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Ork Battlewagon Loadouts

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Post  Lore Weaver Mon Jun 18, 2012 11:59 am

Hey Orky Ork Players.

With my recent sale of my formerly beloved Tau (they had to go, or I'd end up spending $400+ when their book came out, which'll likely be on the heels of my beloved Chaos Marines), I was able to grab a Wagon from Paz.

Paz also has a wagon, and he'd probably be interested in watching this thread???

Anyway, I'm looking at building the wagon to carry 10 Nobz, with my KFF Mekboy (That's what the cool kids do, right?)
(Painboy, Waaagh Banner, Boss Pole, 1-2 Klaws, Huge Choppa, maybe some other gadgets, like a Kombi-Skorcha)


This is the loadout I'm looking at ---
Battle Wagon 90
1 Kannon 10
1 Big Shoota 5
1 Grabba Klaw 5
1 Deff Rolla 10
= 120

---

I wanted a couple weapons on there so I'd have some ability to take Weapon Destroyed results. I picked the Kannon and the Big Shoota as they can both fire if I move 6" (Kannon shooting a S4 frag round as a defensive weapon)

I like the concept of the Grabba Klaw, and it's cheap. It allows me to immobilize a vehicle so I can assault it next round.

All the kool kids take Deff Rolla's, and they are amazing, especially for 10 points, but I don't have the kit.... so questions
1) Have you built one? If so, how?
2) Should I just buy the kit?
3) Is it easy to add on after I paint the battlewagon? (Does it just attach to the side or something?)
4) Should I magnetize it?

Also, anything else I should be adding in? (I refuse to paint any red on it, while I know "Red Paint Job" is an amazing upgrade... I won't do it! :-) ) Should I grab stikkbomb chukkas? There'll likely always be the Mek in there, so Grot Rigga's seem kinda pointless... Should I put more Big Shoota's on it? Am I missing something?
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Post  Roland Mon Jun 18, 2012 12:12 pm

I believe the internets say RPJ, Deffrolla, and add cheap guns (big shoota/rokkits) if you must.

I'm planning on magnetizing mine so I can play with all the guns tho:)

The Deffrolla kit looks like it'd be easy to mag to the chassis, although if you have lots of bitz and and toilet paper roll, you could probbably whip one up fairly easily.
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Post  Lore Weaver Mon Jun 18, 2012 12:15 pm

Roland wrote:The Deffrolla kit looks like it'd be easy to mag to the chassis, although if you have lots of bitz and and toilet paper roll, you could probbably whip one up fairly easily.

I do have lots of bits and rolls of various things and thickness... I've got old 3rd edition Chaos Rhino spikey bits in my bits box...
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Post  Lore Weaver Mon Jun 18, 2012 12:16 pm

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Ork Battlewagon Loadouts Empty keep them cheap, and keep them moving

Post  Gulsnick Mon Jun 18, 2012 5:10 pm

here is how i load them out
RPJ : moveing faster is always good
Plates : ignoring stuned lets you keep moving anf ramming
2 x Big shoota : for those weapon dmg resaults
deff rolla : duh! ( and it is 20 pts, not 10)
Grots : so they can't ignore it if they imobilize it.
total 140 pts
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Post  Termagant Tue Jun 19, 2012 5:07 pm

I go red paint, deffrolla, big shoota x 1, and sometimes armour plates.

Mark, I believe the rolla is 20 points, not 10.

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Post  Lore Weaver Tue Jun 19, 2012 5:10 pm

I'll chat with Paz about how to incorporate Red into my paint scheme without it looking like garbage...

Thanks for the input guys. No love for S4 small blast Kannon action for 10 pts?
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Post  Planes Tue Jun 19, 2012 6:29 pm

You could always give it red LED head lights!
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Post  Roland Tue Jun 19, 2012 10:25 pm

I believe the line of thinking is if you are going slow enough to shoot, you aren't going fast enough to drop boys off.

I plan on painting my trukk/wagons as normal and then doing what a propa ork would do: painting I nice thick drippy racing stripe down the side.
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Post  Planes Tue Jun 19, 2012 10:43 pm

If anyone is interested, a pool-ball key chain (number 11, with the red stripe) has recently come into my possession. It occurs to me that it has exactly enough chain on it to be used as a Wrecking Ball upgrade, and a pool ball wrecking ball would just be classy, along with having the requisite red content.
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Post  Rhaevyn Tue Jun 19, 2012 10:47 pm

Meh. i would paint it however you want, and then magnetize something removeable to represent red paint.

Maybe a Candy apple red Squig Hood Ornament or something.
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Post  Guest Fri Jun 22, 2012 10:31 pm

I have been playing Wagons in a few different set ups and have landed around :

Deff Rolla, Xtra Armor, Grotz, 4x Big Shoota, RPJ :: 150 points

I think I actually have fired all 4 big shootas in every other game on at least one of the wagons (The one with shoota boyz doesnt always move as fast as the assaulty ones), but I am considering stripping the other wagons of their extra shootas.

