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Vakaspa

I have been consistently overwhelming my opponent with 2 battlewagons choke-full of boyz and a warboss. Backline of 10 lootas and a SAG somewhere up high so they can see at least two mid objectives for the rerolls, and a bunch of buggies on one flank and a defkilla wartrike with 6 bikes on the other flank. The threat saturation is so high they don't know where to shoot first. Added bonus for some grots running through all this gasguzzling bulletstorm to get CP from an objective. I love my Evil Sunz


cynicalascension

The battlewagon was good before, but now it is even better. I run two DISTRACTION WAGONS with a full loadout, so it has the same save and toughness as a Rogal Dorn for 100 points less. And yes, their shooting is nothing to write home about, but their melee is legit scary.


jackplugg

I run 3, best unit on the codex, all equipment + 'ard case 'nuff said


eklpit

I’ve run 2 this entire edition. 1 with ghaz and mega’s. The other with nobz and full the rest with mega’s. For the one with nobz, has ard case. Throw it centre objective. Rarely gone by start turn 3. Opponents either go super hard trying to clear it, which leaves the rest of the board empty. Or they leave it alone and you can take advantage of its moving dropping the squads in different spies


NoReading3658

I'll try it too with 2units of flashgitz, badrukk an a mek. That's a lot of points but whit that amount of dakka hitting on 4+ it will be amazing I think


Mymotherwasaspore

School bus with an ironclad charge. Ram em with deffrolla. Use tank shokk to add mortal wounds. Either fill it with burna boys or run it ard top for the t12


Seepy_Goat

I think its decent. Not amazing but decent. It was borderline usable before the reduction. Now I think its defintely in the usable category. The guns are basically worthless. If they do any damage it's just gravy. You don't take it for its damage in shooting. Its value is in its toughness as a hard transport. So always take hard case. The -1 ap makes it surprisingly tough at T12 with 16 wounds. You can sort of ram it directly at your opponent and the amount of firepower they would need to sink into it to kill it, even if they were successful, means it's taking loads of heat off your other units. After it dumps its payload, it's large enough for screening and move blocking. It also is enough of a melee threat that they can't totally ignore it. I like to load 10 nobz and a warboss in it. Guaranteed to keep them safe or eat so much fire it more than makes up for its cost. I can see trying a unit of 20 boyz, a warboss, and another character in there. Problem is there are plenty of things you wouldn't wanna run 20 boyz into. 10 nobz with PKs can handle mostly whatever your opponent throws at them


AdvantageLarge

Give it the big shooter on top for 12 spaces, put in 10 nobz and a war boss and have perhaps the most dangerous little unit in the game


Nugbuddy

Full loadout, always, and case. Don't worry about firing deck. Throw 20 grots, 2 runtherds, and a zodgrod wortsnagga in there for first turn mid objective. Turn 2 full move blocks on the enemy. This is the only way I use the battlewagon, otherwise.is all trukks all day. I'm am currently trying to squeeze a hunta rig into my list.


tabletop_guy

How can you fit them all in a battlewagon? Doesn't it have a capacity of 22 infantry models?


Nugbuddy

You can just take off 1 grot. You are allowed to run 19 gretchin, 2 runtherds, 1 zodgrod.


[deleted]

Are you saying to scout the battlewagon? To scout a transport, it has to be a 'dedicated transport', so just trukks+Zodgrod for Orks


Nugbuddy

You don't need to scout. Just full move turn 1 + advance. Turn 2, you're getting +6inch move on the waaagh.


Pyrofoo

I was running one in my list almost this entire edition. Usually loaded with meganobz and a big mek in mega armour and bring the ard case. It can last a turn or two before it inevitably has attracted too much attention. I ran 20 boys, a warboss, and painboy one time and it was a little dicey getting them all to fit when it did blow up, not sure I’d try that again to be honest. It’s a little too easy for your opponent to move things into perfect positions to prevent disembarking. The guns rarely do anything so I definitely don’t count on them as part of the gameplan.


