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		<title><![CDATA[Latest posts for the thread "Orks-Need Some Advice"]]></title>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ Well I've been playing my Orks recently since I'm getting back into playing the game (I've been out for about 8 years), so I don't have a lot of the newer stuff.  I'm wondering what people think is worth taking?<br /> <br /> Today I ran 1 squad of Shootas, 2 Squads of Sluggas (full 30 in all), Warboss, 11 Burnas, 1 'Ard Boy Squad of 20 guys with Nob, 3 Killa Kans, a Deff Dread and 1 Warbuggy squad.  I ended up losing (mostly due to me relearning the rules after a few years and because my rolls were craptastic).  However, the squad that actually ended up doing the best was the Warbuggies.  The <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Big Shootas were really hammering some squads, and allowing me to reroll was a godsend since my <span class="glossaryitem" onmouseover='gp(14);'>BS</span> sucks.  The Kans and Dread did pretty well, too.  However, my squads of Boys were just slaughtered.  Now I know I have to expect casualties, since its a mob army, but by the time I'd gotten half way up the field so many of my guys were gone, as I was being completely hammered at range from an army of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  My opponent suggested next time that I take Trukks, but I've heard people on this forum dismiss Warbuggies and Trukks before due to their low armor.  However, it at least offers me some way of getting up the field faster because the rest of my Orks are just too slow.<br /> <br /> So what do you think?  Are Trukks worth taking to move faster and have some armor at the cost of guys?  What models are worth adding to the army?  Keep in mind I'd prefer not to just buy 5 Loota Kits and have that be the only choice for Elites I ever take-I'd like some variety.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh I also noticed that having higher Initiative in this game seems to be really important.  I'd heard people say that higher toughness and things like that are really important, but honestly, if striking first in combat, you're at a HUGE advantage it seems.  As great as Power Klaws and Fists are, the fact that they roll last seems like a real detriment, considering you may get to attack...if you survive.  Having a Nob with Power Klaw is 25 extra points on top of the 10 for Nob upgrade, and if he's stuck in combat against say...a unit of Khorne Berzerkers, its very possible that he may die before he even gets one hit off, making the 25 points a waste.  The Orks Initiative of 2 really hurt me I found.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 01:43:41]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ Trukks were awesome in 5th.<br /> <br /> The ability to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> on turn 2 due to a 20 inch relieable (without 5th ed fleet) assault range was just awesome. All that had to be done was take 11 boyz + 1 nob with <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, put them in a trukk and run them at the enemy (best done with at least 3 copies of this).<br /> <br /> Unfortunately, with the rise of hull points and the addition of overwatch, 12 isn't a number that's strong enough. Trukk boyz can still be done, but you'd need many more and it'd be much more of a glass cannon.<br /> <br /> Now,what was your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? A suggest a Big Mek with a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. If any part of a unit (each member of a vehicle squadron counts as its own unit for this) is within 6" of the Big Mek (if he's in a vehicle, then it's 6" from the hull), then that unit get's a 5+  cover save.<br /> <br /> Now, the 6th edition has made some interesting changes for Orks. The common tactic is no longer "Rush! Rush! Rush!" Now, shooting is better (you can still assault, but it's tougher to do). Orks can do shooting quite effectively (A mob 30 shoota boyz pumps out 60 shots per shooting phase!). <br /> <br /> The Nob with Power Klaw is no longer as much of a required thing. With challenges and a change in wound allocation, he must be more bubble wrapped. If you want to take a nob, then a bosspole is all you might need. Sitting back and shooting while protected by a cover save is safer and can be more effective than charging headlong towards the enemy.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 02:05:02]]> GMT</pubDate>
				<author><![CDATA[ Dr. What]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>Dr. What wrote:</cite>Trukks were awesome in 5th.<br /> <br /> The ability to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> on turn 2 due to a 20 inch relieable (without 5th ed fleet) assault range was just awesome. All that had to be done was take 11 boyz + 1 nob with <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, put them in a trukk and run them at the enemy (best done with at least 3 copies of this).<br /> <br /> Unfortunately, with the rise of hull points and the addition of overwatch, 12 isn't a number that's strong enough. Trukk boyz can still be done, but you'd need many more and it'd be much more of a glass cannon.<br /> <br /> Now,what was your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? A suggest a Big Mek with a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. If any part of a unit (each member of a vehicle squadron counts as its own unit for this) is within 6" of the Big Mek (if he's in a vehicle, then it's 6" from the hull), then that unit get's a 5+  cover save.<br /> <br /> Now, the 6th edition has made some interesting changes for Orks. The common tactic is no longer "Rush! Rush! Rush!" Now, shooting is better (you can still assault, but it's tougher to do). Orks can do shooting quite effectively (A mob 30 shoota boyz pumps out 60 shots per shooting phase!). <br /> <br /> The Nob with Power Klaw is no longer as much of a required thing. With challenges and a change in wound allocation, he must be more bubble wrapped. If you want to take a nob, then a bosspole is all you might need. Sitting back and shooting while protected by a cover save is safer and can be more effective than charging headlong towards the enemy.</div></blockquote><br /> <br /> Seriously!  I completely noticed that when I've played the last couple games.  My Shoota Boyz today didn't do as well because they got assaulted by a Demon Prince and squad of Raptors, but the last game I played, they were doing so awesome.  I threw a couple Rokkit Launchas in in case I needed to get past some armor, put in a Big Shoota to compensate for some of those lost shots and I was decimating Purifiers.  Its really funny that an army that once almost exclusively relied on close combat now are better at range and not so great up close.