Prior to the advent of the Forgeworld version, there was little guidance
on how big a Battlewagon should be. The codex includes a photo of a
scratchbuilt Battlewagon by Adrian Wood. This is fairly simple design
about 1 1/2 times the length of a Leman Russ (i.e. 7 1/4 inches or 18cm
long), and almost twice as wide. The White Dwarf battle report that
accompanied the release of the Ork codex featured a Battlewagon built
by Andy Chambers on a modified Land Raider hull (which is about 6 3/4
inches or 17cm long). Converted out of spare parts from an apparently
bottomless bits box, it had a ramshackle charm, and has influenced the
style of many players' Battlewagons since. Most players seem to accept
that a Battlewagon ought to have about the same 'footprint' as these
models. The majority of official WH40k vehicles are undersized compared
to the troops. It is not necessary for the model to hold
literally 20 Ork models. It would therefore be acceptable to have something
smaller, but anything as small as a Rhino tends to look rather unconvincing. In addition,
it would offer an unfair advantage because it is a relatively small target.
Many Battlewagons are significantly larger than a Land Raider. This is due either to
the builder wanting to literally fit 20 Ork models inside, or because the builder has
adopted the Orky maxim that 'bigger is better'.
These grandiose models are generally accepted, but remember
that very wide, long vehicles can be unwieldy, will be more difficult
to conceal, and will be very vulnerable to Ordnance weapons. In essence, fielding
an oversize model is going to largely favour your opponent. Remember
that instead of building outwards, you can always build upwards by adding
towers, smokestacks and turrets to make the model more impressive. Increased
height will still make the vehicle harder to hide because the 4th Edition
rules are more forgiving in this regard than previous versions of the
rules. As long as there are some large terrain pieces on the table,
your Battlewagon won't be targeted too easily.
5. What armament and upgrades should
the Battlewagon have?
Oddballz gave the side of the wrecked Battlewagon one final kick.
Its innards were strewn about the ground, and oily smoke poured fitfully
from the gaping holes that had been punched in its sides. There was
barely anything left that was worth salvaging. He sighed. He had only
finished building it on the morning of the battle, and already it was
little more than junk - and it hadn't even fired a shot. He really ought
to have listened to the other meks. They had all warned him that arming
it with three skorchas was going to leave it a bit short on ranged firepower.
The armour plates over the fuel tanks would have been a good idea too,
as would the force field that Big Mek Sogbag had suggested. Clearly,
he was going to have to think a bit more carefully about these things
when he built the next one.
Before constructing the Battlewagon, it's worthwhile considering
what its armament will be. You have a wide choice of weapons,
and each can influence your design.
Many players arm their Battlewagons on the basis of what looks good
versus how it works in game terms. There is nothing
wrong with that. This part of the FAQ assumes that you're interested
in the role your Battlewagon will have in the game. None of these suggestions
are set in stone. The effectiveness of a given weapon combination
will always depend on your tactics, the type of game you play, and what's
in the rest of the army. The tactics for actually using a Battlewagon
are beyond the scope of this FAQ. Suggestions for modelling weapons
and upgrades appear below.
You need to decide what role the Battlewagon will play in your army.
Will it be used for transport or support? Another consideration is
the type of armament. Will the Battlewagon focus primarily on the
anti-armour role, or on the anti-personnel role? It is also possible to
field a multi-purpose Battlewagon, which can take on different
types of opposition and fill multiple roles.
Transport vehicles
If you are going to use a Battlewagon as a transport, then it has
one major goal - to deliver its payload when and where it's needed.
Shooting should not take priority over the transport role, so the weapons
should be as basic as possible and can fire on the move. This means big shootas
and skorchas.
Don't equip the Battlewagon with bolt-on big shootas unless you have points
to spare. They have a hefty point cost and you won't be shooting
them much. A skorcha may be worth having. You will want it mounted near
the front to give it a clear field of fire, but remember you will often
want to disembark your troops at the front, so it will be of limited
use. Multiple skorchas are unwieldy and unlikely to be useful. You might
want to add some spikes and blades to discourage enemy assaults on
the vehicle, but enemy guns are a more common threat, so this upgrade
is only for those with some points to spare.
Tempting as it is to fill the Battlewagon with something really nasty
like Skarboyz, most Ork players agree that the most suitable
unit to transport in the Battlewagon is an Ardboyz mob. With
open-topped transports being fairly vulnerable, there is a good chance
the troops on board will have to take armour saves (either by
their transport being destroyed and/or because they've been compelled
to disembark). A unit of Ardboyz versus Skarboyz will take fewer casualties
in this situation due to their superior saving throw. Bear in
mind, Ardboyz are also relatively expensive and a Battlewagon full of them
is going to attract a lot of enemy fire.

