Switch Theme:

Waaagh! Trukksnakk - concept and construction  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Guarding Guardian





NJ, USA

Alright! I'm a relatively new Eldar player (started in march, though I played fantasy almost a year ago), but I got GW fever and started looking around for a new army to collect! As a result, I went with the orks.

Reasons?

- Horde army, something new for me.
- I already have 10 or 20 Ork Boyz from Fantasy I can use without much conversion (last year's xmas gift from a friend who wanted me to be able to build up my gobbo army in fantasy that I got from the Skull Pass set)
- Assault on Black Reach gets me 20 Ork Boyz, a Warboss, 3 Deffkoptas, and 5 Nobz, PLUS sellable marines.
- Effing HILARIOUS. Shokk Attack Gun? Weirdboyz? Stormboyz? Hilarious.
- Regular Toughness models!
- their ramshackle nature means that they might be easier to convert using scrap and stuff. A Trukk can probably be made after a trip to the dollar store for a toy truck that I can cut up.


the best reason though? I cite page 93 of the ork codex...

"Orks believe that a vehicle that has been painted red can outstrip a similar vehicle that isn't. Odd as it may seem, they are quite right."

As a result, I've been drawing up some lists.

::EDIT:: Okay, no one has responded, lol, so let me try to reformat the list, hopefully garner some responses.


WAAAGH! TRUKKSNAKK:

Boss Trukksnakk - Mega armor, attack squig, cybork body

Big Mek Skwarg Gitfiksa - Burna, KMB, KFF, Cybork body, 'eavy armor, 3x grot oilers

5x Meganobz - 1x Kombi shoota-skorcha, 4x kombi shoota-rokkit launchas
---Trukksnakk's 'urtin' Machine (trukk) - Reinforced ram, grot riggers, red paint job, armor plates

11x Nobz - 3x PK, 8x Big Choppas, Waaagh! Banner, Painboy, Cybork Bodies, 'eavy armor, Bosspole

6x Lootas - Mek, Rokkit Launcha, Grot Oiler

6x Lootas - Mek, Big Shoota

30x1 Ork Boyz - PK Nob, Bosspole, 3x Rokkit Launchas

30x1 'ard Boyz w/ PK Nob, Bosspole

Da Rolla Fort (battlewagon) - Deff rolla, red paint job, grot riggers, kannon, 2x Rokkit Launchas, 2x Big Shootas





Here's an explanation of each unit, done more thematically as they're supposed to be used...


30x1 Ork Boyz w/ Nob - 150 points

Upgrades:

3 Rokkit Launchas: 30 points, 3 models lose their sluggas
Nob w/ Power Klaw + Bosspole: 30 points


My basic Boyz here - all purpose. They're there to march upon the enemy and charge. That's it. I don't expect much from them other than to present a visually threatening blob. Fluff-wise, since they'll probably be my Fantasy Orcs, they'll be the first ork tribe that Trukksnakk pulled in - a primitive group of greenskins thirsty for blood.


30 Ork 'Ard Boyz w/ 'Ard Boy Nob - 240 points

Upgrades:

'eavy Armor: 120 points
Nob w/ Power Klaw + Bosspole: 30 points


My "veteran" boyz here - designed to either draw a lot of fire, or tear stuff UP. With the 4+ save, they should be more survivable. Esp. with the 5+ cover save if my mek is around.

5 Meganobz - 225 points

Upgrades:

Kombi shoota-skorcha 1x: 5 points
Kombi shoota-rokkit launcha 4x: 20 points


These guys are Trukksnakk's body guard... more info after Trukksnakk's profile...

