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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

So I have always wanted my burna boyz to have a dedicated Trukk to get them around the table. The Battle Wagon was good but a Trukk is just so much cheaper. With the new dex I was pumped up by seeing that the Burnas can now get a dedicated trukk. So like any obsessed Ork nut I went to work figuring out how to run them. I have always tooled my Burnas as multi-tool unit that can preform well as either Assault or Shooting because you just never know what will happen when fielding Orks.

Some things that really struck me as useful:

1) They can take three characters so no need for them to take an independent character or the HQ mek for some character redundancy. This allows you to stick your HQ's into other squads that will benefit them better by having the second character to back them up with the Mob Rule.

2) The Meks have access to Killsaws. Not only that bit they are at a discount from the HQ Mek and Big Mek. Lootas also get the discounted price. Seems strange to me but I won't complain or it will get FAQed to suck.

3) The Killsaw replaces the Mek's choppa so he can still take any of the guns from the Mek Weapons List. When slecting any of these weapon his points cost is either equal to or lower then the Killsaw option to the HQ Mek. This could add a bit of ranged punch to the Meks before the assault or until tue Birnas in the squad make it into range.

4) For around 285-295pts for 12 in Trukk with 3 Killsaw Meks. These guys can be spammed to some extent though the rest of the army will need to be able to back them up if needed. 36 Ap 2 or 3 CC weapons with 2-3 attacks each would ruin any Marine Players Day. Or if you play a Horde List the Burna will destroy you with there template death. Oh you play a Mech List well then how about 9 Killsaw attack on the charge. Enough to pop a Land Raider. If you come up against an Open Topped Vehicle the Burnas can roast the guys inside before you charge to reduce a bit of over watch then the Killsaw's can finish of the Vehicle.

5) The Squad now comes with Stikkbombs so will strike at the same time in Combat as Tau, Necrons and Other Orks if they are hiding in cover or before any Power Fists etc. You could kill off the heavy hitters before they get to attack.

Some of the down sides:

1) No access to Boss Pole. This is only an issue if they lose combat an even if they do there is 50% chance they will just fight on. An added character could fix this problem but that another squad that isn't receiving a buff instead.

2) The nerf to the Wartrukk makes the reality of atleast one squad of these guy being shot up before making it into combat or shooting range. But as mentioned above spamming these guys can fix that problem to an extent.

3) Low armour save mean they will die quickly but as mentioned before spamming them will help in this area to some extent.

Some other ideas I had was to throw a Painboy in with them and if taking the 3 HQ formation in the new book I would probably take 3 Squads of Burna Boyz in Trukks with a Pain Boy in each. My troops would be 3 Squads of Ard' Boyz in trukks with an Attached Mek with Kill Saw and 3 Wagons filled with regular boyz. Either Shootas or Slugga's. The Pain Boy add in the Boss Pole and gives them a bit more durability with the 6+ Save followed up with a 5+ FNP.

They should preform above average in most rolls and offer a slightly wider range of tasks. They can fill the roll of Tankbustas admittedly not as well but the can do better against a lot of other opponents in combat as well. Like the MANZ they can pop some well armoured opponents in combat though not as good as the MANZ they can take on hordes far better and they can Overwatch which something the MANZ lack. The extra bodies can also be of a bit more benifit as well.

So there it is. The Burna Boyz. The multi-tool unit of the ORK Dex. If its on the ground they can kill it. About the only thing they can't handle is flyers amd flying MC's but we have the rest of our armies to take care of those. The New Mek Guns fit into that category. These guys will find a place in all of my TAC lists from here on.

What are everyone elses thoughts on the Burna Boyz? Have they been over shadowed by the New MANZ and Tankbustas. Could they be a contender for a hot Elite Slot in the new codex?

