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[[File:Burnaz.jpg|400px|right|thumb|A Burna mob [[rape|having some fun]].]]
[[File:Burnaz.jpg|400px|right|thumb|A Burna mob [[rape|having some fun]].]]


Burna Boyz are Orks who cannot stop setting things on fire. These lunatics will set light to anything and anyone for the simple joy of watching them "do da burny dance." They can prove utterly lethal to tightly packed or lightly armoured infantry, the roiling blasts of their Burnas flushing their victims out of cover amid the sizzle.
'''Burna Boyz''' are [[Ork]]s who relish in bringing literal, fiery hell to as far as their eyes can see. These gasoline-reeked pyromaniacs will set everyone and everything alight for the simple joy of watching them "do da burny dance". They can prove utterly lethal to tightly packed or lightly armoured infantry, the roiling blasts of their [[Burnas]] flushing their victims out of cover amid the sizzle. Sometimes, if they are rich, some Burna Boyz can one-up themselves with a [[Splash Burna]], a [[Awesome|plasma flamethrower hybrid.]] They may or may not arm themselves with [[Grenades & Explosives#Burna Bottle|Burna Bottle]]s if they want a bit or range, although there is yet any official fluff or crunch indicating they use these things, even though they should.


Often they join forces with Mekboyz whom they depend on to supply them with Promethium fuel, and the [[Flamer|Burna]] weapons from which they get their name. These dedicated arsonists take great delight in setting fire to the enemy (and anybody and anything else they can lay their hands on if no enemy is available) and it takes a strong Warboss or the blackmailing powers of the Meks to keep them in line. However, the benefits of these lunatics in any Ork warband just about outweigh the risks of getting anywhere near them. The Burna Boyz can be a powerful asset on the battlefield, whether in a small team or large mobs; their mass incendiary firepower can prove devastating, particularly against enemy infantry, flushing out foes from cover and bringing down bestial creatures. Also, with their weapons turned to the searing hot point of a blowtorch flame, they can wield them to hack and slice up enemy armour and vehicles. They serve a vital secondary role in this regard, cutting up battlefield salvage for later use.  
Often they join forces with [[Mekboy|Mekboyz]], whom they depend on to supply them with [[Promethium]] fuel and the Burna weapons from which they get their name. These dedicated arsonists take great delight in setting fire to the enemy (and anybody and anything else they can lay their hands on if no enemy is available), and it takes a strong [[Warboss]] or the blackmailing powers of the Meks to keep them in line. However, the benefits of these lunatics in any Ork warband just about outweigh the risks of getting anywhere near them. The Burna Boyz can be a powerful asset on the battlefield, whether in a small team or large mobs; their mass incendiary firepower can prove devastating, particularly against enemy infantry, flushing out foes from cover and bringing down bestial creatures. Also, with their weapons turned to the searing hot point of a blowtorch flame, they can wield them to hack and slice up enemy armour and vehicles. They serve a vital secondary role in this regard, cutting up battlefield salvage for later use.


== In Game ==
==In-Game Awesomeness==
Burna Boyz are an elites choice, meaning that they compete for a slot with with Tankbustas, Nobz and Meganobz, and so are not in many armies. However, they are still a very good unit, especially in armies revolving around the use of many vehicles. The primary reason for this is because every Burnaboy is armed with a Flamer, which can be used as a melee weapon with AP 3 in melee. Through judicious use of mass tank-shocking, enemy infantry units can be pushed into compacted formations, making them prime targets for being purged with fire. The ability to unleash 30, 40, even 60 strength 4 attacks which automatically hit is frightening: don't be surprised if your opponent just removes the squad and skips saves.
Burna Boyz are an elites choice, meaning that they compete for a slot with with [[Tankbustas]], [[Nob|Nobz]] and [[Ork Kommando|Kommandos]]. As a result most Ork players tend to overlook them as a unit choice -- the Ork codex is and always has been crawling with anti-infantry damage, and Burnas can feel redundant when their slot could be better spent on a different, less overflowing niche. This is not to say that they're ''bad'', they're actually a very good anti-infantry unit, especially in armies revolving around the use of many vehicles. After all, every Burna Boy is armed with a weapon that counts not only as a [[Flamer]] in the shooting phase, but also doubles as a [[Power Weapon]] in melee depending on the rules for that edition's Assault phase (for example, AP3 in 6th edition).


