Warhammer 40k - Unit Review Library 34 - Ork, Battlewagon


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Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - The Great Unit Review Wheel! post!

However, on the 26th one, I have decided that it is big enough to call this series a Library!

What is it all about? It is not there to just give a stat. It is there to give MY review of the unit!

In this series, I will review one unit at a time, picking them randomly.

So let me spin the wheel again and see what I get:

Orks, Battlewagon

10th Edition Index Cards

The Ork Battlewagon is a staple for a mechanized Ork army that wants a durable transport that can get the boyz to the other side of the battlefield.

These vehicles come in a great kit that is capable of building the many variants of Battlewagon... until 10th Edition, where there ARE NO VARIANTS!

Now you can just add all of the options on one vehicle for free! So the Ork players do just that! They mount every single option to the Battlewagon! There is even a meme for that:


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So in the unit composition the vehicle is only armed with: tracks and wheels.

Then the Wargear Options looks like this...

This model can be equipped with one of the following:
◦ 1 kannon
◦ 1 killkannon
◦ 1 zzap gun
■ This model can be equipped with up to 4 big shootas.
■ This model can be equipped with:
◦ 1 lobba
■ This model’s tracks and wheels can be replaced with 1 deff rolla.
■ This model can be equipped with any of the following:
◦ 1 ’ard case
◦ 1 grabbin’ klaw
◦ 1 wreckin’ ball

So... if you look at the picture above you will understand that the Battlewagons now have EVERYTHING and that is how I will review it.

The ONLY choice that needs to be thought about is whether or not you need the 'ard case. This gives the vehicle an extra 2 Toughness, but you lose the Firing Deck rule...

On second thought... unless the Battlewagon is transporting a unit with lots of guns, I would say that the +2T is better than having a Firing Deck.

Stats

10" Movement
Toughness 10 and made 12 with the 'ard case!
3+ Save and 6+ invul save
16 Wounds
Ld 7+
OC 5

With the T12 option, this makes this Battlewagon as tough as a Land Raider with less armor, but with an invul save.

Its basic is Firing Deck 22, which allows it to fire with 22 of the ranged weapons of the unit embarked on the transport as though it had the weapons itself.

One or two rokkit shots is not enough to drop that T12.

Unless you can transport something like Flash gits or Lootas, its generally going to be better to be tougher.

Weapons

This thing has a massive amount of weapons! Let's assume you put EVERYTHING on! This vehicle is even great in close combat!

Melee

The Deff Rolla is a no-brainer to take:
A 6
S 9
Hits on 3+
AP -1
Damage 2

Then the Grabbin Klaw has the "Extra Attacks" rule, meaning you can hit with the Deff Rolla AND the Grabbin Klaw
A 2
S 8
Hits on 3+
Ap -2
Damage 2

Then the Wrecking Ball, also Extra Attacks!
A 1
S 10
Hits on a 4+
AP 0
Damage - Roll a D6

So this thing hits with a plethora of attacks, throw in a Tank Shock Strat there and you will be able to mess up a lot of units on its own!

On the turn you call the Waaagh! all Ork units get +1 A and +1 S in melee... that makes this Battlewagon quite the beast!

Ranged Weapons

With so many guns, you will hit something right?

So let's deal with the compulsories:

4x Big Shootas, let's add the attacks together
3x 4 shots, so 12 shots. Rapid Fire 2, so at half range its another 8 shots for a total of 20 shots!
Max range is 36" and half is 18"
Hitting on 5+ like most Ork shooting. S5 Ap0 Damage 1

1x Lobba
48" Indirect Fire, Blast
D6 Attacks
5+ to Hit
S 5
AP 0
Damage 1

And then you can choose one of 3 guns. The Killkannon reduces your transport capacity.

Killkannon
24" Range
Hitting on 5+
D6+3 Attacks
S 9
AP -2
Damage 2

This is a good gun. Even with 5+ to hit, with a high enough roll for attacks and something will hit and something will hurt.

Then you get the slightly more versatile Kannon which has 2x firing modes. You have to choose one of the two to shoot with at 36" Range

Either
D6 Shots, hitting on 5+, S5, AP0 and Damage D1

Or
1 shot, hitting on 5+, S9, AP-2 and Damage D6

Finally, you have the Zzzap gun

36" Range
1 Attack
Hitting on 5+
S 2D6 - This is interesting as you roll two dice and add them together, so anything between S2 and S12. On average S7 though.
AP-3
Damage Flat 3
This gun also has Devastating Wounds so if you roll a 6 on the To Wound roll it cuts through armor and invulnerable saves!

Abilities

It can transport 22 Boyz!
If it uses a Killkannon this goes down to 12 Boyz.

Ramshackle but Rugged - -1 Damage to incoming damage! Wow! This makes it very good at tanking attacks that do multiple damage and then bringing it down!

I play Mechanized Space Wolves and I can say that this tank is great at what it does and at 170pts, you can easily field 2 to 3 of them and load them up with close combat troops!

Thank you for reading!

Warhammer Review Library

Adeptus Custodes

Adeptus Mechanicus

Blood Angels

Chaos Daemons

Chaos Knights

Dark Angels

Death Guard

Drukhari

Genestealer Cults

Grey Knights

Imperial Agents

Imperial Knights

Leages of Votann

Necrons

Orks

Space Marines

T'au Empire

Tyranids

World Eaters

Thank you for reading!

** Images in this post are from the Warhammer app.

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@zakludick

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