My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.
A Controlled Burn...
Burna Boyz are the arsonists of the dark grim future, scorching any Ork enemy that gets in their way. The industrial welder motif fits easily into any Ork army, providing the right amount of fiery angst. Beyond the flame wielding, is a unit bringing a certain tactical balance very few units possess in the 40k universe. The role Burna Boyz play in a Ork army is doubly important, providing the ultimate tool kit against any enemy.
Before we start dissecting, lets take a quick look at the differences between the 2007 and 2014 Burna Boyz codex rules.
(Click to Enlarge)
Burna Boyz Rules 2014
Elite: Burna Boy - 80 Points
Infantry. Mek is Infantry (Character).
5 Burna Boyz
• ’Ere We Go!
• Furious Charge
• Mob Rule
• May include up to ten additional Burna Boyz…16 pts/model
• Up to three models may be upgraded to Meks, replacing their burnas with Mek’s tools,
slugga and choppa…free
• Any Mek may be accompanied by a grot oiler…5 pts/model
• Any Mek may replace his choppa with a killsaw…20 pts/model
• Any Mek can take items from the Mek Weapons list.
• The unit may select a Trukk as a Dedicated Transport.
Readers of my previous tactics will notice a few changes to how these reviews are presented. Now you will find is a break down each unit into five broad categories.
Unique among Orks, Burna Boyz can do something few units can do: be effective at both shooting and assault. As a duel threat Burna Boyz pose unique problems for opponents, they can burn away lightly armored units and eviscerate any MEQ units with ease. This makes Burna Boyz able to fill gaps in your army as either your primary assault threat or Troop removal, and the best part is you can switch between the two in-game.
Burna Boyz for some odd reason went up in price by one point. The obvious reason is they got Stikkbombs, but in a codex filled with cost reductions to have this increase seems unfair. Burna Boyz are still a bargain, you cannot deny any unit with a Flamer and Power Weapon in one.
Burna Boyz finally get a ride! One of the biggest oversights in the last codex was the exclusion of dedicated Trukks for Elite units. This added speed element while is an improvement, still means you are dealing with the death trap known as Trukks. Also don't forget Ere We Go!
No other unit can bring tons of AP3 attacks like Burna Boyz, cutting through almost any unit with ease, and still have enough left in the tank for more. One of biggest bonuses though for Burna Boyz, is Killsaw Meks, now they are not reliant on a Warboss to cut down Terminators or worse Dreadnoughts.
Burna Boyz shooting is of course limited in range, but packs a mean bunch. Taking Burna Boyz in a open-topped vehicle is devastating, as you won't have to worry about template placement when attempting to use your Burnas. Still, even when footslogging you shouldn't have a problem of getting at least five flamer templates on any unit. The only noticeable drawback is against Flying Monstrous Creatures where you don't even have a Slugga to attempt a Hail Mary grounding.
As I have mentioned in almost every Ork post, Meks are a great addition to most Ork units, in the case of Burna Boyz it is no different. Unlike, most Ork units Burna Boyz can take up to three Meks instead of just one. In the previous edition, taking Meks was pointless for Burna Boyz as their role wasn't compatible. Now, it has all changed with Killsaws, this weapon injects an important missing component. Meks give Burna Boyz a number decent of AP2 attacks to go along with the AP3 Burnas, and more than that you also get super vehicle busting!
Meks are also critical for Mob Rule tests and even if you don't take a Killsaw it is important to always have one Mek with your Burna Boyz to avoid Sweeping Advances or Falling Back. Then you also have the fringe benefit of vehicle repair in a pinch. The only drawback is paying for Killsaws, so taking more than two Killsaw Meks isn't cost-effective especially if you already have a Power Klaw character joined. Still, if you want to spam Burna Boyz it is great to know they won't get stuck fighting a Dreadnought for an entire game.
Putting all Together...
Burna Boyz are getting a bad rap this edition, they were a mainstay of many Battlewagon rush armies of 5th edition, now they are hardly mentioned as an option for most Ork armies. The one point increase shouldn't a non-starter for a unit that can do a ton of work against any opponent. When you think about it, the game has evolved away from transports, meaning Burna Boyz are prime for the current meta. Not having a specific Burna Boyz formation is disappointing and having very little in the way of defense-- beyond ridiculous Overwatch potential. This doesn't mean you cannot find good combos for Burna Boyz, take for instance filling your Blitz Brigade with Burna Boyz!
Remember, Burna Boyz can get a unit size of 15, that is enough to weather a storm of fire especially in cover or with a Kustom Force Field. Since, Lootas have left the Elite slot there is plenty of room to take Burna Boyz, and of the Elite options they are one of the best. Burna Boyz are great unit to take advantage of Painboyz, because with Feel No Pain you can't go wrong. If you face an opponent where flaming is more important than Assaulting, you will really want the Painboy especially when caught in the open. When you look at all the other options for Ork armies you have to ask yourself, why not Burna Boyz? Maybe it is hard to run the numbers when determining to assault or flame, but either way you can't go wrong.
-- Burna Boyz Army Templates--
As mentioned before Burna Boyz don't get any special dedicated formations.
Ork Horde Detachment: This isn't a bad Detachment for Burna Boyz as the points you will undoubtedly spend on HQ and Troop choices leaves the inexpensive (cheaper than Nobz) Burna Boyz as a great option. You get a unit for almost any situation, which is hard to come by for Orks. As an example, you can attached a different HQ to three Burna Boyz units, and then have each unit ride in a Battlewagon, your opponent will probably a major problem with this situation.
Great Waaagh! Detachment: This Detachment gives you the opportunity to take four Elite selections. This means you have no excuse not to try Burna Boyz. The best combo to consider is Tankbustas and Burna Boyz, one to crack open units and the other to burn them alive. If you are "lucky" you can even have Burna Boyz Deep Strike coming in inches away from your opponent.
Overall, Burna Boyz are the same as they always been, now with AP2 wielding Meks and a Trukks to ride around if you want. So, the real question is why don't we see more of them? I am not sure, maybe once players realize they can delete almost any unit with ease they will come back around.
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules– edits will be made accordingly. Also check out other articles in this series…
- Chaos Space Marine Tactica Link Page
- Chaos Daemons Tactica Link Page
- Ork First Impressions
- Breaking Down the Ork Codex
- Warboss Review
- Weirdboy Review
- Mek Review
- Big Mek Review
- Painboy Review
- Mad Doc Grotsnik Review
- Kaptain Badrukk Review
- Boss Zagstruk Review
- Boyz Review
- Gretchin Review
- Burna Boyz Review
- Tankbustas Review
- Nobz Review
- Meganobz Review
- Kommandos Review
- Trukk Review
- Stormboyz Review
- Deffkopta Review
- Ork Flyer Review
- Warbikers Review
- Warbuggies Review
- Mek Gunz Review
- Battlewagon Review
- Deff Dread Review
- Killa Kans Review
- Gorkanaut & Morkanaut Review
- Lootas Review
- Flash Gitz Review
- Ghazghkull Thraka Review
- Stompa Review
- Final Ork Codex Breakdown