A Battlewagon disgorges its passengers, in this case a mob of Orks
led by their Warboss. The front ramp on Gordy2000's Battlewagon is ideally
placed for disembarking passengers directly into combat.
Support vehicles
By virtue of its strong front armour and the number of weapons it
can carry, the Battlewagon is a useful support unit. In WH40k, units
are normally more effective if they are optimised for a specific role.
So the conventional wisdom is that it's best to configure the Battlewagon's
weapons for either the anti-personnel role or the anti-armour role.
A skorcha is not particularly useful for either role, so the suggestions
below ignore the skorcha option.
A Battlewagon configured for the anti-personnel role will have 3 twin-linked
big shootas, and additional bolt-on big shootas - these are often known
as 'Dakka Wagons'. With the maximum number of bolt-on big shootas (i.e.
5, which will push the vehicle's cost up to at least 170 points), you
will get 24 Strength 5 shots per turn, 9 of which are twin-linked. You
can replace one twin-linked big shoota with a kannon, which gives you
a weapon with a Str 5 Frag round that uses the small template in the
same way as Ordnance (i.e. you don't use the Orks' BS 2), or a Str 8
Krak round that shoots with BS 2. In 4th Edition, however, the small
template has to be placed over a specific model, so it tends to be less
effective than previously, and the Krak round will normally miss. You
may therefore find that the twin-linked big shoota is more useful.
The bolt-on big shootas are fired by the vehicle's passengers, so
you need some Orks on board to use them. As the Battlewagon is open-topped,
everyone on board can fire their personal weapons. Consider arming the
Ork mob intended to ride on the Battlewagon with additional big shootas,
giving you even more Str 5 firepower. If the vehicle is intended purely
for fire support, then the mob on board (which is effectively extra
krew) could be quite small. A small unit of Flash Gits (which can have
up to 5 Big Shootas, including the Nob's) would add another 15 Str 5
shots. Remember the troops on board (including those firing the bolt-on
big shootas) can shoot at a different target to the rest of the vehicle's
guns.
Battlewagons armed for the anti-tank role will have a zzap gun and
2 twin-linked rokkit launchas, providing (in theory, as the zzap gun
is unreliable) 3 high-strength weapons all with a 24" range. This is
a formidable support unit, which is effective against both troops in power
armour and against tanks. The best cargo for a vehicle equipped this
way is a mob of Tankbustas, equipped with their full allowance of rokkit
launchas (i.e. 4, including the Nob's). The Battlewagon's armour provides
vital protection for the Tankbustas and allows them to get within their
rokkits' effective range. Given the popularity of power-armoured troops
amongst WH40k players, this is a good combination. With this weapon configuarion,
it will not be able to fire more than one weapon on the move.

Orchead the Red's Battlewagon is armed with a kannon and twin-linked big shootas,
a common weapon combination for the support role. The model is based on the Forge World
Baneblade, and features components from several other Forge World models (such as the Looted Rhino).
A lot of this could be replicated with sheet styrene, as it is otherwise an expensive project,
but the level of detail and texture of the resin pieces really helps to convey the impression of a
heavily armoured tank.

Armed with a zzap gun and twin-linked rokkit launchers (mounted well forward to maximise their range)
, Nightserpent's Battlewagon is well equipped for tank-killing.
All-purpose vehicles
Allocating your Battlewagon to a specific role and equipping it accordingly
will maximise its usefulness - provided it compliments the rest of your
army list. There are drawbacks to both of the specialised support
versions suggested above. In the case of the 'Dakka Wagon' (with or
without a kannon), the vehicle's anti-armour capability is low or at
least very limited. In the case of the zzap gun plus rokkit version,
all the weapons are relatively short-ranged and only one can be
fired if the Battlewagon has moved. This you may leave you to not use
its full potential very often. The anti-armour configuration is also weak against infantry.
With the Battlewagon being a Heavy Support choice, it can be used as
a transport by any mob in your army in addition to providing fire support.
To equip it to be useful in both the transport and support roles, you might consider
arming the vehicle with the zzap gun and big shootas. This may go against the
conventional wisdom, but it fulfils its purpose.
The zzap gun is one of the
best anti-tank weapons in the game. When mounted on a Battlewagon
it becomes mobile and is probably always worth having. Big Shootas
can be used to fire at soft targets while the Battlewagon closes the
range for the zzap gun to engage enemy armour. This configuration is less
effective at the fire support role and more pricy
than would be ideal for the transport role in order to gain versatility.It
can be made more effective in a fire support role
by transporting some Boyz with the appropriate weapons. Tankbustas if
you need more anti-armour punch, or Boyz with Big Shootas if you want
more anti-personnel firepower. Ultimately, it's up to you to work out
which combination works best with your Ork army.