WARBOSS TRUKKSNAKK: 125 points

Upgrades:

Mega armor: 40 points (2+ Save, TL Shoota, Power Klaw... all the meganobz are outfitted this way)
Attack Squiq: 15 points (+1A)
Cybork body: 10 points (5+ Invuln)

Trukksnakk's 'urtin' Machine (Trukk): 60 points

Reinforced Ram: 5 points (+2 to AV against Death or Glory)
Grot Riggers: 5 points (Undo immobilize result on 4+ roll)
Red Paint Job: 5 points (+1" movement)
Armor Plates: 10 points (Crew Stunned becomes Shaken)


That's right, Trukksnakk's got 'is own trukk ta be smashin' da 'uman wit. Idea? Trukksnakk and his crew zoom across the board to engage you in combat. My next Trukk-mounted unit will serve as his backup. As for Trukksnakk himself, I know he's a tad points heavy when included with the outfitted trukk with the meganobz, but I figure that's his style - he's been in enough trukk accidents (evident via his cybork body) that he's made sure to be well armored and protected in mega armor. And if 'e's an ork lookin' ta git some blood on 'is klaws (an' wot ork isn't?), well den a crew o' meganobz won't 'urt, ain't dat right boyz?

Big Mek Skwarg Gitfiksa - 150 points

Upgrades:

Burna: 20 points
Kustom Mega Blasta: 15 points
Kustom Force Field: 50 points
Cybork Body: 10 points
'eavy Armor: 5 points
3 Grot Oilers: 15 points



Skwarg has a penchant for all things cybork, and is in fact the reason for the cybork bodies of Trukksnakk, as well as Skwarg's own Nob crew. The crew's painboy, Guttnok, provided the medical background needed for the procedures (he liked cutting 'is orky buddies open, so Skwarg let 'im)


11x1 Nobz - 495 points

Upgrades:

3x Power Klaws: 75 points
8x Big Choppas: 40 points
Bosspole: 5 points
Waaagh! Banner: 15 points (+1 WS)
Painboy: 30 points
Cybork Bodies: 55 points
'aevy Armor: 55 points


The power klaws add some extra versatility when it comes to hitting harder stuff, whilst the Big Choppas make my Nobz S6, with a WS5 thanks to the banner.

Battlewagon - Skwarg's Rolla Fort - 225 points

Upgrades:

Deff Rolla: 20 points
Red Paint Job: 5 points
Grot Riggers: 5 points
Kannon: 10 points
2x Rokkit Launchas: 20 points
2x Big Shootas: 10 points


Skwarg's Rolla Fort was designed to carry Skwarg and his 11 nobz into the heat of combat while simultaneously providing the biggest threat possible. His Rolla Fort is decked out - with the deff rolla, regular kannon, rokkits, and big shootas, it packs a lot of fire power, and that doesn't even include it's cargo. AV14/12/10, the hope is I can roll this badboy right into your troops, pulling my trukks up beside it (staying under the Kustom Force Field's 4+ cover save), then unleash the madness.

Trukksnakk's Snipas - 6x2 lootas - 190 points

6x1 Lootas - 100

Mek - Free
Mek Rokkit Launcha - +5
Grot Oiler - +5

6x1 Lootas - 90

Mek - Free
Mek Big Shoota - Free



Wow. That worked out pretty damn well, I'd say. Honestly, I really like the look of that ork force. The one thing i would have liked was being able to plug my lootas into a trukk and fire them from it, but I checked and the unit still counts as having moved and thus can't fire heavy weapons. Regardless, I figure 2 units of 6, with d3 s7 shots every turn is pretty decent - 12 shots is already pretty brutal, but 36 would just be delicious. Obviously these guys would be peppering various units, taking out enemy rhinos or other light transports, etc. I originally had the killcannon and 'ard case on the battlewagon, but saved the 90 points to go from a single unit of 8 lootas to two units of 6. The idea behind this move was that the battlewagon, which will be a target regardless, won't get to fire that cannon in the first turn as it is since it's moving as far as it can forward. I can get an additional 4-12 s7 loota shots off in that turn.


So what do you guys think about that potential list?