<br /> <br /> I think I'm gonna run the Buggies again, as well.  Its more shots, they're twin linked so I can get 9 rerollable shots, they're fast, I can take the option of <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkit Launchas if I need them to get through armor and they can now potentially be scoring units.  Plus, unlike the rest of my guys who have 6+ saves, not everything can get through armor, even if its only 10.  The <span class="glossaryitem" onmouseover='gp(126);'>TL</span> weapons I found to be really awesome since my <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 2 means I'm usually hitting normal Marines on 5s, so getting to reroll is a huge help.<br /> <br /> My <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> was a Warboss with Big Choppa.  I've been outta the game a while so I haven't picked up a Big Mek yet.  5+ cover is nice but its a 33% chance of getting the roll, so its not something you can really rely on it to save you much.  My Warboss charged in with my 'Ard Boy squad and with the Furious Charge and Big Choppa I had an 8 Strength, and whiffed on 4/5 attacks.  As I said, I rolled like scum.<br /> <br /> Its almost like my army is so out of date that I need to do a total overhaul.  That's really unfortunate.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 02:37:55]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ I think all the Ork players in 6th are doing overhall...<br /> <br /> Big Meks allow you to have a constant form of security. Remember that every save can be passed.<br /> <br /> Buggies are good, but watch out for running out of hull points!<br /> <br /> Also, don't put rokkit launchas in mobs of boyz. They're expensive and are infamous for never working.<br /> <br /> 'Ard Boyz are very expensive and there is plenty out there that can easily stop AP4. I've never seen 'Ard Boyz be worth it.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 03:07:31]]> GMT</pubDate>
				<author><![CDATA[ Dr. What]]></author>
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				<title>Re:Orks-Need Some Advice</title>
				<description><![CDATA[ Kustom Force Field]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 03:15:34]]> GMT</pubDate>
				<author><![CDATA[ TedNugent]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob has a little bit of an edge compared to power fists due to his base Initiative being 3. <br /> <br /> When you charge in you must position the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> carefully. You want the Nob to be unengaged when combat begins so he can't be challenged. <br /> <br /> (If I have this rule wrong please do correct me. I've only played one game of 6th and it was not with Orks.) <br /> <br /> Anyway, you charge in and the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob is unengaged. Chances are you're going to be running through fight sub-phases 6, 5, and/or 4 before any of your mob gets to strike back. Many Orks in your front row will be dead by the time you get to I3. <br /> <br /> Now Initiative phase 3 comes. Models with base I of 3 must do a pile-in move. Your Nob is it. He piles in to replace some of the boyz that died but he has a klaw so he does not get to strike yet. <br /> <br /> Next it's I2 and your Orks get to pile in and strike.<br /> <br /> Finally it's I1 and the Nob is still alive because he was unengaged during the phases when the enemy got to strike. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 03:32:13]]> GMT</pubDate>
				<author><![CDATA[ Brian P]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 04:56:17]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>KOBossy wrote:</cite>Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.</div></blockquote><br /> <br /> Yes, you can. The battlewagon in this case would be a heavy support choice and the boyz would be a troop choice, purchased separately. <br /> <br /> The Trukk, by contrast is always a dedicated transport. Notice how in your codex there's no option to just buy a trukk as a standalone unit. Not so with the Battlewagon. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 05:09:17]]> GMT</pubDate>
				<author><![CDATA[ Brian P]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>Brian P wrote:</cite>The <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob has a little bit of an edge compared to power fists due to his base Initiative being 3. <br /> <br /> When you charge in you must position the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> carefully. You want the Nob to be unengaged when combat begins so he can't be challenged. <br /> <br /> (If I have this rule wrong please do correct me. I've only played one game of 6th and it was not with Orks.) <br /> <br /> Anyway, you charge in and the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob is unengaged. Chances are you're going to be running through fight sub-phases 6, 5, and/or 4 before any of your mob gets to strike back. Many Orks in your front row will be dead by the time you get to I3. <br /> <br /> Now Initiative phase 3 comes. Models with base I of 3 must do a pile-in move. Your Nob is it. He piles in to replace some of the boyz that died but he has a klaw so he does not get to strike yet. <br /> <br /> Next it's I2 and your Orks get to pile in and strike.<br /> <br /> Finally it's I1 and the Nob is still alive because he was unengaged during the phases when the enemy got to strike. </div></blockquote><br /> <br /> Sorry to say but Power Klaws have the Unwieldy quality meaning they always hit at initiative 1]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 05:10:53]]> GMT</pubDate>
				<author><![CDATA[ Skinless2]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>Brian P wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite>Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.</div></blockquote><br /> <br /> Yes, you can. The battlewagon in this case would be a heavy support choice and the boyz would be a troop choice, purchased separately. <br /> <br /> The Trukk, by contrast is always a dedicated transport. Notice how in your codex there's no option to just buy a trukk as a standalone unit. Not so with the Battlewagon. </div></blockquote><br /> <br /> I do see that.  Awesome.  That gives me some ideas.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another question-Nobz can take a Battlewagon as a dedicated transport as long as it doesn't have a Killcannon.  Can I take Nobz and a Battlewagon separately and put a Killcannon on the Battlewagon, then put the Nobz inside since the BW will have a capacity of 12?  Does not taking the BW as a dedicated transport get around this rule or as long as a Killcannon is equipped, the Nobz can't enter?]