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| Thats the part we care about right? |
We do know that disembarking will be out of the vehicle + movement, so everyone gets out up to 6 inches away. We also know that Fleet (on the Waagh!! turn) will let us re-roll the charge dice. The average of 2D6 with re-roll is 8. So we have effectively avoided any penalties associated with the "Assault Nerf 2012."
We will have 4 hull points, which is as many as a Landraider, so we should be pretty durable, but time will tell on how this change overall will affect vehicle durability. We do know that obscured is now a 5++ save so we did lose a little in regards to the KFF we usually have. But on the upside, it only takes 25% to become obscured, so we are now easier to hide!! I think this will bring the end of the 85 point KFF Mek tax of running Wagons and open that slot to other choices. (Possibly a warphead for MORE WAAAGHH!!!)
Overall I am very excited about the changes and I think that, over all Battlewagon's are better. I haven't seen anyone list any info on tank shocking, not enough orks in these Q&A sessions I guess.

Well, if big meks can repair hull points, you will definitely still want one. But now you can take one with a shokk attack gun and snap fire that mofo!
ReplyDeleteDont forget also since tanks can go 12 in the movement and 6 if u dont want to shoot in the shooting phase... so that means that the battlewagon just got faster
ReplyDeleteand don't forget the red paint!
ReplyDeleteI wish someone would leak how tank shocking will work.
ReplyDeleteI heard tank shocking was out...
DeleteRemember when I wrote this and I was wrong as fuck.
ReplyDeleteLOL!