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One of the things that attracted me to Orks was of course the mind-numbing possibilities for konvershunz, skratch-buildin' and other kleverness.
So as I've been getting into Orks I've begun to plan a wide array of conversions I want to do. The problem is, especially when dealing with 'wagons, is what the heck they should be armed and equipped with.
To that end, I'll start this thread to discuss the thinking behind various weapon and equipment loadouts for Ork vehicles!
One model I'm skratch-building (about 50% done! No pics though, my digicam decided it wanted to commit suicide) is a Trukk for some Boyz. I plan on grabbing a couple of Trukk boxes and slapping them together with lots of sheet styrene for a bunch of unique trukk builds, but what to arm them with?
Weapon-wise, rokkits are only really an option if taken on multiple trukks, I feel. With Orks' nefarious tendency to being unable to hit the broad side of a barn, rokkits would only be worthwhile in numbers. This generally increases cost by quite a bit, and I think there are other units better capable of taking rokkits, and I plan on giving my trukks other equipment so I've decided that Big Shootas are probably the best bet.
As for equipment, in 4th I almost always take stikkbomb chuckas. They're absolutely necessary, I find. However, in 5th, cover and frag 'nades will work differently; rather than troops in cover being I10 and frags giving the attackers I10 as well, frags will make everyone fight at initiative. For 3/4 of likely opponents, this is a waste; infact, it'd only be helpful when fighting Guard and other Orks, pretty much. So I'm unsure about it. Other equipment is, of course, Red Paint. I'd go for it if I had the points to spare, but when running lots of trukks these points can add up, and for only 1" extra movement.. so I'm undecided about them, too. Armour Plates I've been taking and will probably continue to take, though its somewhat rare that they're used; but when they are, its invaluable.
Other equipment, like the Grabbin' Klaw, seems somewhat unecessary; generally I treat trukks as disposable Boy-launchas, once they let the lads off they kind of just run around, maybe tank shock some things or fire away uselessly -- perhaps a grabbin' klaw would give them something to do, like go and grab a skimmer or something and hold it tight for the boyz. Then there's the Wreckin' Ball; this seems good, but perhaps not necessary, as my Trukkboy mobz always have a Power Klaw in there somewhere. 10 poiints for a single S10 attack? Ehh, I'm leaning towards no.
Buggies n' Wartrakks n' Skorchas
I really, really like these units. I hate the models, however, but I've fixed that by skratch-building myself a few (again, no pics ). I particularly like taking buggies and trakks with rokkit launchas; they're very useful in running around popping tanks and vehicles the Boyz can't catch up with, or combining fire on Monstrous Creatures, Marines, or just tank-shocking things multiple times (which will be great in 5th, as I'll be able to smack things with S6 ramming hits). I also just like the idea of a fast, speedy little devil wagon zipping around churning up the battlefield, giving things cover saves, generally being nuisances. And for 30-40pts a vehicle, its a bargain. They're like Sentinels except cooler.
I'm wary about Skorchas. I've tried proxying them a couple of times but they always seem to die. I've thought about sticking 1 Skorcha in each squadron so they can run around rokkiting things and then heavy flame something, but this weakens their effectiveness. All-Skorcha squadrons I feel are also a mixed bag; they'd be devestating if they get into firing range, but they'd likely be one of the first things to die -- but perhaps that's a good thing.
Looted Wagons are pretty cool. Same base price as a Trukk, albeit without being a fast vehicle, with better armour. But it can take cool options, like two big shootas or rokkits, and a skorcha (the Boomwagon I think is a seperate entity altogether), as well as 'ard case. I've been thinking if I ever get a mob of Burna Boyz, I'd stick them in a Looted Wagon with a Skorcha. It seems... fitting, as does Tankbustas in a Wagon with two Rokkits.
As for the Boomwagon, these things can be pretty nasty -- basically a short-ranged Battle Cannon. Somewhat expensive, though; around 105-130pts for an AV11 tank, depending on how you take it. I usually take 'ard case, for obvious reasons, and I think it's useful to take a big shoota or two, as well as armour plates and grot riggers; the big shootas so that two weapon destroyed results don't lead to an immobilized or worse, armour plates so it can keep moving if it gets hit, and grot riggers so it can re-mobilize. However, the grot riggers and armour plates may be superfluous; at AV11, pretty much anything that really tries to kill it will most likely succeed. Because of its low armour, it's somewhat failing as a battle tank, though definately good for the support role. With a S8 AP3 ordnance weapon its quite capable of taking out anything but Terminators, just like the Leman Russ; I usually take one or two for that support capability alone, and they've done... okay. Not superb, but not crappy enough that I'd chuck them.