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 05:12:32]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>Brian P wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite>Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.</div></blockquote><br /> <br /> Yes, you can. The battlewagon in this case would be a heavy support choice and the boyz would be a troop choice, purchased separately. <br /> <br /> The Trukk, by contrast is always a dedicated transport. Notice how in your codex there's no option to just buy a trukk as a standalone unit. Not so with the Battlewagon. </div></blockquote><br /> <br /> I do see that.  Awesome.  That gives me some ideas.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another question-Nobz can take a Battlewagon as a dedicated transport as long as it doesn't have a Killcannon.  Can I take Nobz and a Battlewagon separately and put a Killcannon on the Battlewagon, then put the Nobz inside since the BW will have a capacity of 12?  Does not taking the BW as a dedicated transport get around this rule or as long as a Killcannon is equipped, the Nobz can't enter?</div></blockquote><br /> <br /> Here's a very easy answer: Never take a kilkannon. They're pricy and <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, they're crappy. Boomguns are better (or an ally).<br /> <br /> And you take a battlewagon as a heavy support and stick nobz in it, but it's not a designated transport. Nobz can get in a heavy support BW with a Kilkannon, but not a Designated Transport BW can't take a Kilkannon.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 06:49:43]]> GMT</pubDate>
				<author><![CDATA[ Dr. What]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>Dr. What wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>Brian P wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite>Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.</div></blockquote><br /> <br /> Yes, you can. The battlewagon in this case would be a heavy support choice and the boyz would be a troop choice, purchased separately. <br /> <br /> The Trukk, by contrast is always a dedicated transport. Notice how in your codex there's no option to just buy a trukk as a standalone unit. Not so with the Battlewagon. </div></blockquote><br /> <br /> I do see that.  Awesome.  That gives me some ideas.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another question-Nobz can take a Battlewagon as a dedicated transport as long as it doesn't have a Killcannon.  Can I take Nobz and a Battlewagon separately and put a Killcannon on the Battlewagon, then put the Nobz inside since the BW will have a capacity of 12?  Does not taking the BW as a dedicated transport get around this rule or as long as a Killcannon is equipped, the Nobz can't enter?</div></blockquote><br /> <br /> Here's a very easy answer: Never take a kilkannon. They're pricy and <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, they're crappy. Boomguns are better (or an ally).<br /> <br /> And you take a battlewagon as a heavy support and stick nobz in it, but it's not a designated transport. Nobz can get in a heavy support BW with a Kilkannon, but not a Designated Transport BW can't take a Kilkannon.</div></blockquote><br /> <br /> Really?  Killkannons aren't very good?  They seem pretty solid, Strength 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, that ignores anything up to Marine saves, it can possibly penetrate armor up to 12 and its large blast.  24 inch range seems to be not too shabby either.  The only downside seems to be the 60 points they cost to equip.<br /> <br /> Are Big Guns worth taking?  Which ones would be the best?  What does the Codex mean that it doesn't come with the crew?  Does that mean the kit doesn't come with Gretchin or that you have to spend more points to get a Gretchin crew to fire it?  How does that work, considering the Big Guns normally automatically have the Gretchin included in their cost?]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 18:19:13]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>Dr. What wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>Brian P wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite>Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.</div></blockquote><br /> <br /> Yes, you can. The battlewagon in this case would be a heavy support choice and the boyz would be a troop choice, purchased separately. <br /> <br /> The Trukk, by contrast is always a dedicated transport. Notice how in your codex there's no option to just buy a trukk as a standalone unit. Not so with the Battlewagon. </div></blockquote><br /> <br /> I do see that.  Awesome.  That gives me some ideas.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another question-Nobz can take a Battlewagon as a dedicated transport as long as it doesn't have a Killcannon.  Can I take Nobz and a Battlewagon separately and put a Killcannon on the Battlewagon, then put the Nobz inside since the BW will have a capacity of 12?  Does not taking the BW as a dedicated transport get around this rule or as long as a Killcannon is equipped, the Nobz can't enter?</div></blockquote><br /> <br /> Here's a very easy answer: Never take a kilkannon. They're pricy and <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, they're crappy. Boomguns are better (or an ally).<br /> <br /> And you take a battlewagon as a heavy support and stick nobz in it, but it's not a designated transport. Nobz can get in a heavy support BW with a Kilkannon, but not a Designated Transport BW can't take a Kilkannon.</div></blockquote><br /> <br /> Really?  Killkannons aren't very good?  They seem pretty solid, Strength 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, that ignores anything up to Marine saves, it can possibly penetrate armor up to 12 and its large blast.  24 inch range seems to be not too shabby either.  The only downside seems to be the 60 points they cost to equip.<br /> <br /> Are Big Guns worth taking?  Which ones would be the best?  What does the Codex mean that it doesn't come with the crew?  Does that mean the kit doesn't come with Gretchin or that you have to spend more points to get a Gretchin crew to fire it?  How does that work, considering the Big Guns normally automatically have the Gretchin included in their cost?</div></blockquote><br /> <br /> The big gunz dont have a "gretchin" crew. In other words its <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 18:54:08]]> GMT</pubDate>