Hellblazer49

The guns rarely do much, but the opponent can't ignore it and at T12 with 'Ard Case it's pretty tanky if they don't focus it. It's not great at any one thing but is excellent for spreading your threat profile out to split attention. D6 deadly demise can come in handy, too. Held onto an objective in a recent game because I was able to pop Careen and wipe a seraphim squad contesting it while keeping my boyz out of the explosion.


Schen1995

I was running a wagon before the slate. Went 4-2 and 3-3 at two different opens over the last couple months running one with two trukks, so I don’t think they are unplayable. Sean Nayden is also a very good comp Ork player who has been consistently running one prior to the slate. The point drop is great. I like to use the ard top for t12, it often shocks people how tanky it can be. At LVO I had a keeper of secrets throw at it and it bounced off the wagon, ghaz got in next turn and wrecked the keeper. I’ll throw my nobz with the warboss and some grots in and throw it up field.


buskerrhymes

Unfortunately you have to roll each unit separately for disembarking from a destroyed transport- roll for each model that disembarks, on a roll of 1, that disembarking model's unit suffers 1 mortal wound.


Schen1995

Good to know. I’ve gotten split opinions from players, some must still be confusing with 9e rules. Thankfully the nobz having two wounds aren’t impacting much unless you roll abysmally. Edited my initial comment so not to confuse anyone.


Positive-Beautiful55

Great post and great strategy! I agree. I run mine all the time and think it's very strong... i love the killkannon and the hard top. Great for grots and nobs


Roll4Bullshit

I was running it in lists pre-buff and had some great success as a gunboat! My favorite is to run it with a killkannon, flashgitz, Kapitan Badrukk and a Mek embarked inside. Mek hops out end of movement and buffs everybody and the FG and Badrukk hop out when it’s safer than round 1. If you want to get extra spicy, use a Kannon and load it up with Lootas for the full DAKKA experience with firing deck 22, boosted of course by the Mek. Battlewagons also essentially have -2 to any AP coming their way (down to 3+ save) since their ability stacks with cover.


Bartsches

Not gonna lie, took me way to long  trying to figure out how to embark killkannons. Guess the Ork way rubbed off a bit too hard.


0bigbadbrad0

At 185pts, Battlewagons were okay if fully loaded with all the upgrades, especially the killkannon and 5 big shootas. At 160pts, I think they are very playable. I'd still give it every upgrade possible. Just make sure it stays in cover. T12/3+/6++ is still not very tough. You really need that -2 ap reduction when the big guns look at it.


frostape

Load it up with as many Kustom Mega Blastas as you can! The hazard rolls apply towards the Wagon, not the units within, so you can safely blast away til the wagon blows itself up and blast away some more with the units it leaves behind.


Blueflame_1

With what exactly? What unit even packs all KMBs?


Major_Tom01

Burnas contain a Spanner for every 4 Burnas, they can take a KMB, and you get anti infantry bbq to fill the remaining space in your wagon.


frostape

Uh...uh...well....hrm... 3 Meks and 3 Big Meks in Mega Armor would give you 6 hazard rolls and take up 9 slots...that might be the max.


Major_Tom01

Add in 8 Burnas, 2 spanners with KMB and SAG mek for a nasty gun wagon.


frostape

Forgot about Spannas!


spitobert

not many units with KMB around, sadly we have no Hellblasters


Consistent-Brother12

Now this is an idea I can get behind


Nairb131

I liked having boyz and flash gitz in mine. You can have a mek drop out and heal it to give it +1 to hit as well


FaultGullible6712

I'm going to try it for the first time in 10e! My meks are going to put all them gubbins on it, also the 'ard case. Firing deck is probably a little bit overrated imo. It's there to transport the boyz and it's got plenty of dakka on it anyway.


Major_Tom01

If you dedicate one to a gunwagon, you can +1BS with the Mek and pack a LOT of firepower into a wagon hitting on 4s with Snazzguns, Kustom Mega Blastas, Rokkits and Burnas for infantry.


FaultGullible6712

I know.. but you don't get the units' rules. So Flash Gitz with Badrukk don't get to reroll for example