This message was edited 1 time. Last update was at 2014/07/06 06:13:54


 
   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

 Sinji wrote:


4) For around 285-295pts for 12 in Trukk with 3 Killsaw Meks. These guys can be spammed to some extent though the rest of the army will need to be able to back them up if needed. 36 Ap 2 or 3 CC weapons with 2-3 attacks each would ruin any Marine Players Day. Or if you play a Horde List the Burna will destroy you with there template death. Oh you play a Mech List well then how about 9 Killsaw attack on the charge. Enough to pop a Land Raider. If you come up against an Open Topped Vehicle the Burnas can roast the guys inside before you charge to reduce a bit of over watch then the Killsaw's can finish of the Vehicle.




Personally, I think this is the only important part.

You're spending nearly 300 points on a 12 man squad wearing a 6+ t-shirt save, riding around in a 10/10/10 screaming-metal-deathtrap when explodes results are even more lethal.

Even if you manage to get that squad into CC, which is what you would probably plan on doing given the large amount of potential power-weapons inside, the low initiative combined with non-existent defense would see them taking heavier losses (points and model wise) from a bare-bones bolter tac squad than they'd inflict. In a 2000 points game you'd be throwing away 15% of your total points value for a unit which would die / flee the table when little more than harsh language comes its way, and isn't even super killy if it gets to where it wants to be.

At the end of the day I still like burna boyz. They're great for hordes and armies that want to fight you, especially combinations there of. Going against Tyranids? Heck yeah, bring some burnas. I just feel that actually decking them out is a huge points sink. Meks take away from the template count, and killsaws make them crazy expensive for being 1 wound, strength 3, 6+ save models. I feel that barebones burnas are the way to go, maybe stick them in a trukk or BW depending on what kind of threat saturation to have and where they'll be positioned.

   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I was thinking Burnas in a Gorkanaut or Morkanaut would be good since it's NOT (?!?!?) an assault vehicle. Walk the 'Nauts up the field, disgorge 5 Burnas with a Killsaw Mek in the back (hopefully in cover), flame something. GTG in ruins or such and WoD anyone who assaults.

Also I noticed something about the Nauts: the contents can't assault the turn they disembark but the Naut it self (with rampage) certainly can. Flame one unit and assault another.

Fighting crime in a future time! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i think burnas are the only thing that will ever be in a naut because theyre the most lethal shooty-unit we have that either 1) actually fits in there (mek gunz) or 2) needs to move at all (lootas moving? wut?) for such a small number count.
However i was going to fill it with Meks and minimal burnas because i'd rather repair the gak out of it. Wicked cheap to add 2 burnas + 4 meks in there (3 normal burna meks + 1 HQ mek or Big Mek) which on top of riggers is 5 attempts at fixin it up.

Also dont forget going to ground denies overwatch now PipeAlley.

OP

Im not sold on the meks with killsaws for the sheer fact that im one of those players that dislike stacking all my eggs in one basket. Thats -3 burnas for 3 killsaws, yes, but thats 60pts on top of an already moderately expensive unit for how durable they are. They have a bullseye marker on their head as it is, adding the killsaws make them a prime first target even if you have 15 warbikers screaming into your opponents face he is bound to shoot the burna trukk first because that is 9 AP3 toting orks (if none shoot) and 3 AP2 toting orks that are EASILY dispatched.
IMO nothing in a trukk should ever exceed 200pts unless its the cost for 'Ard Boyz (which barely breaks 200pts anyway). Make a squishy target look tasty its going to die immediately.

This message was edited 1 time. Last update was at 2014/07/06 14:47:43


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Vineheart01 wrote:
i think burnas are the only thing that will ever be in a naut because theyre the most lethal shooty-unit we have that either 1) actually fits in there (mek gunz) or 2) needs to move at all (lootas moving? wut?) for such a small number count.
However i was going to fill it with Meks and minimal burnas because i'd rather repair the gak out of it. Wicked cheap to add 2 burnas + 4 meks in there (3 normal burna meks + 1 HQ mek or Big Mek) which on top of riggers is 5 attempts at fixin it up.

Also dont forget going to ground denies overwatch now PipeAlley.