				<author><![CDATA[ DeffDred]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>DeffDred wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>Dr. What wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>Brian P wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite>Another question-can I put 20 Slugga Boyz in a Battlewagon?  It only says that 12 or less in a mob can take a Trukk as a dedicated Transport, so I don't know if its possible.  The Battlewagon itself only says it has a max capacity of 20 models.</div></blockquote><br /> <br /> Yes, you can. The battlewagon in this case would be a heavy support choice and the boyz would be a troop choice, purchased separately. <br /> <br /> The Trukk, by contrast is always a dedicated transport. Notice how in your codex there's no option to just buy a trukk as a standalone unit. Not so with the Battlewagon. </div></blockquote><br /> <br /> I do see that.  Awesome.  That gives me some ideas.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another question-Nobz can take a Battlewagon as a dedicated transport as long as it doesn't have a Killcannon.  Can I take Nobz and a Battlewagon separately and put a Killcannon on the Battlewagon, then put the Nobz inside since the BW will have a capacity of 12?  Does not taking the BW as a dedicated transport get around this rule or as long as a Killcannon is equipped, the Nobz can't enter?</div></blockquote><br /> <br /> Here's a very easy answer: Never take a kilkannon. They're pricy and <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, they're crappy. Boomguns are better (or an ally).<br /> <br /> And you take a battlewagon as a heavy support and stick nobz in it, but it's not a designated transport. Nobz can get in a heavy support BW with a Kilkannon, but not a Designated Transport BW can't take a Kilkannon.</div></blockquote><br /> <br /> Really?  Killkannons aren't very good?  They seem pretty solid, Strength 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, that ignores anything up to Marine saves, it can possibly penetrate armor up to 12 and its large blast.  24 inch range seems to be not too shabby either.  The only downside seems to be the 60 points they cost to equip.<br /> <br /> Are Big Guns worth taking?  Which ones would be the best?  What does the Codex mean that it doesn't come with the crew?  Does that mean the kit doesn't come with Gretchin or that you have to spend more points to get a Gretchin crew to fire it?  How does that work, considering the Big Guns normally automatically have the Gretchin included in their cost?</div></blockquote><br /> <br /> The big gunz dont have a "gretchin" crew. In other words its <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2.</div></blockquote><br /> <br /> Oh ok, thanks.<br /> <br /> Any opinions if any of the Big Gunz are worth taking?  A Kannon seems like not a bad option, it can either be blast template or have high strength/<span class="glossaryitem" onmouseover='gp(6);'>ap</span>, meaning you can choose depending on the situation.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 19:08:02]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ The Codex specifically states that the Big Guns and the gretchin screwing then have a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 3, page 51. Was this <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d or something?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Seems to me Big Guns have become a more attractive option with the introduction of hull points. Kannons will be able to glance any vehicle in the game and they've got the range to hit just about anywhere you want. They've also got the best accuracy in the army, as I said earlier. I plan to get three batteries of them to run with my footsloggers. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 19:38:27]]> GMT</pubDate>
				<author><![CDATA[ warboss_grimjaw]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ I think he means that if you put a Big Gun on a Battlewagon, you use the BW's <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 2 when firing, whereas if it was a Big Gun on the ground crewed by Gretchins it would be <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 as the book says.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 20:50:03]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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			<item>
				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ killkannon is actually only <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, not 3. So basicly, you are paying 60 points for a large blast autocannon with half the range that chews into your transport capacity. Still sound good? <br /> <br /> And yes, the big gunz that are heavy support are <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3, but big gunz on a wagon are only <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2. <br /> <br /> Also, if you like buggies, you'll like dakka jets even better. Trade in those 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2 big shoota shots for 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 supa-shoota shots that are doubled on the turn you waaagh! And it's also on a flier. <br /> <br /> I'll second the bit on no 'ard boyz. The boyz are attractive because they are cheap, and when you pay four points for measly 4+ saves, they aren't cheap anymore, and not very resilant.<br /> <br /> Foot slogging burnas are also a no-no. They die just as fast as boyz, but they cost almost three times as much. They need a wagon to cart them around, and magnify their shooting strength. See, when you have 11 burnas on foot, you need to place every single template from each burna, which means that some burnas will get lack-luster shots, and some may not even get to shoot at all. When they shoot from a wagon, you just place one template in the best spot, and declare that all your burnas fire from that spot. <br /> <br /> If you wanna run kans, you need a lot more of them. Get a couple more squads of them, and then they can shield your boyz, and overwhelm the enemy anti-tank. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 21:06:39]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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			<item>
