
Ladies and Gentle-grots, I present .... The Battlewagon.
This is, unfortunately, the proverbial "it" in the Ork Codex.
I want to give a bit of a background on the Battlewagon first.
The current wagon model, and stats, have obviously changed over the years. For those people under the age of, I dunno, 32, lets go back, way back, through the past history of Battlewagons.
The original looked like this:
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Circa 1991 |
Then we moved onto this, which is a BattleFortress (Battlewagon on Crack) but as close to a real model as Orks got...
Of course, this happened to be a Forgeworld model so what actually happened was this:Great, No?
No? Hmm. Belial's gonna be PISSED when he sees the mess you made of his Landraider.
So then, come 2008/9, we finally get a model and it looked like this:
Uhh, I mean this:
So where does that leave us now.Well, I suppose, actually analysing the codex entry.
So, its a 14/12/10 box, well, more like rectangle. Our frontage is sooo small that almost any shots we take (with the legit model) will be on AV12. We have a transport capacity of 20, the largest in any codex I know of, and cost the princely sum of 90 points. We are also Open Topped and a Tank.
You may notice I haven't rated the Wagon yet, and that is because it has many, many roles. This baby basically is our be-all and end-all of wheeled Heavy Support Choices.
It has 16 upgrade options, which doesn't sound like much until you realise that only 3-4 of those can't be taken together.
So let's outline these.
Shooting Upgrades:
Killkannon: S7 AP3 Ordinance Large Blast, 24" range.
They took a battlecannon, and bolted it in. It will cost you 60 points, and you lose 8 seats (transport capacity becomes 12). However, its big, shooty, and don't rely on BS2.
Kannon, Lobba, Zzap Gun: You can take 1 of these for 10/15/15 pts respectfully.
Kannon is a Marine Missile launcher (S8 AP3 / S4 AP5) with 24" range. Lobba is a S5AP5 48" Mortar. Zzap gun, while AMAZING in the last codex, sucks in comparison now. S(2D6), AP2, 36" Heavy 1 and always shakes the target on a glance/pen on top of the result roll.
Up to 4 of: Rokkit, Big Shoota: Same as before stats wise, S8 AP3 24" and / S5 AP5 36" respectively
Transport Options:
'ard Case: Become closed topped. 15 pts
Red Paint Job: +1 inch movement with no downsides.
Grot Riggers: become un-immobilized on a 4+
Stikkbomb Chukka: armed with frag grenades on the charge
Armour Plates: Ignore Crew Stunned
Reinforced Ram: re-roll Dangerous Terrain Tests and +2 Frontal Armor vs Death-or-glory (to a max of 14)
Offensive Options:
Boarding Plank: Allow any embarked model to strike in CC vs a vehicle as if charging, when within 2" of the plank.
Wrecking Ball: On a 4+ an enemy unit within 2" of the ball (vehicle or infantry) take a S9 hit.
Grabbing Klaw: On a 4+ a vehicle with 2" may not move next turn
Broken Options:
Deffrolla: Any tank shocked or Rammed unit/vehicle takes D6 S10 hits. If you death-or-glory, we can make it 2D6 :)
So what does this mean to a layman playing a battlewagon in their army for the first time.
Basically, you can design your wagon for nearly any purpose, as long as you are willing to pay the points.
A fully (and I mean fully, that's every damn upgrade) kitted Wagon runs in at 285 points. We are talking above Landraider territory there! Ouch
Mordian 7th |
So lets look at some builds, prices, and rate them. Maybe we can make some sense out of all of this:
Troop Transport Wagon
Say I want to stick Nobs (remember this is a Dedicated Transport option for them) or Boys in a wagon. What do I need to make it work.
Well, we need to keep moving. So Armour Plates. We need to get there fast, so Red Paint. We can buy Grot Riggers for nothing, so they go on too. That's 20 points, taking us to 110. We want a Big Shoota, the cheapest gun, so we don't auto-immobilise on a 3+ (weapon destroyed upgraded to immob). Finally, we need something to open transports when we get there so ... ... Deffrolla.
Price 135 points.
Rating: The best an Ork can get
Fun Factor: Demolition Derby :)
Fail Factor: When you get a side armor shot, or a meltagun, you can kiss this baby Good bye.
So how do we run it? Simple, fast, flat out, and into as many enemies as you can.
You can also add a Boarding plank if you don't feel the need to get out, as those (usually 4) PK attacks on a secondary target to the 'Rolla make a difference. Personally, I don't do it as I always forget.
Ruzzbot
A Ruzzbot, is that yellow contraption above. Created by a guy called KrooZa on the Waaagh Forums, these bad boys are Leman Russ's build standing and are a mini-Stompa. Short story long, they act fluff-wise like a Defiler.
So what do we want?
Traditional layout: Killkannon, Deffrolla, 'ard Case, sometimes 4 Big Shootas
My Layout (something different): 4 Rokkits, Kannon, 'ard Case.
Neither are cheap, neither have a good range, and neither can hit ANYTHING.
However, I love mine. AbusePuppy basically laughed at my suggestion that these work, but as a target to be shot with a LRBT profile and length, he dies to shooting once per 6 games.
Anyway, enough hyperbole.
Rating: Dakka Dakka Dakka
Fun Factor: Throw those dice! 5 Rokkits cant miss!
Fail Factor: When you get a side armor shot, or a meltagun, you can kiss this baby Good bye.
Now, for tactics. Battlewagons really tend to behave more like Rhinos than Russes or Land Raiders on the field of battle. By this I mean:
- Screen
- Move
- Dump guys
- Make a nuisance of yourself
In the same way as Rhinos, you also need to have multiples for them to be effective.