OP

Im not sold on the meks with killsaws for the sheer fact that im one of those players that dislike stacking all my eggs in one basket. Thats -3 burnas for 3 killsaws, yes, but thats 60pts on top of an already moderately expensive unit for how durable they are. They have a bullseye marker on their head as it is, adding the killsaws make them a prime first target even if you have 15 warbikers screaming into your opponents face he is bound to shoot the burna trukk first because that is 9 AP3 toting orks (if none shoot) and 3 AP2 toting orks that are EASILY dispatched.
IMO nothing in a trukk should ever exceed 200pts unless its the cost for 'Ard Boyz (which barely breaks 200pts anyway). Make a squishy target look tasty its going to die immediately.


On man I totally forgot that GtG can't over watch!! Thanks for the reminder. Okay, know they're really a suicide unit.

I plan on loading the Stompa with 3 units, max Meks.

Fighting crime in a future time! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Oh yeah i forgot superheavies can transport multiple units. The idea i had was 7 repairs, but thats a single unit. You could easily get 9 Meks from 3 burna units in there, 3 HQ meks, and grot riggers for 13 5+ repair chances lol. Considering the Stompa is immune to instant-death thats a pretty good investment. You'd have to kill it straight up which not many can do, even with their own supers unless they got some damn good luck.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

What about five burnas in a trukk for drive-by?
It looks cheap and lethal, maybe worth a look.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Member of a Lodge? I Can't Say




OK

 Orlanth wrote:
What about five burnas in a trukk for drive-by?
It looks cheap and lethal, maybe worth a look.


The problem is that is at minimum at 110 point investment. Plus, if the trukk explodes there is a good chance that whole unit will go poof. Seems like too much of a point sink to me. The only way I think burna boyz could ever be used is with the 'nauts, but those are pretty terrible in their own right.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in au
Grovelin' Grot Rigger




I agree with Vineheart. The only place i have had any success with Burnas is in a Gorkanaut. The only thing i would say is that while putting 3-4 Meks in the squad to keep the 'Naut alive sounds good i think its a bit of a waste. With 5 HP to start its going to take a while to whittle that down especially with Grot Riggers. Instead i have played a couple of recent games by taking 4 Burnas 2 Meks. I don't bother with the Killsaw as 6 orks standing in the open is 6 dead orks.

2 Meks and Riggers is enough to get the Gorkanaut into the thick of things alive, then jump out and flame something juicy. Burnas are the only thing we have that we know will hit and isn't assaulty. Anything else in a Gorkanaut seems to fry in the turn they have to stand there picking their nose.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'll give the unit a try riding in a battlewagon. Since I'm planning on running the Blitz Brigade anyways, there is at least one battlewagon left to fill with elite units. I doubt that brunaz would outdo a trio of MANz with one killsaw and two kombi-skorchas though.

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
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Vineheart01 wrote:
Oh yeah i forgot superheavies can transport multiple units. The idea i had was 7 repairs, but thats a single unit. You could easily get 9 Meks from 3 burna units in there, 3 HQ meks, and grot riggers for 13 5+ repair chances lol. Considering the Stompa is immune to instant-death thats a pretty good investment. You'd have to kill it straight up which not many can do, even with their own supers unless they got some damn good luck.


Between the 2 of us, we'll remember all the rules!

Fighting crime in a future time! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 PipeAlley wrote:
 Vineheart01 wrote:
Oh yeah i forgot superheavies can transport multiple units. The idea i had was 7 repairs, but thats a single unit. You could easily get 9 Meks from 3 burna units in there, 3 HQ meks, and grot riggers for 13 5+ repair chances lol. Considering the Stompa is immune to instant-death thats a pretty good investment. You'd have to kill it straight up which not many can do, even with their own supers unless they got some damn good luck.


Between the 2 of us, we'll remember all the rules!