Agatheron's Battlewagon is an all-purpose vehicle, with additional
big shootas to compliment the twin-linked weapons. This top view shows
the position of the vehicle's weapons, which provide it with all-round
protection.
Upgrades
Grot Riggers are an indispensable upgrade for any Battlewagon.
These handy little runts are dirt cheap, and can make
a big difference to the Battlewagon's fate. They are compulsory for
Kult of Speed vehicles.
While a Mek or Big Mek with a kustom force field is not technically an 'upgrade',
it is a good idea to get one on board or close enough to protect the Battlewagon.
Although this device is
less useful than it was in the previous version of the rules, it still
has its purpose. The Ork codex entry says a vehicle is treated as 'hull down' when
protected by a kustom force field.
'Hull down' in 4th Edition means the same thing as 'obscured', so the
vehicle would treat penetrating hits as glancing hits on a 4+. Confusingly,
the current FAQ for the Ork codex says that the kustom force fields
provide 'concealment'. This may mean that it works the same way as
smoke launchers (penetrating hits always count as glancing hits), or
it may mean it simply obscures the vehicle. Either way, the Battlewagon
still has a reasonable chance of avoiding a penetrating hit. The Mek
or Big Mek should also have mek's tools, so he can try and repair the
Battlewagon when it is damaged. If you can spare the points, give him
some Oilers to increase his chances of successfully repairing the vehicle.



Oddballz Big Mek, equipped with a kustom force field and mek's tools ( and with his favourite
Grot riding on his shoulder). The kustom force field is represented by a 'looted' Tau Shield Drone.
He is shown riding in a Battlewagon (allowing the kustom force field to protect the whole vehicle),
and walking beside it (where he can repair it, if necessary, and is at less risk of being blown up).
A Battlewagon configured for the assault role should have the upgrades
that enable it to get there as fast as possible. Turbo boostas and a
red paint job are the most useful. Armour plates will also help ensure survivability if there
are sufficient points.
Stikkbomb chukkas will increase the chance of
a successful Tank Shock attack. One should note that Tank Shocking is a risky business,
so only take this upgrade if you have found it an effective tactic.
As it's not intended to get in close, the support Battlewagon won't
need the speed-enhancing upgrades. It can still benefit with the survivability gained from armour plates
if you have the points to spare.
Kult of Speed Battlewagons
Kult of Speed Battlewagons deserve separate consideration. They are available
in greater numbers than footslogging Ork armies and as transport options for certain units.
Additonally, they get unqique upgrades - specifically the armoured top, kustom force field and krusher.
When fielding multiple Battlewagons you can take different
weapon combinations on each vehicle, or equip them all the same way.
A lot will depend on what else is in your army and the units
riding in the Battlewagons. As always, think about the
role the vehicle is going to have and how it compliments the rest of
the units.
Battlewagons intended for the assault role should not have the armoured
top. It greatly restricts the positioning of the passengers when they
disembark. More importantly, it means the passengers can't assault
in the same turn as they disembark. For Speed Freeks, who rely on getting
into close combat quickly, this is suicidal. It's very
likely that enemy troops will be able to kill a large part of the
mob in the turn they spend standing after disembarking.
Battlewagons providing fire support probably should have the armoured
top, as it makes them significantly more likely to survive being hit.
This role is questionable for a
Kult of Speed Battlewagon because the rest of the army will normally
be seeking to get into close combat as quickly as possible. Once in
close combat, the Battlewagon will be deprived of targets.
The armoured top restricts the number of passengers on board who can fire their own weapons.
Since the Battlewagon isn't a Fast vehicle, a force field is an obvious
choice for a vehicle that does not have an armoured top. It negates
some of the disadvantages of being open-topped. The rules
state that it prevents the +1 to damage rolls, but NOT the 2 hits for
templates, so it only provides limited benefits. Once you give it the
armoured top, the passengers can only disembark from a single designated
Access Point, so consider the best place for this to be located (hint:
it's the front!).
Krushers are best suited to Battlewagons intended for assault, since
they will get close enough to the enemy to use them. Since you want the target
unit to pass their Leadership test and get 'krushed, do not include a stikkbomb chukka
on a krusher equipped Battlewagon. So take either the krusher or the stikkbomb chukka, not both.

Gordy2000's Kult of Speed Battlewagons. Both are based on 1:35
scale 'Buffalo' kits (the Buffalo was a World War 2 amphibious vehicle,
and there were numerous variants). One has an open top, and the other
has an armoured roof and its main weapon (a zzap gun) mounted in a turret.
Gordy has not altered the basic kits a great deal, but has added a lot
of subtle detail that makes them into very convincing Ork vehicles.
Once you have decided how to arm your model, it is time to start building
it. Which, coincidentally, is what the next section is about.