Boss Trukksnakk w/ 5x Meganobz + Trukksnakk's 'urtin' Machine

30x1 Ork Boyz w/ PK Nob and Bosspole, 3 rokkit launchas

30x1 'ard Boyz w/ PK Nob and Bosspole

Skwarg Gitfiksa w/ 11x Nobz + Da Rolla Fort

6x2 Lootas


That gives me 1850 points, right (sorry, math ees hard)? That's 80 models, 107 wounds, 3 vehicles.

I'll note that I'd like a mix of competitiveness and fluff for my army, and even then, the desire for a competitive list comes more from the fluff than anything else (what ork warboss worth his salt runs an army that can't kill'em 'umans good?). I'm restricted by funds, really, esp. with building and painting an eldar army for an upcoming november tourney, but I've already got 2 Black Reach sets.

That gives me

2x Warbosses
40x Ork Boyz
19x Orc Warriors (to become boyz)
20x Nobz
6x Deffkoptas

Now, the deffkoptas didn't figure into this list initially, but I'm considering ways in which I might sneak them in there. Being totally unfamiliar with the orks other than having read their codex and made about 4 or 5 1850 lists in the past few days, I'm not sure what I'll need or should take. If I can replace the lootas with deffkoptas, sweet (and I can, too - a unit of 3 with rokkits, with room to give one a buzzsaw, and the two others bigbomms ) since I won't have to buy more lootas, and then I'll only need my vehicles, the meganobz, and the big mek (which is potentially convertible from my second warboss).

But the potential for the lootas as they sit back and hand out the potshots seems pretty good, especially since I imagine (imagine being the operative word here) that my opponent will be a little worried about Trukksnakk and Skwarg rolling on up to them with 60 boyz right behind'em. The koptas are nice though, for their rokkit potential, and the ability to scout ahead 6" or outflank could be clutch - I might be able to disarm some of those more heavily armored threats from the start (at least glancing AV14 on a 6, you know? And the twin-linked really helps)



So. What're yer thoughts? I'm not buying more orks until I solidify the list (since funds are tight) so the more help the better!

This message was edited 4 times. Last update was at 2009/09/21 20:29:57


   
Made in us
Guarding Guardian





NJ, USA

Nothing? Bad good, should I change my outfitting, anything??

I really need to know so I can make my orky purchases... all help appreciated!


Automatically Appended Next Post:
I've updated my list format, hopefully this will get people more into helping me out? I could REALLY use help, guys.

This message was edited 1 time. Last update was at 2009/09/21 20:31:21


   
Made in us
Stabbin' Skarboy





Jersey

Drop the meks on the lootas, your better off taking 2 more lootas. The nobz need a trukk. The only time i have ever seen ard boyz being worth it is 11 and a pk nob in a trukk for a quick charge, and even then, its iffy if they even make it there, consider dropping the eavy armor for more boyz, after all whats better than 60 boyz? 90 boyz! Well actually 180 boyz and 9 killa kanz but i digress, go with 90 boyz.

early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Your big mek can't take a KMB and a KFF. Burna is pretty good though, I'd keep it.

You can't have 11 nobs, the limit is 10 I think...but your nob equipment is pretty decent, be sure to mix it up, and use kombi-weapons if you want to.

I agree that meks in loota groups isn't such a good idea, you get nothing for doing it aside from a dead mek every time you roll a 1 for his gun.

The best advice I can give you if you want to play games though is find a friend who might be intrested, then play some games against them. Ideas are all well and good, but they are only ideas until tested on the field of battle!

This message was edited 2 times. Last update was at 2009/09/21 22:18:09


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Guarding Guardian





NJ, USA

hmmm... okay, so I have to cut back on nobs (thought they were 3-15 for some reason), get rid of my meks...

I'm resisting dropping the 'eavy armor for a bigger horde, only because that's more models I'll have to pick up... plus I like the idea of the 4+ save on my boyz - they'll be pretty resilient, and draw attention, for sure.