Ha, sounds like were a couple of meks trying to build something and when one forgets how one wire goes the other bonks him on the head and does it for him, then the same happens for the first mek.
Thats how meks build such awesome stuff and still seem dumb! Its multiple meks with half a brain! lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fi
Primered White




Well you can destroy super heavy with three lascannon shots.

After doing that on a tourney I tought that I should buy a lottery ticket and won 2 500 euros
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Thats some insane luck right there.

Each lascannon penned and rolled a 6 for Explode! on a non-open topped vehicle.
Each Explode! result was a 3 on a D3.

12 HP right on the dot.

If you actually did that to me, even if i was winning i would just toss in the tower because that is some INSANE dice luck. Not raging either, just "Well....have a free win its your lucky day!" lol

This message was edited 1 time. Last update was at 2014/07/07 16:21:19


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Raging Ravener





Sweden -kham

I so struggle with burnas. I rarely ever see them doing anything good, and since orks got loads of mass anti infantry they aren't really a rare breed either. Surprised they didn't drop in price with the new codex... :/
I might convert mine to tankbustas or just back to regular boyz (my burna boyz don't have those fuel tank backpacks on)

youtube.com/user/SwedishWookie

 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Instead of spammjng burnas I thought a decent use would be to use a battlewagon for drivebys or run out and open up some power armor. More or a niche..but if they had some wheels they would do much better.. but I feel a trunk is not a sturdy enough transport for a higher priced/specialized unit.


I love love flamer/burns weaponry and would like to run a semi themed list with burnas, dread with scorch as or buggies with skorchas and a burna bomma so I'm trying to figure out a way to use burns boys as effective as possible.
   
Made in us
Longtime Dakkanaut





I agree with Morganfreeman, 285 points is a lot of points for 1wound 6+ save guys in an open topped death trap, with a not so good as last edition ramshackle rule.

I would go for 6 burnas, 2 of them are meks with killsaws/oilers in a gorkanaut, or a larger squad with 3 meks/killsaws in a BW, so they can repair it if it doesn't get blown away. Instead of giving the meks killsaws I like to give mine kombi skorchas, so they can repair/flame things.

Also the skorchas are S5 ap 4 where the burnas are S4 Ap5 so sometimes its better to flame with 2 skorchas, and save the burnas for assault ;0

This message was edited 1 time. Last update was at 2014/07/08 15:00:26


 
   
Made in gb
Longtime Dakkanaut






I'm planning on running 2-3 mobs of 5 burnas in trukks when i get the new roolz, add a little bit of burny-death to my trukk rush army. and if they die, they're cheap. if they don't die, they'll do some good damage...

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

blaktoof wrote:
I agree with Morganfreeman, 285 points is a lot of points for 1wound 6+ save guys in an open topped death trap, with a not so good as last edition ramshackle rule.

I would go for 6 burnas, 2 of them are meks with killsaws/oilers in a gorkanaut, or a larger squad with 3 meks/killsaws in a BW, so they can repair it if it doesn't get blown away. Instead of giving the meks killsaws I like to give mine kombi skorchas, so they can repair/flame things.

Also the skorchas are S5 ap 4 where the burnas are S4 Ap5 so sometimes its better to flame with 2 skorchas, and save the burnas for assault ;0


Do you think 3 Meeks is overkill? I mean I know they are free..10 points for a combi skorcha...but maybe 2 meks..one with kill saw. I just would want to pack in as many burnas as I could!
   
Made in us
Regular Dakkanaut




Ya, I can't see putting anything but nobs/burnas in a naut.

There are faster more important delivery mechanisms for other things like mega nobs, and burnas help against swarms, and nobs help against other things....and if you get cheap nobs, you can get a wagon for them, and not use it, and now you've got a wagon from the elite slot... whether or not thats good enough, its still sorta neat to be able to do.

This message was edited 1 time. Last update was at 2014/07/08 19:39:58


 
   
Made in us
Longtime Dakkanaut





 Sal4m4nd3r wrote:
blaktoof wrote:
I agree with Morganfreeman, 285 points is a lot of points for 1wound 6+ save guys in an open topped death trap, with a not so good as last edition ramshackle rule.