'''Versatile Burna''' - Burnas can be used as either a flamer or Power Weapon, which means they can attempt to cut down MEQ units or Monstrous Creatures (although they still suffer from a crippling lack of strength for this task). However, the choice must be made whether to use them as such during overwatch, if attacked first. If you use the d3 auto-hits that means you cannot use them as power weapons. Considering the average model is MEQ, overwatching on d3 is better as the chance of an unsaved wound is the same chance as hitting and wounding at AP3 in CC (plus 2A extra per boy in CC if overwatching). Per model basis now means that you can elect to fire with half of the squad while the other half preps power weapons.
'''Versatile Burna''' - As of 8th edition, it is no longer necessary to choose to use the burna as either a flamer or a CC weapon; you get to do both. As a result, Burna Boyz are not only pretty good at short-range shooting, but are a reasonable threat in melee as well. In 8th Edition, they were kings of Overwatch, and in 9th this is still true: if your opponent has somehow created a situation where you are able to use the Overwatch stratagem on these guys, well, he's either really confident of success or he done messed up- with odds favoring the latter.


'''Dedicated Transport''' - Burnas can now take trukks as a dedicated transport. Remember that when you fire from a Trukk, you can simply find one good placement for the flamer and have every single Boy shoot with exactly the same angle [[Rape| resulting in dozens of hits on a same unit]].
'''Dedicated Transport''' - Burnas can now take [[Trukk]]s as a dedicated transport. Remember that when you fire from a vehicle, you can simply find one good placement for the Flamer and have every single Boy shoot with exactly the same angle [[Rape| resulting in dozens of hits on the same unit]]. Through judicious use of mass tank-shocking (pre-8th edition) or Advancing (8th/9th edition), enemy infantry units can find themselves engaged very quickly, making them prime targets for being purged with fire. A 15-strong mob (assuming you're using a [[Battlewagon]] and not a Trukk) has a frightening ability to unleash up to 45 strength 4 attacks which automatically hit. Don't be surprised if your opponent skips saves and just removes the squad. Because of their fragility, having them mount up is probably the best way to get the most utility out of your Burna Boyz.


== On the flip-side ==
But then we get to their drawbacks. In addition to the aforementioned Elite slot overcrowding, they are a slow unit heavily reliant on their transports to get anywhere. As soon as their transport is destroyed, the enemy can simply retreat slightly and continue firing at the Burna Boy unit that only has Toughness 4 and a 6+ armour save to protect them. Yeah, Burna Boyz are one of those "expensive gun, fragile soldier" units like [[Melta]] [[Space Marine]]s or [[Imperial_Guard|Guardsman]] [[Militarum_Veteran_Squad|Veterans]], meaning they are almost entirely reliant on transportation and thus mobility to ensure they come anywhere close to proving their worth in an Ork force. This was not helped by the fact that they were themselves very weak to Flamers in certain editions (namely 7th) if they rode in an open-topped Trukk, or their base Initiative 2 if they tried to actually use those fancy melee rules.
They're providing anti-infantry in an army that already has excellent anti-infantry, and they cannot fire from transports if you move the vehicle any great distance. They were much better offensively last Edition, but alongside the Power and Template Weapons nerf came a serous defensive buff, in the form of D3 Overwatch hits per Burna, even if they're in a Trukk. And, since assaulting is an uncertain prospect nowadays, you might get a proper round of firing into the advancing enemy unit.


Furthermore, although Burna squads can murder any kind of infantry when they get close, they are not a fast unit. this means that as soon as their transport is destroyed, the ennemy can simply  retreat slightly and continue firing at the expensive Burna Boy unit that only has Toughness 4 and a 6+ armour save to protect them.
8th edition dropped their points to 10 per Burna Boy, for a very good reason: Burnas were nerfed from being exactly as strong as an [[Imperial]] Flamer, to half as powerful. A Flamer deals D6 hits, a Burna only D3, a change that was made rather late in 8th edition's development. Based on Mathhammer it's estimated that a Burna costs 4 points to a Flamer's 7. The upside is that a Burna Boy functionally acts as if it had a [[Power_Weapon#Power_Stabba|Power Stabba]] (S:user, AP:-2) for free, even if they only have 2 attacks base. A lot of players are salty about this nerf, and overall it has made taking Burna Boyz even harder to justify even though they're relatively cost-effective as long as they actually stay alive (see above). Then again, it could be argued that the nerf makes sense since few other armies have a troop selection that squeezes so many Flamers into a single unit.
Burna Boyz die just like a 6 point model but pay three times as much solely for significantly enhanced close range damage output, meaning they are entirely reliant on transportation and thus mobility to ensure they come anywhere close to proving their worth in an Ork force. With the big nerf to Ork Trukks through the tweaked Ramshackle rule and an arguable nerf to Battlewagons with template weapons having a greater effect against open-topped vehicles as well as the actual points increase of the unit itself - mandatory assault grenades, hooray for Initiative 2!
This means that Burnas are generally a tricky unit to use effectively, although cheap 5-man squads with a Trukk in MSU lists can be very effective infantry hunters, backfield objective clearers and even [[DISTRACTION CARNIFEX|distractions]] through their insane damage output against Xenos infantry.