				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>loota boy wrote:</cite>killkannon is actually only <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, not 3. So basicly, you are paying 60 points for a large blast autocannon with half the range that chews into your transport capacity. Still sound good? <br /> <br /> And yes, the big gunz that are heavy support are <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3, but big gunz on a wagon are only <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2. <br /> <br /> Also, if you like buggies, you'll like dakka jets even better. Trade in those 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2 big shoota shots for 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 supa-shoota shots that are doubled on the turn you waaagh! And it's also on a flier. <br /> <br /> I'll second the bit on no 'ard boyz. The boyz are attractive because they are cheap, and when you pay four points for measly 4+ saves, they aren't cheap anymore, and not very resilant.<br /> <br /> Foot slogging burnas are also a no-no. They die just as fast as boyz, but they cost almost three times as much. They need a wagon to cart them around, and magnify their shooting strength. See, when you have 11 burnas on foot, you need to place every single template from each burna, which means that some burnas will get lack-luster shots, and some may not even get to shoot at all. When they shoot from a wagon, you just place one template in the best spot, and declare that all your burnas fire from that spot. <br /> <br /> If you wanna run kans, you need a lot more of them. Get a couple more squads of them, and then they can shield your boyz, and overwhelm the enemy anti-tank. </div></blockquote><br /> <br /> Uh I just checked my Codex again and it says Killkannon is AP3 Strength 7.  So either there's a mistake in my book or one of us is wrong.<br /> <br /> What about a Boomgun?  I just read another article on this site (old, though) that you replied on saying that Battlewagons can take Boomguns, but the Codex doesn't give the option of taking them or say how much it would cost.  Can Battlewagons be given Boomguns?  When was this changed if its true?<br /> <br /> Also, is an 'Ard case worth taking on a BW?  From what I see it gives you only extra places to fire out of, or do they do more than that?<br /> <br /> Does anyone know where I can find the rules for the Ork Bommers?  They're in the June White Dwarf but I don't have a copy.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 21:55:35]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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			<item>
				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>loota boy wrote:</cite>killkannon is actually only <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, not 3. So basicly, you are paying 60 points for a large blast autocannon with half the range that chews into your transport capacity. Still sound good? <br /> <br /> And yes, the big gunz that are heavy support are <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3, but big gunz on a wagon are only <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2. <br /> <br /> Also, if you like buggies, you'll like dakka jets even better. Trade in those 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2 big shoota shots for 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 supa-shoota shots that are doubled on the turn you waaagh! And it's also on a flier. <br /> <br /> I'll second the bit on no 'ard boyz. The boyz are attractive because they are cheap, and when you pay four points for measly 4+ saves, they aren't cheap anymore, and not very resilant.<br /> <br /> Foot slogging burnas are also a no-no. They die just as fast as boyz, but they cost almost three times as much. They need a wagon to cart them around, and magnify their shooting strength. See, when you have 11 burnas on foot, you need to place every single template from each burna, which means that some burnas will get lack-luster shots, and some may not even get to shoot at all. When they shoot from a wagon, you just place one template in the best spot, and declare that all your burnas fire from that spot. <br /> <br /> If you wanna run kans, you need a lot more of them. Get a couple more squads of them, and then they can shield your boyz, and overwhelm the enemy anti-tank. </div></blockquote><br /> <br /> Uh I just checked my Codex again and it says Killkannon is AP3 Strength 7.  So either there's a mistake in my book or one of us is wrong.<br /> <br /> What about a Boomgun?  I just read another article on this site (old, though) that you replied on saying that Battlewagons can take Boomguns, but the Codex doesn't give the option of taking them or say how much it would cost.  Can Battlewagons be given Boomguns?  When was this changed if its true?<br /> <br /> Also, is an 'Ard case worth taking on a BW?  From what I see it gives you only extra places to fire out of, or do they do more than that?<br /> <br /> Does anyone know where I can find the rules for the Ork Bommers?  They're in the June White Dwarf but I don't have a copy.</div></blockquote><br /> <br /> Weird. My codex lists it at <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, but when i looked in my friends, it says <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3. Then I grabbed a 'dex off the shelf in the store, and it said <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 as well. It appears that i have a mis-print! I've been playing it wrong for 3-4 years! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> Still, even with <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3, it's still not that great. Short ranged, lower transport, can't move very fast when firing it, and way overpriced. Wagons are transports primarily, not battle tanks.<br /> <br /> Battlewagons cannot take boomguns. Only looted wagons.<br /> <br /> 'Ard case is not worth it ever, it's just a down-grade. It actually gives you fewer places to fire from, because a wagon is open-topped, so all the occupants may fire out of the wagon from any point. It also prevents you from assaulting out of your wagon.<br /> <br /> If you just do a quick forum search, you can find lots of old discussions on the fliers that will answer all the questions.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 22:08:41]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>loota boy wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>loota boy wrote:</cite>killkannon is actually only <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, not 3. So basicly, you are paying 60 points for a large blast autocannon with half the range that chews into your transport capacity. Still sound good? <br /> <br /> And yes, the big gunz that are heavy support are <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3, but big gunz on a wagon are only <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2. <br /> <br /> Also, if you like buggies, you'll like dakka jets even better. Trade in those 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2 big shoota shots for 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 supa-shoota shots that are doubled on the turn you waaagh! And it's also on a flier. <br /> <br /> I'll second the bit on no 'ard boyz. The boyz are attractive because they are cheap, and when you pay four points for measly 4+ saves, they aren't cheap anymore, and not very resilant.