Though, to address starbomber, I will definitely proxy my list before I buy. But I want to have it tweaked and set to something that makes sense and fits with my fluff before I proxy and play - that way I'll know what to fine-tune where.

So I have to clear out a nob, and throw out the loota meks.

As to the thing about nobz in the trukk, that's what the battlewagon is for - the nobz will be in the battlewagon and both vehicles (Trukksnakk's 'urtin' Machine and Da Rolla Fort) will roll their 13" up towards the enemy in the first turn. The idea is indeed a speedy charge.

Finally, I have to ditch the KMB. Okay. Sounds good. More advice? After those changes, I'm left with an additional 65 points, which gives me some room to play.


Automatically Appended Next Post:
make that 80 points... 55 for the nob, 15 for the kmb, 10 for the grot oilers and rokkit launcha on the loota's mek.

This message was edited 1 time. Last update was at 2009/09/22 15:26:29


   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Best advice is combine the lootas into one big group. You want them to stay fearless as long as possible (they have no bosspole, and the moment they get shot to below 11 lootas they are very likely to run away.)

I would also consider Slugga+Choppa nobs. 5 attacks when charging can't be ignored. Edit: but you don't want too many of them, big choopas are nice as well, and so are power klaws. Have a good mix.

Hmm, 80 points or so sounds like it would cover a few killa cans to back up your foot slogging boyz.

This message was edited 1 time. Last update was at 2009/09/22 19:04:23


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Guarding Guardian





NJ, USA

If I drop the lootas entirely, and instead take...

3x killa kans
-1x KMB, 2x grotzookas

2x Deffkoptas
-2x TL rokkit launchas, 1x Bigbomm

that fills me out. Any problems with this?


Automatically Appended Next Post:
I decided to scrap the lootas to add some more first-turn slogger coverage. The deffkoptas and the killa kans will give me more of a chance to deal with their armor and the units that will give me trouble. The bigbomm, admittedly, was tacked on after seeing I had extra points.

This message was edited 1 time. Last update was at 2009/09/22 21:27:05


   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

BladeSire wrote:If I drop the lootas entirely, and instead take...

3x killa kans
-1x KMB, 2x grotzookas

2x Deffkoptas
-2x TL rokkit launchas, 1x Bigbomm

that fills me out. Any problems with this?


A big problem, your mixing and matching the equipment on your kan squad. I don't like doing things like that for vehicle squads, because the whole squad has to pick one target, I can sort of understand this combo though, but it'd be better to have either 3x grotzookas, or 3x KMB.

Deffkoptas should do fine though.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Guarding Guardian





NJ, USA

Oh, edit again: I consider the lootas to be less "first-turn slogger coverage" because of their 1) greater chance to die and run away, 2) the kans have armor and the grotzooka provides blast, 3) the deffkoptas get scout and that means I get 6" ahead, which will be much needed to make sure I can cover my trucks.

also, the koptas can come in late game for the chance to "surprise" my opponent.

   
Made in us
Guarding Guardian





NJ, USA

Quick note: That said, I've never played with the orks, or against them. So please correct my assumptions, haha.

   
Made in us
Furious Fire Dragon




ROK

deffkoptas can turboboost scout move 24 inches, and if you have 1st turn, do it then move 12 and pop tanks. Great opening move for them.

Nothing currently, got out of the hobby, maybe getting back in? 
   
Made in us
Guarding Guardian





NJ, USA

What's this? "turboboost scout"? So I can turbo boost on my scout move?? Not that I don't trust you, but do you have a page from the BGB for this? My friends will definitely challenge me when I pull that one out hahaha

   
Made in us
Guarding Guardian





NJ, USA

Okay, local rules lawyer filled me in - scout move counts as a movement phase? Is this right? that allows me to move the ridiculous amount before the game starts, correct?

And that'd be an 18" turboboosted move, since it's not a fast skimmer?