Regardless of edition, Burnas are generally a tricky unit to use effectively, although cheap 5-man squads with a Trukk in MSU lists can be very effective infantry hunters, backfield objective clearers and even [[DISTRACTION CARNIFEX|distractions]] through their reliable damage output against other infantry.
[[Category:Warhammer 40,000]]
[[Category:Xenos]]
[[Category:Orks]]
[[Category:Kult of Speed]]
[[Category:Dred Mob]]
{{Template:Orks-Forces}}
{{Template:Orks-Forces}}

Latest revision as of 14:43, 20 June 2023

A Burna mob having some fun.

Burna Boyz are Orks who relish in bringing literal, fiery hell to as far as their eyes can see. These gasoline-reeked pyromaniacs will set everyone and everything alight for the simple joy of watching them "do da burny dance". They can prove utterly lethal to tightly packed or lightly armoured infantry, the roiling blasts of their Burnas flushing their victims out of cover amid the sizzle. Sometimes, if they are rich, some Burna Boyz can one-up themselves with a Splash Burna, a plasma flamethrower hybrid. They may or may not arm themselves with Burna Bottles if they want a bit or range, although there is yet any official fluff or crunch indicating they use these things, even though they should.

Often they join forces with Mekboyz, whom they depend on to supply them with Promethium fuel and the Burna weapons from which they get their name. These dedicated arsonists take great delight in setting fire to the enemy (and anybody and anything else they can lay their hands on if no enemy is available), and it takes a strong Warboss or the blackmailing powers of the Meks to keep them in line. However, the benefits of these lunatics in any Ork warband just about outweigh the risks of getting anywhere near them. The Burna Boyz can be a powerful asset on the battlefield, whether in a small team or large mobs; their mass incendiary firepower can prove devastating, particularly against enemy infantry, flushing out foes from cover and bringing down bestial creatures. Also, with their weapons turned to the searing hot point of a blowtorch flame, they can wield them to hack and slice up enemy armour and vehicles. They serve a vital secondary role in this regard, cutting up battlefield salvage for later use.

In-Game Awesomeness[edit | edit source]

Burna Boyz are an elites choice, meaning that they compete for a slot with with Tankbustas, Nobz and Kommandos. As a result most Ork players tend to overlook them as a unit choice -- the Ork codex is and always has been crawling with anti-infantry damage, and Burnas can feel redundant when their slot could be better spent on a different, less overflowing niche. This is not to say that they're bad, they're actually a very good anti-infantry unit, especially in armies revolving around the use of many vehicles. After all, every Burna Boy is armed with a weapon that counts not only as a Flamer in the shooting phase, but also doubles as a Power Weapon in melee depending on the rules for that edition's Assault phase (for example, AP3 in 6th edition).

Versatile Burna - As of 8th edition, it is no longer necessary to choose to use the burna as either a flamer or a CC weapon; you get to do both. As a result, Burna Boyz are not only pretty good at short-range shooting, but are a reasonable threat in melee as well. In 8th Edition, they were kings of Overwatch, and in 9th this is still true: if your opponent has somehow created a situation where you are able to use the Overwatch stratagem on these guys, well, he's either really confident of success or he done messed up- with odds favoring the latter.

Dedicated Transport - Burnas can now take Trukks as a dedicated transport. Remember that when you fire from a vehicle, you can simply find one good placement for the Flamer and have every single Boy shoot with exactly the same angle resulting in dozens of hits on the same unit. Through judicious use of mass tank-shocking (pre-8th edition) or Advancing (8th/9th edition), enemy infantry units can find themselves engaged very quickly, making them prime targets for being purged with fire. A 15-strong mob (assuming you're using a Battlewagon and not a Trukk) has a frightening ability to unleash up to 45 strength 4 attacks which automatically hit. Don't be surprised if your opponent skips saves and just removes the squad. Because of their fragility, having them mount up is probably the best way to get the most utility out of your Burna Boyz.