<br /> <br /> Foot slogging burnas are also a no-no. They die just as fast as boyz, but they cost almost three times as much. They need a wagon to cart them around, and magnify their shooting strength. See, when you have 11 burnas on foot, you need to place every single template from each burna, which means that some burnas will get lack-luster shots, and some may not even get to shoot at all. When they shoot from a wagon, you just place one template in the best spot, and declare that all your burnas fire from that spot. <br /> <br /> If you wanna run kans, you need a lot more of them. Get a couple more squads of them, and then they can shield your boyz, and overwhelm the enemy anti-tank. </div></blockquote><br /> <br /> Uh I just checked my Codex again and it says Killkannon is AP3 Strength 7.  So either there's a mistake in my book or one of us is wrong.<br /> <br /> What about a Boomgun?  I just read another article on this site (old, though) that you replied on saying that Battlewagons can take Boomguns, but the Codex doesn't give the option of taking them or say how much it would cost.  Can Battlewagons be given Boomguns?  When was this changed if its true?<br /> <br /> Also, is an 'Ard case worth taking on a BW?  From what I see it gives you only extra places to fire out of, or do they do more than that?<br /> <br /> Does anyone know where I can find the rules for the Ork Bommers?  They're in the June White Dwarf but I don't have a copy.</div></blockquote><br /> <br /> Weird. My codex lists it at <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, but when i looked in my friends, it says <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3. Then I grabbed a 'dex off the shelf in the store, and it said <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 as well. It appears that i have a mis-print! I've been playing it wrong for 3-4 years! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> Still, even with <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3, it's still not that great. Short ranged, lower transport, can't move very fast when firing it, and way overpriced. Wagons are transports primarily, not battle tanks.<br /> <br /> Battlewagons cannot take boomguns. Only looted wagons.<br /> <br /> 'Ard case is not worth it ever, it's just a down-grade. It actually gives you fewer places to fire from, because a wagon is open-topped, so all the occupants may fire out of the wagon from any point. It also prevents you from assaulting out of your wagon.<br /> <br /> If you just do a quick forum search, you can find lots of old discussions on the fliers that will answer all the questions.</div></blockquote><br /> <br /> Much appreciated info!  Too bad about your Codex, but better to find out now I suppose.<br /> <br /> What's the most optimal layout for a BW then?  I was thinking about putting a squad of Nobs in one with a Painboy and 20 Slugga Boyz in another so they can move out and take objectives.  I plan to put 2 in my revamped army.  I wanted to load both with 4 Big Shootas, 1 with Deff Rolla, and on the other put a Kannon for some increased firepower.  <br /> <br /> I know people will say just load them up with Lootas but I don't want to make my entire army so dependent on that one unit, since I like variety.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 22:13:17]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
			</item>
			<item>
				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>loota boy wrote:</cite><blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>loota boy wrote:</cite>killkannon is actually only <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, not 3. So basicly, you are paying 60 points for a large blast autocannon with half the range that chews into your transport capacity. Still sound good? <br /> <br /> And yes, the big gunz that are heavy support are <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3, but big gunz on a wagon are only <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2. <br /> <br /> Also, if you like buggies, you'll like dakka jets even better. Trade in those 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2 big shoota shots for 9 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 supa-shoota shots that are doubled on the turn you waaagh! And it's also on a flier. <br /> <br /> I'll second the bit on no 'ard boyz. The boyz are attractive because they are cheap, and when you pay four points for measly 4+ saves, they aren't cheap anymore, and not very resilant.<br /> <br /> Foot slogging burnas are also a no-no. They die just as fast as boyz, but they cost almost three times as much. They need a wagon to cart them around, and magnify their shooting strength. See, when you have 11 burnas on foot, you need to place every single template from each burna, which means that some burnas will get lack-luster shots, and some may not even get to shoot at all. When they shoot from a wagon, you just place one template in the best spot, and declare that all your burnas fire from that spot. <br /> <br /> If you wanna run kans, you need a lot more of them. Get a couple more squads of them, and then they can shield your boyz, and overwhelm the enemy anti-tank. </div></blockquote><br /> <br /> Uh I just checked my Codex again and it says Killkannon is AP3 Strength 7.  So either there's a mistake in my book or one of us is wrong.<br /> <br /> What about a Boomgun?  I just read another article on this site (old, though) that you replied on saying that Battlewagons can take Boomguns, but the Codex doesn't give the option of taking them or say how much it would cost.  Can Battlewagons be given Boomguns?  When was this changed if its true?<br /> <br /> Also, is an 'Ard case worth taking on a BW?  From what I see it gives you only extra places to fire out of, or do they do more than that?<br /> <br /> Does anyone know where I can find the rules for the Ork Bommers?  They're in the June White Dwarf but I don't have a copy.</div></blockquote><br /> <br /> Weird. My codex lists it at <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4, but when i looked in my friends, it says <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3. Then I grabbed a 'dex off the shelf in the store, and it said <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 as well. It appears that i have a mis-print! I've been playing it wrong for 3-4 years! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> Still, even with <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3, it's still not that great. Short ranged, lower transport, can't move very fast when firing it, and way overpriced. Wagons are transports primarily, not battle tanks.<br /> <br /> Battlewagons cannot take boomguns. Only looted wagons.<br /> <br /> 'Ard case is not worth it ever, it's just a down-grade. It actually gives you fewer places to fire from, because a wagon is open-topped, so all the occupants may fire out of the wagon from any point. It also prevents you from assaulting out of your wagon.