I would go for 6 burnas, 2 of them are meks with killsaws/oilers in a gorkanaut, or a larger squad with 3 meks/killsaws in a BW, so they can repair it if it doesn't get blown away. Instead of giving the meks killsaws I like to give mine kombi skorchas, so they can repair/flame things.

Also the skorchas are S5 ap 4 where the burnas are S4 Ap5 so sometimes its better to flame with 2 skorchas, and save the burnas for assault ;0


Do you think 3 Meeks is overkill? I mean I know they are free..10 points for a combi skorcha...but maybe 2 meks..one with kill saw. I just would want to pack in as many burnas as I could!


I don't think 3 meks is overkill, I just have 2 meks modelled with kombi skorchas is all
   
Made in us
Nasty Nob





United States

I think meks with killsaws are str7 on the charge.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Yeah Strength 7 on the charge with 2D6 Armour Pen and 3 Attacks each for a total of 9 attacks for the squad.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The fact that theyre on a Boy statline is why im hesitant to dump 30pts on a mek for a killsaw.
Most of the time my Meks are just eating challenges so my Nob can punch things with a much stronger attack. Yeah, even S7 with Armorbane will beat out an S9 without armorbane on the pen chances, but its only 3 attacks odds are it will be wasted as i would much rather lose the mek than the nob to a challenge and how many vehicles do you face a nobklaw cant deal with anyway lol. Landraiders are the only one, and thats what MANz missiles are for.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

If you are running your meks naked. Why not say that the Mek will not be accepting the challenge? That way he will still be alive to do the same in the next turn.
   
Made in ru
!!Goffik Rocker!!






I see them working in minsquads in naughts and stompa. That's all.
   
Made in gb
Stealthy Grot Snipa





 Sinji wrote:
If you are running your meks naked. Why not say that the Mek will not be accepting the challenge? That way he will still be alive to do the same in the next turn.


Thats an interexsting point. Decline the challenge with your mek while your Nob krumps. Especially if you know your gona wipe the floor with the rest of the squad. Save throwing the mek away until you actually need to eat the challenge. But then even with a killsaw you could still decline if you need him to crack open a tank next turn

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

If you just got out of a trukk you cam pretend he has left something of great importance on board (Possibly his favorite spanna) and have him running back to pick it up. He is a fix it man after all not a fighta.
   
Made in us
Nasty Nob





United States

Solar Shock wrote:
 Sinji wrote:
If you are running your meks naked. Why not say that the Mek will not be accepting the challenge? That way he will still be alive to do the same in the next turn.


Thats an interexsting point. Decline the challenge with your mek while your Nob krumps. Especially if you know your gona wipe the floor with the rest of the squad. Save throwing the mek away until you actually need to eat the challenge. But then even with a killsaw you could still decline if you need him to crack open a tank next turn


I'd have to refer to my book but I think if you decline the challenge the character your opponent issued the challenge to 'declines'

This message was edited 1 time. Last update was at 2014/07/10 10:56:29


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gb
Stealthy Grot Snipa





 Rismonite wrote:
Solar Shock wrote:
 Sinji wrote:
If you are running your meks naked. Why not say that the Mek will not be accepting the challenge? That way he will still be alive to do the same in the next turn.


Thats an interexsting point. Decline the challenge with your mek while your Nob krumps. Especially if you know your gona wipe the floor with the rest of the squad. Save throwing the mek away until you actually need to eat the challenge. But then even with a killsaw you could still decline if you need him to crack open a tank next turn


I'd have to refer to my book but I think if you decline the challenge the character your opponent issued the challenge to 'declines'


But when issuing a challenge I was under the assumption as far as rules that you are simply issuing a challenge at the unit, not at a specific character. It is the 'challengeee' who decides who answers the challenge, whether thats a polite no or a brutal stab in the guts is their choice

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
 
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