But then we get to their drawbacks. In addition to the aforementioned Elite slot overcrowding, they are a slow unit heavily reliant on their transports to get anywhere. As soon as their transport is destroyed, the enemy can simply retreat slightly and continue firing at the Burna Boy unit that only has Toughness 4 and a 6+ armour save to protect them. Yeah, Burna Boyz are one of those "expensive gun, fragile soldier" units like Melta Space Marines or Guardsman Veterans, meaning they are almost entirely reliant on transportation and thus mobility to ensure they come anywhere close to proving their worth in an Ork force. This was not helped by the fact that they were themselves very weak to Flamers in certain editions (namely 7th) if they rode in an open-topped Trukk, or their base Initiative 2 if they tried to actually use those fancy melee rules.

8th edition dropped their points to 10 per Burna Boy, for a very good reason: Burnas were nerfed from being exactly as strong as an Imperial Flamer, to half as powerful. A Flamer deals D6 hits, a Burna only D3, a change that was made rather late in 8th edition's development. Based on Mathhammer it's estimated that a Burna costs 4 points to a Flamer's 7. The upside is that a Burna Boy functionally acts as if it had a Power Stabba (S:user, AP:-2) for free, even if they only have 2 attacks base. A lot of players are salty about this nerf, and overall it has made taking Burna Boyz even harder to justify even though they're relatively cost-effective as long as they actually stay alive (see above). Then again, it could be argued that the nerf makes sense since few other armies have a troop selection that squeezes so many Flamers into a single unit.

Regardless of edition, Burnas are generally a tricky unit to use effectively, although cheap 5-man squads with a Trukk in MSU lists can be very effective infantry hunters, backfield objective clearers and even distractions through their reliable damage output against other infantry.

Forces ov da Orks
Bosses: Beastboss - Big Mek - Boiler Boy - Meganobz - Painboy
Painboss - Pigdok - Warboss - Warlord - Weirdboy - Wurrboy
Boyz: Boyz (Huntas - Madboyz - Shoota Boyz - Slugga Boyz - Stikk Bommas - Wildboyz)
'Ardboyz - Brutes - Cyborks - Diggas - Gretchin - Nobz - Skarboyz
Oddboys: Burna Boyz - Flash Gitz - Kommandos - Lootas
Mekboyz - Rokkas - Runtherd - Stormboyz - Tankbustas
Feral Orks an'
Beast Snaggas:
Beast Snagga Boy - Boarboyz - Herda - Kill Rig
Squig Catapult - Squiggoth - Squighog Boy - Trappa
Stompy 'fings: Deff Dred - Gorkanaut - Killa Kan - Mega-Dread - Morkanaut
Transports an' Tanks: Battlewagon - Big Lugga - Big Trakks - Bonebreaka - Bonecruncha - Braincrusha
Flakkatrakks - Gobsmasha - Grot Tanks - Grot Trakbike - Gutrippa - Grot MegaTank
Gunwagon - Looted Wagon - Lungbursta - Trukk - Spleenrippa - Weirdboy Tower
Speed Freeks: Boomdakka Snazzwagon - Bowelburna - Cuttas - Deffkilla Wartrike - Junka
Kustom Boosta-Blasta - Megatrakk Scrapjet - Rukkatrukk Squigbuggy
Shokkjump Dragsta - Speedsta - Warbikers - Warbuggy - Wartrakk
Flyboyz: Bomma - Dakkajet - Deffkoptas - Drilla-Killa - Fighta - Fighta-Bomma
Grot Bomms - Landa - Minelayer - Warkoptas - Wazbom Blastajet
Supportin' Dakka: Grot Bomm Launcha - Magna-Kannon - Mek Gunz
Splashy Noggins: Ship Smasha-class Maritime Destroyer
Nautical Kroozer - Ork Submersible
Zoggin' Big and Ded Killy: Battlefortress - Gargant - Kill Tanks - Locomotive Battering Ram - Stompa
Warp Ulks: Ork Assault Boat - Rok
Huts'an Stuff: Big'ed Bossbunka - Dropz - Mekboy Workshop
Gubbinz an' Wots-its: Choppas - Fungus - Ork Gunz - Snotlings - Squigs - Warboars