<br /> <br /> If you just do a quick forum search, you can find lots of old discussions on the fliers that will answer all the questions.</div></blockquote><br /> <br /> Much appreciated info!  Too bad about your Codex, but better to find out now I suppose.<br /> <br /> What's the most optimal layout for a BW then?  I was thinking about putting a squad of Nobs in one with a Painboy and 20 Slugga Boyz in another so they can move out and take objectives.  I plan to put 2 in my revamped army.  I wanted to load both with 4 Big Shootas, 1 with Deff Rolla, and on the other put a Kannon for some increased firepower.  <br /> <br /> I know people will say just load them up with Lootas but I don't want to make my entire army so dependent on that one unit, since I like variety.</div></blockquote><br /> <br /> This is so weird, this stuff about loading wagons with lootas... I heard about doing this when i first started, and it feels like anyone who first starts or gets back in hears about this lootas in a wagon nonsense. Don't do it, it doesn't work. With wagons, it depends if you are running them as a transport or a battle tank. Most people run them as a transport to get a turn 2 charge with their boys. Do this with a bunch of wagons under kustom force field protection, and you have a battlewagon bash. Using them as a battletank isn't very effective, because other things do this job better. 4 big shootas aren't that great when you can get three <span class="glossaryitem" onmouseover='gp(126);'>TL</span> big shootas from buggies, or even better, three <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 supa shootas from a dakka jet. Also, the big shoota mounts on the model don't even all face the same way, (two are side mounted, and two are turrets) so you can only fire at most three at the same target. Battlewagons are ment to help other things get to battle, not to battle things themselves.<br /> <br /> Here is how I load out my transport battlewagons. <br /> Deff rolla<br /> big shoota<br /> armour plates<br /> grot riggers<br /> 130 points each.<br /> <br /> Some like <span class="glossaryitem" onmouseover='gp(629);'>rpj</span> on them as well, but i'm not a fan. Others don't like the riggers, and perhaps they aren't as neccissary in this edition, but I hate being imobilized.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 22:23:21]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ So would 1 BW with 20 Boyz in it and another with Big Mek and 10 Nobz be a decent idea?  Is it worth upgrading any Nobz with Power Klaws?<br /> <br /> Would 2 Big Shootas be more optimal?  Is it better on the Turrets or on the sides?  The way I see it having only 1 is sort of a waste, either take 2 and get 6 shots or just don't take any.  3 shots at 5+ isn't hitting much.  What about possibly taking a Kannon for 10 pts?<br /> <br /> I like the Dakka Jet idea, I may try to work it in.  I really wanted to include some Warbikers and Deff Koptas for Fast Attack as well.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 22:31:08]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ The big shoota isn't there to shoot, it's there to make sure that a weapon destroyed result doesn't become an immobilized result because you don't have a weapon to remove. Not as important in this edition, but still worth the five points. You'll be moving 12" anyway, so you aren't shooting anything. <br /> <br /> I can't comment on nobz in this edition because you can't do wound-allocation shenanagins with them anymore. However, the rule used to be that you took only around 7 nobs, three with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, three with big choppa, and one doc, all cyborked. I'll assume it holds true in this new edition. 10 nobz is widely considered overkill, but I just don't know how nobz compare in this new edition. I'd play around with loadouts until you found something you think works.<br /> <br /> Dakka jets are cool, and the kit is great. Blitza bommas look pretty good as well, and seem to be great heavy armour killers. <br /> <br /> You can take the kannon instead the big shoota if you want, because you can fire the <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 small blast as a defensive weapon on the move. It's your call.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jul 2012 22:38:46]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>loota boy wrote:</cite>The big shoota isn't there to shoot, it's there to make sure that a weapon destroyed result doesn't become an immobilized result because you don't have a weapon to remove. Not as important in this edition, but still worth the five points. You'll be moving 12" anyway, so you aren't shooting anything. </div></blockquote><br /> <br /> Actually in this edition all vehicles can still shoot at cruising speed, but you follow the snap shot rules. And so Because of that currently all the buzz is around running 4 rokkits + 1 Kannon to fire 5 STR8 AP3 shots per turn.<br /> <br /> <br /> <blockquote><div><cite>loota boy wrote:</cite> <br /> I can't comment on nobz in this edition because you can't do wound-allocation shenanagins with them anymore. However, the rule used to be that you took only around 7 nobs, three with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, three with big choppa, and one doc, all cyborked. I'll assume it holds true in this new edition. 10 nobz is widely considered overkill, but I just don't know how nobz compare in this new edition. I'd play around with loadouts until you found something you think works.<br /> </div></blockquote><br /> <br /> I may be wrong but I don't think wound shenanigans is dead. With Look out Sir it seems like you can accomplish what Nobz use to do in 5th on a 4+ per wound.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jul 2012 00:05:58]]> GMT</pubDate>
