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Gun Wagon!!!

 Post subject: Gun Wagon!!!
PostPosted: Wed Jun 18, 2008 11:19 pm 
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Well, they do have an important function then! Think of them as riflemen :)

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 Post subject: Gun Wagon!!!
PostPosted: Wed Jun 18, 2008 11:21 pm 
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Have a quick scan of the "poorly used units" thread, where Neal suggests a different way to make use of Gunwagonz to screen more important units.

Basically, the suggestion is to consider different ways of using the unit, to expand your tactical use of the army.

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 Post subject: Gun Wagon!!!
PostPosted: Fri Jun 20, 2008 8:43 am 
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A nasty little tactic is to take large and uge formations of Gunwagons and Engage with them. Your opponent will be worried about mobz getting into base to base contact and kults of speed fire fighting him, but gunwagons are good, for orks, at both and have save.

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 Post subject: Gun Wagon!!!
PostPosted: Wed Jul 09, 2008 9:57 pm 
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Wouldn't that tactic work better with Flakwagons?

Same CC and FF, better outside Engagements.

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 Post subject: Gun Wagon!!!
PostPosted: Thu Jul 10, 2008 8:34 am 
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At times yes, but the increased range of the Gunwagon means that you don't have to over expose yourself whilst you are still firing your Soopa/SupaZzapp guns.

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 Post subject: Gun Wagon!!!
PostPosted: Thu Jul 10, 2008 8:57 pm 
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Ah, well he said 'Engage' not hang out at 45cm and nuke them. ^^

I have a big blitz worth of gunwagons I think, 2 zzaps and that ough to be pretty nice if it can avoid being swatted like the bugs they are of course.

Have to try it out.

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 Post subject: Gun Wagon!!!
PostPosted: Fri Jul 11, 2008 2:00 pm 
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Gunwagons are kind of like bigger versions of Buggies.  They suffer from the same malady - they can do more and different stuff but aren't specialized.  As a result, they lose against other wagons (or KoS units for the Buggies) in most comparisons.

The one thing Gunwagons have is range.  They can be moved into range near the end of one turn with a double move and sustain fire early in the following turn.  The range helps them keep enough valid targets that they can fire even if the enemy gets to go first.  Even allowing for the relatively high chance of failing to activate with a sustain fire they average ~8 hits in the 2 actions.

However, in my opinion the problem is that Oddboyz are too effective for their points, so there's no reason to have any non-Oddboy fire support formations in the Ork army.  It's a no-brainer to max them out in any shooty formation, so the one role where Gunwagons might be consistently effective is outshined by their role as meat-shields for the attached Zzaps and Soopaguns.

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 Post subject: Gun Wagon!!!
PostPosted: Fri Jul 11, 2008 5:55 pm 
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We just stayed with 3 ratings for Ork AFVs - APCs(old SM1 & 2 battle/skullwagons ... Battlewagons = MBTs.  And BattleForts = are all the big Ork AFVs.  :alien:  Keeping it simple ... :D

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 Post subject: Gun Wagon!!!
PostPosted: Fri Jul 11, 2008 8:45 pm 
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I agree that Oddboyz are a no-brainer.

Putting a big gun in a mob? make it an oddboy
got wagonz? 3 flak and an oddboy
etc.

There is no reason to not do this.

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 Post subject: Gun Wagon!!!
PostPosted: Fri Jul 11, 2008 9:24 pm 
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Quote: (scarik @ 11 Jul. 2008, 20:45 )

got wagonz? 3 flak and an oddboy

I think the consensus on an optimized "Zzap brigade" is 2 flak, 1 gun, 1 zzap.  With 3 flak guns the first BM suppresses you down to 30cm range.  With a gunwagon, you can move it to the back to "soak" the BM and keep the effective Zzap range up to just under 45cm.

The ratio can drop for Big/Uge versions but you need at least 1-2 Gunwagons.

If you would like to help out, I'm looking for people's reports on Oddboy-heavy armies.  I've found that high activation "popcorn" armies with Zzaps in nearly every formation are wicked.  There have been a few others who tried out that style but reports have been mixed some agreeing it was overpowered and some saying it was okay.  I'd really like to get a larger sample.

I proposed a point change for Oddboyz to +75 but it only has mixed support so I dropped it.

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 Post subject: Gun Wagon!!!
PostPosted: Fri Jul 11, 2008 10:01 pm 
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We've got 15 or so Oddboys, they can easily ruin my friend's Chaos to see how bad it is.

Yeah, I know you need extra gunwagons, was just using hyperbole to make the point ^^

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