As for the kannon, I playtested it, and it never hit an enemy guardmen in the game I played, so I removed it.

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Post  Paz Fri Jun 22, 2012 11:50 pm

In line with the cinematic feel of 6th, I built mine with what I think looks orks enough-

Deffrolla
4x big shootas
Kannon
Grots
Extra armor

All the turrets and mashed up crap a crazed mekboy would strap to a 'uge deathwagon.
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Post  Lore Weaver Sat Jun 23, 2012 8:41 pm

Well, I grabbed the Rolla kit, so Rolla & Grot Rigger and we'll see from there.

I know RPJ is amazing, but I might leave it off, because I don't want to put red on my model :-P Maybe I'll ink something or something.
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Post  Paz Sat Jun 23, 2012 11:12 pm

red graffiti on the back or sides. like blood wiped into slurs and funny comments?
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Post  Lore Weaver Sat Jun 23, 2012 11:36 pm

Paz wrote:red graffiti on the back or sides. like blood wiped into slurs and funny comments?

I see, I can use an ink for that too, it'd probably look great... I could try that on my Dakkajet too
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Post  Deadlytoaster Wed Jun 27, 2012 7:45 pm

Red blood spelling "Wez da fastest!" As far as upgrades and such i dont think theres too much finagling to worry about, especially carrying nobs...but it has a transport capacity of 20....boys? Or my fav (who will likely be awesome again in 6th with the ap changes to power weapons that are rumored) MEGANOBZ!!!
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Post  Lore Weaver Wed Jun 27, 2012 10:02 pm

There's a rumour that they'll be releasing a Meganobz box with 5 mega nobz in it. That'd go great with a Warboss in a Trukk or something :-)
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Post  Deadlytoaster Wed Jun 27, 2012 10:44 pm

I would be super stoked if they did plastic meganobz! it would likely get me to really get going on my ork army going for a Metal 'ead style of play 2 warbosses with 2 meganobz squads in battlewagons with kan wall and deff dreads (maybe not as good in 6th especially vs necrons but would be fun thematically)
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Post  Lore Weaver Wed Jun 27, 2012 10:47 pm

Being that 2+ armour saves will now be beastly...

That Destroyer Lord with Sepiturnal Weave just got 75% more redikerous. I'd take him solo against a unit of Grey Knight Paladins with Halberds. (Hitting on 4's wounding on 6's, I *get* my 2+ save, then I hit back, re-rolling misses, and possibly to wound roll's of 1 as well (not sure how Preferred Enemy / Hatred work in the rulez yet)
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Post  Deadlytoaster Thu Jun 28, 2012 12:54 am

Careful the grey knights. Dont forget they will likely be getting their powers off. if there is a character involved they could potentially have str 6 (hammerhand stacks) and force weapons turned on, all it takes is one failed save and your lord falls over (still either a 4+ or 5+ to get back up) but if the unit is big enough and rolls well could mess you up for getting back up anyways. technically if he scores 3 wounds you have a 50% chance of taking a wound. Also when you hit him back he's getting his saves one his termies cause your warscythe or hyperphase sword are only ap3 as well. So it keeps the playing field fairly even. Ill be curious to see how handy is it to be able to single out guys in combat (killing off those special weapons will be a boon)
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Post  Planes Thu Jun 28, 2012 1:15 am

At the same time, though, you need to remember that the Destroyer Lord has a 17% chance to have the Feel No Pain special rule on top of the +2 armor save and 4+ get back up (who runs a DL without an orb, anyway?). Mind Shackle Scarabs are in there, too, to redirect hate back at the Knights, too. And don't forget his Str 7 Hammer of Wrath on the charge, which could potentially fell one of those Knights on the way in as well. Just generally a good time to be a Destroyer Lord.
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Post  Deadlytoaster Thu Jun 28, 2012 1:32 am

Yes Destroyer lords are pertty good. But in that same set up perhaps even ap3 power weapons ignore FnP, and i`ve also heard rumors of FnP being reduced to 5+ instead of 4+. and again the getting back up means nothing if they can consolidate in such a way you cant get back up within 3" of the marker and are automatically destroyed... anyways i digress i guess it just wouldnt want to run my lord vs paladins and bet on him Razz
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Post  Lore Weaver Thu Jun 28, 2012 10:13 am

Destroyer Lords won't have FnP

I *imagine* Warscythes will be AP2? Not sure, no one has said yet. The book states "No armour saves permitted", not "counts as a power weapon", so that will depend. Point taken though :-)

You're 100% right Brian, the d-lord failing that one save is all it'll take, I like my chances of making my points back though, D-Lord will rock in at 160 without an Orb, 190 with.

I *think* my math is right here... the chance of failing one or more 2+ save on three dice is 42%?
11+11+11+11+11+36 / 216 = 0.421 = 42%

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Post  Planes Thu Jun 28, 2012 12:01 pm

FnP is something a Destroyer Lord can get as the Warlord of your army, assuming he's assaulting towards an objective.
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