There are essentially two types of Battlewagon, just like there are two types of Looted Wagon. You have the "Assault Wagon", fitted for transporting 20 Boyz or some Meganobz or some other unit, into an assault; and the "Support Wagon", fitted with heavy weaponry of some sort for the support role.
Sadly I've stayed away from the Assault Wagon since getting into Orks. I don't really run that many assault-oriented Ork lists (well, atleast, no more assault than can be fitted comfortably in trukks), opting instead to go with Support Wagons, so I can't really talk about the pros and cons of the assault version.
As for the support wagon, there are sooo many options available for the Battlewagon that it's somewhat overwhelming. The Killkannon is maybe the most popular choice; S7, AP3 ordnance, essentially a miniaturized Battle cannon. Stick that gun in with 'ard case and you've got yourself a little front AV14 battle tank that's decent at killing hard infantry and can take some punishment. On the other hand, arm a Battlewagon with a Kannon or Zzap Gun and 4 Rokkits and you've got yourself an anti-tank platform capable of unleashing 5 S8 AP3 shots. I've tried the Zzap gun once; it didn't hit a single thing all game, though it did roll well for its strength. So I'd opt for a straight Kannon/Rokkit combo.
Then there's mixtures; the "Gobsmasha" example in the codex is armed with a Killkannon, a Kannon, and 2 Rokkit Launchas (its also incorrectly priced). Although this is a huge point sink, it ensures that even after multiple weapon destroyed results the Battlewagon can still keep a lot of effectiveness; however it seems to be a little overboard for me, unless I want to make a small Super Heavy fortress. Other examples are giving a Killwagon some big shootas; giving it 4 will ensure that even if the Killkannon dies, it can still tear 12 heavy shoota shots into things, and for not too expensive a price, either. It's also possible to leave it open-topped and give it some close-support weapons; once it drops off a mob of assaulters it can sit there and (foreseeably) be in range to kill a lot of surrounding enemy units in the coming turns.
All in all the Battlewagon is what excites me most. With so many options and so many possibilities I don't see how I'll be able to do it properly without having 3 or 4 of them, all with magnetized weapon and armour options; I've seen a couple of Battlewagon models with optional 'ard cases that could be taken off to make it open-topped, as well as magnetized weaponry all over the place... it's just so exciting!
One last thing I almost forgot; in 5th edition, Kustom Force-Fields will give any vehicle in range a 4+ cover save (strangely, better than what infantry get...). Sticking a Mek with a KFF in a Battlewagon is a pretty neat idea and one I want to explore; AV14 and 4+ cover no matter what, plus a 4+ cover to any vehicles within 6", is just awesome. Who needs cover!
Kans, Dreads, and Stompas
I really like Kans. They've got Guardsmen BS, and a variety of cool weapons, such as rokkit launchas, mega-blastas and the grotzooka, which is really cool; a squadron armed with Grotzookas could throw out 6 S6 blast templates (which, in 5th, = uber cool). However, as I'm hooked on vehicular destruction, I'm not willing to give up a Looted or Battle Wagon in order to fit a squadron of Kans in.
I've used Dreads a few times, but only with two Meks, where I can take 2 Dreads for Troops, forego any Boyz, and save points for more dakka. I find arming them with Rokkits or Mega-blastaz is cool; usually, when running 2, I keep them together so they can combine their fire on whatever. 4 KMBs are good for taking a couple of wounds off of some monstrous creatures. In 5th edition they'll be able to target IC's no matter where they are, perhaps making them good for insta-killing Terminator Lords and such. They're also not bad in combat, though anyone with a fist will decimate them.
I've never used a Stompa, but in my grand plan for kustom-building it is the last on the list, the pinnacle, the gate to heaven. They seem, like all things Ork, very fun; Mek Stompas especially. The ability to pick an enemy vehicle up and drop it anywhere is just amazing -- especially if its impassable terrain!
Conclusion: No closer to one than when I started. I am however totally fixated on making myself a grandiose Speed Freaks army with lots of Wagons, Trukks, Buggies, Trakks and anything else with wheels or tracks. I think I'll end up making a bunch of every kind of concievable vehicle, that I can toss into Apocalypse games...
Anyway, your thoughts on these vehicles and weaponry?
Takka n' Wakka's Dakka Attacka! 33W / 6L / 1D
Gotta love the Orky vehicles, excellent points all.
For ==Me==, I equip Trukks with red paint, armor plates, and a reinforced ram. Only 55 points and very handy. Armor plates keep it moving, red paint has it moving faster, and the ram is around for when you've dropped off your boys and feel like smashing into an enemy tank in true Orky fashion.
I actually like Skorchas, they are downright devastating and one shot is usually all they need (or get). Run them behind your Trukks or out of sight, drive up next to something begging for a burnin' (Genestealers, Aspect Warriors, etc) and light 'em up.
