being wrecked saves you one point (a trukk is 35 points for the truk and 36 points for the lost boyz, the looted wagon is 70 points). It's basically a quantity vs quality thing. A 12 man unit of boyz in a trukk costs 107 points, a 12 man unit of boyz in your wagon costs 142. The trukk unit is cheaper, meaning that while it's also more of a death-trap, you can just spam more orks to make up for that and get some juicy target saturation.
2: A wagon really isn't that tough, even with 'Ard case. Fire warriors can still strip it of hull-points, it's going to be at least wrecked as soon as any kind of semi-dedicated / mid strength weaponry shoots at it, and it will go up like a fire-cracker if a melt or something equivilent gets near. It will also lose you just as many boyz in most cases. Even if you do get into your enemies lines and manage to disembark.. The way you're kitting your wagons will leave you with 12 orks sitting there and scratching their bums through the enemy shooting phase.
Now that I see the rule, I totally get it. How hard do you think it is to shoot 12 orks to death? It's also significantly less likely to get that close, due to how slow it is. If you want to burn more points and heavy support slots on getting your orks into combat alive, then invest in battlewagons. They're beastly.
3: The trukk can, in some situations, fire its weapon without compromising its roll. It's stupid fast and has Objective Secured, so any trukks that survive can grab objectives easily. It will also usually have a ram, which coupled with the rokkit and speed means it can menace enemy armor / tank shock things. It can provide mobile LoS blocking / cover. The best part? If your 35 point trukk drops of it's cargo but draws any amount of fire later, it's basically making its points back.
4: Is this seriously a think? Go loot bloody vehicles and use them as trukks. Of my 7 trukks I have one which is a looted Chimera, one which is a 1/35 WW Willy Jeep model kit, two WW2 German Half-track model kits (again 1/35), and some other military kits I don't remember the original identity of. They've all been "orkified". The beauty of orks is that you can use the vehicles of nearly any army and just run them as your own.
That's what I do usually. I remove the turret on my looted tanks and Voila, it's a Trukk!
5: The trukk is so far from being bad that it's not even funny. It's a really solid vehicle, a great transport, and exceptional at its role. It may not be a Wave Serpent, but it's hilariously far from bad. Quite frankly, between the two, it's the Looted Wagon that comes out looking like trash when looked at beside a trukk.While the looted wagon may be sub-optimal, the Trukk is still meh for carrying basic troops with 6+ armor. Because Boyz basic armor saves are so bad, you basically have to add 'eavy armor to boyz riding in Trukks, because otherwise you lose your whole squad if it explodes (and one usually explodes). Mathhammer:
Trukk Explodes: 12 hits, 6 wounds, 5 deaths, fail either morale or pinning, passes mob rule dealing 4 hits, 2 wounds, 2 more die.
You now have a squad of 5, which will be crippled by Overwatch or any unit shooting at it. As a basic transport for normal Boyz, Trukks fail (hence my Looted Wagon attempt), Trukks only work well on suicide squads or heavier squads like 'ard Boyz.
EDIT: You seem really obsessed with giving your vehicles 'Ard case. Stop. Seriously. It's not a good upgrade, and it's never going to be worth it for Orks. All of our vehicles should either be operating as dedicated assault transports or dakka-tastic gun boats that you load to the gills with guys you want to shoot. 'Ard Case not only cripples both of these roles, but it costs points to do do so. with the rule showed on page 81, I totally get this now
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Trukk boyz are distractions or at best the tip of the spear.
Why? They explode and die as the distraction for the Bwagon.
Or
They explode and die as first target.
If they don't explode and die; then they can jump out and pound salt. And then they explode and die.
At 30 (35 with ram, nothing PMO more than a stuck transport) pts, I don't buy them to last.
I want to run Looted Wagons, but I haven't recieved any yet. If I do, it'd probably just to supply some pie plate drops for cheap.
Even now I don't really run trukk lists. The Str 4 hits from exploding, and then the D6str 4 hits from mob rule; too punishing. I'd rather a mob of 30 eat a pie plate.
This message was edited 1 time. Last update was at 2015/04/05 16:53:02
Looted Wagons make for lousy transports. But... when used as fire support/boom gun carriers they can easily make back their points.
Boom guns will make you enemy either space out his troops. or cram them behind cover. Both situations that Infantry will suffer in. If they're behind cover they can't risk moving up to take objectives, and they'll (often) be unable to get within Rapid fire distance to do any serious damage.
If they spread out to minimize damage taken then it'll be easy to pick off targets in the open.
And for those of you who think that the boomgun is gone. It's still in the forgeworld book. Still legal there.
I run looted wagons with the killkannon on them. It still caries its full complement of infantry, so I put lootas in it. Then run 'are boyz in trucks, and my nobz, warboss, and painboy on a big squig up the middle. My army is primarily snakebite clan, and my looted wagons are the dwarven steam behemoth from mageknight. Steam powered deffrollas get da win!!!
i like looted wagons since they are cheep ways to bring killkanons onto the battle field and you can make a looted wagion out of about anything. i would suggest not putting any melee in it, put shootas, lootas, or tankbustsas in it and use it as a gunboat. with boyz in trucks taking the focus away from your gunboat it gets the chance to get close for the dakka. i have a looted wagon i have made from a model of a ww2 sherman tank, and im thinking of calling it "fury".
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket"
I find av10 better than av11 cause the enemy often wastes s4 shots on a truck instead of killing boyz.
Multipple scorcha wagons don't work due to not being fast. You can only move 6" and fire just one flamer. Your only hope of firing all 3 is that someone's gona deepstrike in close to your tank and decide not to bring it down. Or if someone charges it and somehow doesn't manage to kill in mellee.
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.
As for the looted wagons, they're basically open-topped heavy support rhinos that screw up if you roll a 1. Might be somewhat fine with a killcannon if you have a spare HS slot, a rhino model and don't want to take something good instead.
This message was edited 1 time. Last update was at 2015/04/06 04:43:56