				<author><![CDATA[ mrfantastical]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>mrfantastical wrote:</cite><blockquote><div><cite>loota boy wrote:</cite>The big shoota isn't there to shoot, it's there to make sure that a weapon destroyed result doesn't become an immobilized result because you don't have a weapon to remove. Not as important in this edition, but still worth the five points. You'll be moving 12" anyway, so you aren't shooting anything. </div></blockquote><br /> <br /> Actually in this edition all vehicles can still shoot at cruising speed, but you follow the snap shot rules. And so Because of that currently all the buzz is around running 4 rokkits + 1 Kannon to fire 5 STR8 AP3 shots per turn.<br /> <br /> <br /> <blockquote><div><cite>loota boy wrote:</cite> <br /> I can't comment on nobz in this edition because you can't do wound-allocation shenanagins with them anymore. However, the rule used to be that you took only around 7 nobs, three with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, three with big choppa, and one doc, all cyborked. I'll assume it holds true in this new edition. 10 nobz is widely considered overkill, but I just don't know how nobz compare in this new edition. I'd play around with loadouts until you found something you think works.<br /> </div></blockquote><br /> <br /> I may be wrong but I don't think wound shenanigans is dead. With Look out Sir it seems like you can accomplish what Nobz use to do in 5th on a 4+ per wound.</div></blockquote><br /> <br /> That's loading 50 extra points per BW that have a 1/6 chance of hitting.  Its nice for anti-tank and vehicle but seems kind of expensive for what you get.<br /> <br /> And yes, with Look Out Sir that allows your Painboy/Leader Unit to have the Nobz take the hit for them, so basically its a Painboy with a possible 18 Wounds assuming you make all your rolls (at least, that's how it is in my idea of 9 Nobz + Painboy).  And don't forget, the Painboy gives the Nobz Feel No Pain, which is very nice.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jul 2012 00:23:02]]> GMT</pubDate>
				<author><![CDATA[ KOBossy]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ Yeah 6th changed allot so using a BW as a mobile firing platform for lootas or adding more than one gun to it is something you can consider now.  Lootas will be safe from fire until the BW goes down you can turn one or two of the lootas into mek boys to repair the battlewagon and if you need to move it your lootas can still shoot.  Careful of penetrating hits though if it explodes you are going to lose allot of the lootas to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 explosion.  With blast templates hitting vehicles at full strength if just touching the hull and the fact that it is ordnance for a + on the damage chart kill cannon could be an option as well still pricey but try it out see how well it works.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jul 2012 00:27:43]]> GMT</pubDate>
				<author><![CDATA[ pepe5454]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ <blockquote><div><cite>KOBossy wrote:</cite><blockquote><div><cite>mrfantastical wrote:</cite><blockquote><div><cite>loota boy wrote:</cite>The big shoota isn't there to shoot, it's there to make sure that a weapon destroyed result doesn't become an immobilized result because you don't have a weapon to remove. Not as important in this edition, but still worth the five points. You'll be moving 12" anyway, so you aren't shooting anything. </div></blockquote><br /> <br /> Actually in this edition all vehicles can still shoot at cruising speed, but you follow the snap shot rules. And so Because of that currently all the buzz is around running 4 rokkits + 1 Kannon to fire 5 STR8 AP3 shots per turn.<br /> <br /> <br /> <blockquote><div><cite>loota boy wrote:</cite> <br /> I can't comment on nobz in this edition because you can't do wound-allocation shenanagins with them anymore. However, the rule used to be that you took only around 7 nobs, three with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, three with big choppa, and one doc, all cyborked. I'll assume it holds true in this new edition. 10 nobz is widely considered overkill, but I just don't know how nobz compare in this new edition. I'd play around with loadouts until you found something you think works.<br /> </div></blockquote><br /> <br /> I may be wrong but I don't think wound shenanigans is dead. With Look out Sir it seems like you can accomplish what Nobz use to do in 5th on a 4+ per wound.</div></blockquote><br /> <br /> That's loading 50 extra points per BW that have a 1/6 chance of hitting.  Its nice for anti-tank and vehicle but seems kind of expensive for what you get.<br /> <br /> And yes, with Look Out Sir that allows your Painboy/Leader Unit to have the Nobz take the hit for them, so basically its a Painboy with a possible 18 Wounds assuming you make all your rolls (at least, that's how it is in my idea of 9 Nobz + Painboy).  And don't forget, the Painboy gives the Nobz Feel No Pain, which is very nice.</div></blockquote><br /> <br /> <br /> Not just the painboy gets the look out sir. Everyone in the Nob unit is a Character so all the Nobz get a Look out Sir, to each other. At least that's my understanding.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jul 2012 01:10:18]]> GMT</pubDate>
				<author><![CDATA[ mrfantastical]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ Yep, nobs are all characters, as well as nob bikers (but not meganobs) and are entitled to all the awesomeness and downsides that brings. They can all make precision shots, can all Look out sire, and can all challenge. <br /> <br /> I've been using them a lot, to mixed results. Still kind of dialing in what I need to run them with to be honest. But I will agree that at least 3 klaws and the painboy with cybork are mandatory upgrades. Waagh banner helps a lot, as does <span class="glossaryitem" onmouseover='gp(260);'>BP</span>'s. Everything else though is more to taste than anything.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jul 2012 02:04:32]]> GMT</pubDate>
				<author><![CDATA[ MrMoustaffa]]></author>
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				<title>Re:Orks-Need Some Advice</title>
				<description><![CDATA[ You can also try 10 Lootaz with a Big Mek in Mega-armour on board a looted wagon.<br /> <br /> The mega armour will give the lootas slow and purposful so they can move and shoot.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jul 2012 04:44:49]]> GMT</pubDate>
				<author><![CDATA[ DeffDred]]></author>
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				<title>Orks-Need Some Advice</title>
				<description><![CDATA[ Nice to know that we can still use nobz in a similair fashion. I don't think i'll be doing any lootas in a wagon stuff though.. For the price of a wagon, i could get myself around ten extra lootas, and gain more firepower as well as survivability, and i don't even have to spend a heavy support slot to get it. Besides, can't you mover and fire heavy weapons now, but with snap fire? Not much of a loss for orks. Also i doubt that I will be loading anymore guns onto my wagons either. It's still an issue of placement. Two of the shootas/rokkits are side mounted, and probably won't be shooting at much. Even taking the two turret-mounted ones is still a lousy chance of hitting much of anything.]]></description>
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				<pubDate><![CDATA[Sat, 14 Jul 2012 17:46:52]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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