As for buggies, rokkit launchas are the only way to go with them. We have enough anti-infantry firepower in the form of Shoota boyz and Warbikers, and twin-linking helps solve some of our BS problems.
Kanz I like with a KMB or Grotzooka, to take advantage of BS3 or because 6 small blasts is great. I try to use them to screen footslogging Boyz for a cover save, and in turn cover the Kanz with a KFF to give them cover as well.
I like Dreads with 4 DCCW because it's hilarious, picking up any weapons beyond big shootas or skorchas is a waste thanks to BS2.
Looted Wagons are usually Boomwagons because who doesn't love that pie plate. With its range it can stay further back and blow marines away. I too have considered a skorcha wagon to carry burna boyz, it's so much overkill but so Orky. I try to refrain from transporting in Wagons due to "Don't Press Dat" and lack of fastness.
Battlewagons win. I like a purely transporting wagon with red paint, armor plates, grot riggers, 2 big shootas, and a deff rolla. It can zip around and unload 20 boyz at a time, which is one of the biggest disadvantages of Trukk mobs (12 isn't that much) and the Deff Rolla is possibly one of the best upgrades you can give it, especially if you want to ram (a high S ramming hit AND D6 S10 hits!). The Dakka version is interesting, but it will have to sit still for full effect and wastes its massive transport capacity.
But that's just ==Me==
Check out ==My== blog: www.bnhblog.blogspot.com
Dont run any vehicles aside from trukks, but there is one thing that you should always take on your transports., Reinforced Ram. Everything after that is an option or a waste (for trukks at least). Stikk bombz arent worth their points in 5th and neither is red paint. I like to stick to cheap trukks and in 5th i will run reinforced ram and nothing else. Cheap 40 points of orky goodness.
Joe Peshi (lone wolf) kill tally:Lash Sorcerer, Ghazkull, Yriel, Termi Libby, Vulkan.
Unfortunately, you can't give trukks to every unit, so unless you want to severely limit your army, you're going to have to use either looted wagons or battlewagons. Of course, with the new 'ramming rules', trukks may not be as useful as they've been in the past (a vehicle with 14 front armor will be able to plow through them effortlessly).
There are two main units that both need transports in order to be effective, but neither can use trukks: tankbustas and burnas.
Either unit will be blown away long before they can footslog over to opponent, and in most cases, they'll be your opponent's prime target as long as they're alive (if not, than they really should be). Tankbustas also need a transport in order to keep their 'glory hogs' rule from becoming too much of a problem (otherwise they might shoot at something out of range for the entire game).
Looted wagons are a little better in 5th edition, since leaving exploding vehicles isn't as bad (at least not for open topped vehicles), but the armor is still cripplingly low. Of course, they're cheap, so it's up to you what you want.
I prefer battlewagons, but their price keeps them out of most small lists (of course, there usually isn't room for tankbustas or burnas in small lists either). I usually run them as cheaply as possible, with a single big shoota/rokkit and perhaps grot riggers. The dethrolla is also nice (but really difficult to model), and the ramming rules in 5th edition make them more useful.
In both cases, 5th edition has limited the effectiveness of loading a vehicle up with weapons. Basically, if they move at all they'll only be able to fire 1 gun. This all but kills the 'gunboat' battlewagon setup with 4-5 guns and lootas/big shootas hiding inside. Still, the ramming rules and increased safety of open topped vehicles more than makes up for this.
Good rant there Misanthrope. I agree with your points on them and Even tho i yet have no experance using my orks at all. Anyways from what i have read sorchas seem a good fun you have to be sneaky with them hiding them behind terrian and stuff before and Bam jump out 12 inches and fry who ever your fighting.
I really want to take lots of buggies and stuff but with only 3 fast attacks i struggle with choices. I wish they didnt change armour plate rules cause they just ruled every vehicle has a +6 invunrable save which would have been awesome to use even tho its a 1 in 6th chanch of deflecting shots .
Assuming it is a competitive list anyway. I have killa kans and what nots for mess around lists so meh!
Joe Peshi (lone wolf) kill tally:Lash Sorcerer, Ghazkull, Yriel, Termi Libby, Vulkan.
Actually, kans are quite competitive. I don't really think of them as 'vehicles' though, which is why I didn't mention them.
A killa kan with a kustom mega blasta, either in front of your army to block, or behind cover to counter-assault is a powerful and versatile unit. They'll tear regular infantry units apart in close combat, and the KMB will blow away terminators and monstrous creatures. They've saved my neck quite a few times.
The catch is, I wouldn't give them any upgrades, not even grot riggers. Half the advantage of kans is the fact they're dirt cheap.