Showing posts with label Tankbustas. Show all posts
Showing posts with label Tankbustas. Show all posts

Tuesday, 27 June 2017

8th Edition Tankbustas

As those that know me will testify, I just love the Tankbastas. I love the very idea of them. They want to go out there and maul vehicles. It is so understandable and just so Orky! They have rokkits and rokkit pistols and tank hammers and bombs of every sort and of course my real favourite Squig bombs!

The Best!
There can be 15 boyz in the unit and you can add 2 squig bombs for every 5 boyz. The boyz are all armed with S8 Rokkit Launchas. They can swap in close combat stuff but I prefer to attack from distance. As usual the downside here is the BS of 5 meaning you need 5+ to hit. So that is an average of 5 hits per turn for the 15 boyz probably needing 3+ to wound but....

Each squig bomb, and there are six, has a BS of 2 and a range of 18". They are single use as explode  with the bomb. They have S8, AP-2 and D6 damage. Now that is pretty cool indeed and their deaths are ignored for the purposes of morale.

If we close the distance to the target the boyz can use Tankbusta Bombs with R6", Grenade D3, S8, AP-2 and D D6. Not bad for Orks and the D3 grenade is a big help to increase the volume of hits as is the D6 damage, especially against multi wound vehicles.

Da Boyz
The unit also benefits from 'Ere we go (re-roll failed charge rolls) and Mob Rule (use the leadership characteristic of any unit within 6")

The thing that really sets them apart though is the Tank Hunters rule. This means that they can  re-roll failed hit rolls when attacking vehicles. Oh yes indeedy folks. This really gives them an edge. In effect it doubles the number of hits achievable.

And for the Squigs .... they hit on a 2+ with a re-roll. In my book that is six guaranteed hits then. For shooting this is as good as it gets!

Now just imagine that there is a particular vehicle that you really want to take out. Weirdboy use Da Jump to move the Tankbustas within 9". Deploy the Bomb Squigs and throw the Tank Busta bombs. So what are we talking as averages against a T7 vehicle?

Bomb Squigs - 6 hits needing 3+ to wound so that is 4 wounds D6 should make it 12 and AP-2 should mean only a 6 will save so with 2 saves that is 10 wounds.

Tankbusta bombs - 5 hits, re-roll the 10 miss's another 3 hits, thats 8, D3 grenade should make it 16 hits needing 3+ to wound call that 10 wounds, D6 should make it 30 and AP-2 should mean only a 6 will save so with 5 saves that is 25 wounds.

In summary - No more vehicle - it is merely a pile of smoking metal with some very happy Tankbusta Boyz standing nearby taking selfies.




Friday, 1 August 2014

Newly Improved Tankbustas for the 7th Edition

The Tankbustas were always a favourite with me. I love the idea of mad Orks armed to the teeth with every conceivable anti-tank weapon just rushing headlong into the fray to destroy as much armour as they possibly can. Now in the old rules this was in fact a bit of a problem as they were forced to attack all the time and sometimes, when they got excited, even their own vehicles. No don't get me wrong, I like a laugh as much as the next person, but they weren't exactly competitive. It was almost as though your opponent controlled where they ended up.

Well thats all changed now and the new 7th edition Tankbustas are now a proper force to be reckoned with. They come with improved shooting opportunities as well as Tankbusta bombs for all and we still have the very zany Bomb Squigs! I think every Ork army will have a squad!

Lets have a proper examination of these bad boyz! (I needed to reach back in time to get sufficient Rokkit models and I am still 2 short for a full unit).



A unit of 5 Tankbustas costs 65 points and each of them is armed with Rokkit Launchas R24", S8, AP3, Assault 1. Everybody in the unit has one of these! They also come with Tankbusta Bombs (melta bombs) S8, AP1, Armourbane (rolls an extra D6 for Armour Pen and choose the 2 highest), Unweildy (Fights with an I of 1 in hand to hand). The entire unit also has the Tank Hunters rule and therefore re-rolls for armour penetration and can re-roll Glancing Hits.  They can all be put in a Trukk (capacity of 12)

Two models can swap their Rokkit launches for Tankhammers S8, AP3, Melee, Two handed, unwieldy. Costs 15 points each. I don't really see the point in them at all! Use the Tankbusta Bombz against vehicles and if the Tankbustas are in melee - then they are toast anyway! You have to give up 2 Rokkit Launchas as well - and with a BS of 2, I think the squad will want as many shots as possible.

In other words they are full on anti armour!!

To really put salt in the wound they are also 'Glory Hogs' which grants double Victory Points if the first model to leave the board in an enemy Tank! Potentially game winning and very much in the Ork character. I like it.

In terms of unit size - you can have an additional 10 models at 13 points each - that is 15 in total. One may be ungraded to Boss Nob. The big call is going to be - How many do you include? They are going to attract attention. I think the Trukk is necessary which puts a limit of 12 on the unit size - but in smaller games I think less will be needed.

You can also add up to three Bomb Squigs for 5 points each. This is a one off ranged attack i.e. the squig runs forward and explodes! R18", S8, AP4, Assault 1, Scuttle Scuttle Blam! (always hits on a 2+)


I think that this is great value for the 5 points spent. It gives a S8 ranged attack, hitting on a 2+. Orks just don't have that capability anywhere else. Got to have all 3 in any army.

Tankbustas will be great fun to play and it will be worth my while investing a little more time in upgrading their paint job!

Ka Boom!!