1, is dead.
2, at least 1 should see T3, seriously hurt
3, will get your troops across the board
4, is pretty much your army.
This idea forms the basis of the Battlewagon Blitz force, which is usually a dual (Mega)Nob-Star in Wagons, 40 Boys (1 'ard boys for the 4+ save) and 2 Wagons from HS. Coupled with either Dual-Warboss's (of some form) or Ghaz and a Mek. Any points left over are squeezed into Anti-Tank.
Your Wagons and PK's need to take the weight of anti-tank in these lists, and they sometimes perform great, other times all 4-5 get melta'd before they move.
Of course at this point I could go on, and on, and on, and sound like VT2, but I want to pass it back to you to find out how your Wagons are run, upgrades, tactics, and ideas.
I think these are one of the most important units in the codex, not because it's and auto-choice, but because its a flexible unit that forms the core of the Ork's dedicated transport platform.
Chrixter · 756 weeks ago
chumbalaya 79p · 756 weeks ago
fester40k 73p · 755 weeks ago
Next time I Weapon-Destroy your Rhino, I'm taking the Smokelaunchers, OK?
Don't let your opponent try that BS on you. Its not a weapon. Its an upgrade.
Kirby 118p · 755 weeks ago
youitis 33p · 755 weeks ago
Chrixter · 755 weeks ago
Ok, do the Rolla function as a weapon? well, yes I say. Note that the Rolla auto-hits at a fixed strenght, that's not a weapon?
GreyICE · 756 weeks ago
VT2 79p · 755 weeks ago
...often.
Polymorphine · 755 weeks ago
fester40k 73p · 755 weeks ago
chrixter · 755 weeks ago
willydstyle · 755 weeks ago
fester40k 73p · 755 weeks ago
abusepuppy 121p · 755 weeks ago
abusepuppy 121p · 755 weeks ago
BS2 kills most of the other guns usefulness. Never seen a Gunwagon do anything meaningful.
'Ard Case... jeez. Open-topped is a big disadvantage, but Orks _need_ it so that they can assault from the tank.
Deffrolla and Boarding Plank are both surprisingly good; RPJ is also reasonably useful, given the price of the whole thing. Wrecking Ball... could be okay? It's kinda like the Plank, but dunno if it's needed.
The BW-spam army is one of the better Ork builds, I think, since you can present four high-AV walls with 4+ cover; as he says, one will die, one will be crippled, and hopefully the other two arrive. You can also partly protect your vulnerable side armor this way. I believe 1 Warboss/1 Big Mek is the ideal here, since you NEED that KFF and freeing an Elites slot means you can bring more Lootas to open up metal boxes. Add Buggies or Koptas to suit, voila.
fester40k 73p · 755 weeks ago
I will be working through each of the major builds in their own posts later, and we can tweak them out in the comments.
BigToof · 755 weeks ago
Grots (Yes, I know) in the center Wagon with 'Ard Top to make it more durable and scoring.
At least 6 Rokkit Buggies to screen the flanks for suicide melta. Trukk (Yes, I know) in the rear to dissuade drop-ins with melta-presents.
The entire point of the list is to try and prevent movement by using your Buggies to screen/prevent movment and then roll as necessary.
Boarding Planks and Grabber Claws are also helpful, as you want to stay in your Wagon for as long as possible. The Claws are a 50/50 shot, but isolating that one skimmer for a turn is essential, otherwise you'll never catch it.
Add Lootas to taste and draw fire.
Mean Green · 755 weeks ago
Big Mek (Eavy armor, KFF)
Nob Squad (1 Painboy, x4 Nobz, PK, BP, WB, combi-Skorcha, Big Choppa, x5 'Eavy Armor)
Nob Squad (1 Painboy, x4 Nobz, PK, BP, WB, combi-Skorcha, Big Choppa, x5 'Eavy Armor)
Nob (PK, 'Eavy, BP) +19 Slugga Boyz
Nob (PK, 'Eavy, BP) +19 Slugga Boyz
Battlewagon (Deff rolla, armor plates, red paint, 1 Big shoota)
Battlewagon (Deff rolla, armor plates, red paint, 1 Big shoota)
Battlewagon (Deff rolla, armor plates, red paint, 1 Big shoota)
Battlewagon (Deff rolla, armor plates, red paint, 1 Big shoota)
Battlewagon (Deff rolla, Ard Case, armor plates, 1 Big shoota)
The fifth battlewagon has no one in it so gives up red paint for 'ard case. That will be the rotated blocking unit if I get first turn. If they steel init, I can afford to lose it.
fester40k 73p · 755 weeks ago
I hope its not a comp event for your sakes.
For my money, I would swap the eacy armor for cybork body, some some wound allocation crazyness on the Nobs (i.e. kombi's) and the eavy armor on Boy's Nobs to try and buy a min Grot unit to make the 5th wagon scoring.
Either that, or trade #5 in for some shooting. Deffkoptas maybe ?
Mean Green · 755 weeks ago
fester40k 73p · 755 weeks ago
4+ FNP vs <S7 or AP5/6
S8+ = dead (usually S8 is AP3/4)
AP1/2 = wound
AP3/4 = FNP
compared to
5+ FNP vs <S7 or AP3/4/5/6.
S8+ = 5++
AP1/2 = 5++
AP3/4 = 5++ FNP
Overall, in my experience, when you finally (and you will) get hit with a power weapon or Fist, a 5+ INV makes a difference.
Wouldn't be the first time I saved 3 PF wounds 3 turns in a row with 5++ on 2 nobs.
Seriously, you would be doing yourself an injustice not taking the 5++.
MeanGreen · 754 weeks ago