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===Transports=== *'''Scrap Trukks:''' These suck and you suck for using them. All that is fail about Trukks without the Fast vehicle goodness. **'''Trukks:''' Thankfully still takeable. See first Ork tactica entry. *'''Battlewagons:''' One thing most armies should have is some way to reliably deal with heavy armor, especially of the Land Raider variety. Many armies get Meltaguns. Tau get Meltaguns and Railguns. Tyranids get Zoanthroapes (and the Tyrannofex to a lesser extent). Orks get the Battlewagon. Costing 90 points, you start off with a chassis, and no gun. From there, you have several options: **'''Weapons:''' You can purchase quite a few guns to place on your Wagon, <strike>with most of them being sadly [[overcosted]]</strike>; screw the rules, I have a Supa Kannon! These things can now take Supa-Kannons! ***As a heavy ordinance carrier they do well, and are fairly cheap if only uses as such, but DO take up that Heavy Support choice, and a Big Trakk is cheaper. One option is to take the Supa-Kannon and load up with three Burnas and three Meks, giving it strong point-blocking ability and high survivability (remember that high armor). See Other Stuff for tips on similar bunkering strategies. ***Consider using the Battlewagon to transport units into melee, or serve as a Deffrolla. A general rule of thumb is to take two Big Shootas, if only to prevent '''Weapon Destroyed''' results from becoming '''Immobilized''' results. Should you wish to do a shootier wagon, it doesn't hurt to tack on a Kannon; the Frag Round is Defensive and provides another blast template. Mobility is the big decision. **'''Demolition Equipment:''' The '''Deffrolla''' is effectively mandatory for a moving vehicle, as the amount of damage it can inflict on a vehicle (or even multiple vehicles should they be next to each other) will do a lot to dictate the enemy deployment and movement. Is the Battlewagon transporting a unit with a hidden Power Klaw? If so, the '''Boarding Plank''' is a bargain item; even should a Deffrolla-equipped Battlewagon fail to neutralize a vehicle, chances are high it will stun or immobilize; being able to send additional Strength 9 hits from the comfort of a wagon is rather handy as a result. The Grabbin' Klaw is nice but unnecessary, while the Wrecking Ball is a bit [[overcosted]]... **'''Mobility:''' Both the Red Paint Job and Grot Riggers are nice, assuming you can squeeze the points in. The Red Paint Job is especially handy for Wagons transporting Shoota or Burna Boyz, because in moving 7", the wagon can only be hit on 6s in melee, while still allowing the passengers to fire at full effect. Remember those Spannas? Meks can add survivablity to the Wagon and maybe make Riggers unnecessary in lower-point games. **'''Other stuff:''' Stikkbomb Chukkas are fail on account of Ork Initiative being shoddy (unless Buzzgob is hopping out), as is the '''Reinforced Ram''' for it prevents one from taking a Deffrolla. The''' 'Ard Case''' is a hit-or-miss item: when carrying Force Field Mek with Grots as a cheap scoring upgrade, it's handy to have; when carrying large assault units, it's counterproductive. The Battlewagon can also act as a rather pricey bunker, dropping off 20 Spannas to point-camp while blocking enemy fire and pouring Big Shootas and Kannon fire into approaching units, before Deff-Rollaing them in complement to a hail of twenty Spanna Boyz' shootas.
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