So, The mekboy workshop has been given some stick when the new 'dex arrived as being fairly useless - and I have to say, if it weren't for the fact that you forgo an entire turn of attacking then I would disagree!
However, I think there's one combo which would work well - Killa Kans. The wording is such that it applies to the whole unit, and one of them basically means that you don't shoot this turn, and next turn you get the full number of shots with any model firing a specific weapon. The weapon in question would be a grotzooka (or a skorcha, but that's usually a waste on BS4+ models in ork armies!)
So turn 1, you start out of range, give them scarier things to shoot, and buff the kans. Turn 2, if you're lucky, you still have 6 kans and unload 36 S6 shots hitting on a 4+. If you're very lucky, they're D2 for the rest of the game.
The workshop would be used as a home objective (put the objective here!) and then orks can use the klaw to kill off characters who are too close, even if they're behind a unit.
It's a shame that they made it so ineffective for other units though - missing a turn of shooting and charging is too much to pay, for the most part.
Can anyone else think of a good use for the mekboy workshop?
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