   
Made in us
Regular Dakkanaut



CT

correct, scout jetbikes can turboboost on the scout move and still move and assault in the first turn. Unless you are using the koptas to outflank this is the only way people use the koptas since they are a bit of a paper thin unit. The longer the koptas are around the more likely they will get shot down. A unit fo 2 with TL rokkits and 1 with a buzzsaw are good for this. Both shoot than assault and hopefully do a bit of damage before the entire enemy army shoots them out of the sky.

You've got a mix of mech and footsloggin here. I usually say that it's best to either vehicle up everybody or vehicle up nobody. If you only vehicle up a couple squads than all the enemy anti armor will be concentrated on those units (and a truck isn't all that durable). Therefore if you really want to roll out the meganobz I'd put them in a BW. I'd also suggest 4 truck boyz squads instead of the 2 30 boyz squads. 11 boyz with a PK nob and bosspole. You could then make use of a hard boyz squad as one of the truck squads (which will make more sense). This gives you 2 more scoring units than your posted list and give your enemy more vehicles to blow up thus splitting his fire. It also allows your boyz to keep up with your nobz and they all can assault on the same turn. Attacking in waves tends to be less effective. Like you said a trip to the dollar store could mech up your whole army.

If you want to go all footslogging boyz I really think you need more boyz honestly. The hard boyz < just more boyz.

I like kans. They are mostly used as a wall to protect your troops from incoming fire while they march around the board. It is a good idea to match all the kan weapons in a squad. Like starbomber said, the unit can only pick one target per turn. You don't want to waste shooting, which will happen if you mix weapons of different types and ranges. I like kans 3xgrotzookas for anti infantry and kans 3xrokkits for anti tank. Some people like kans 3xKMB, but I think it's a bit pricey for little benefit over the rokkit option. If you want flamers than the deff dread is a better match since it's assault minded where the kan is more shooting minded. Big shooters are okay for kans, but a bit vanilla and you aren't taking advantage of the kans unique options (alot of units can get big shoota fire options).

(edited for spelling)

This message was edited 2 times. Last update was at 2009/09/28 20:55:34


 
   
Made in us
Guarding Guardian





NJ, USA

I mean, again, like I said, I'm kind of going a little on the fluffy side here as opposed to straight up competitive.

I like the mix of mech and footslogging because frankly, with the way Trukksnakk operates, only the big 'uns in his waaagh! should be mounted for speed. I suppose I could switch the mek and the maz in terms of their vehicles, but Trukksnakk's fluff demands the trukk, almost.

If you think the list is completely going to fall apart regardless, even in a non-competitive environment, then I'll have to reconsider these things. but I'm not looking for KoS, and I'm not looking for just a green tide (more boyz, more money, which I don't really have haha).

With intervening terrain, a waaagh!, and decent usage of cover to block LOS, you don't think this list is doable? The thirteen inch move of the wagon and trukk is basically the middle of the board, where my boyz can get to by the second turn, latest (first turn, 7"-12" movement, second turn 13"-18" movement, for a total of 20"-30" worth of movement in two turns, and my trukk is mainly for the purpose of eliminating slow and purposeful and getting some ramming on. The battlewagon, too, is for some ramming - let them charge me - by the second turn, I should be able to get my boyz all up ons and get a multiple assault going, no? And that's not mentioning damage inflicted by kans or koptas.

I understand I have limited knowledge of the game - I contest your proposals primarily in an effort to better understand the functioning of the orks and learn the ways in which my preconceived notions of them do not align with the reality of them. That, and I'm not looking to make a competitive list so much as a fun one

   
Made in us
Guarding Guardian





NJ, USA

Okay, I'm gonna be opening up a Waaagh! Trukksnakk WIP thread in the P&M Blogs section - I've got two AoBR sets fully put together... the Waaagh! grows!

   
Made in gb
Tower of Power






Cannock

Throw a bosspole on your boss in case those meganobz fancy doing a runner.

No need for kustom mega blaster, nice weapon but waste of points on BS2 as you'll hardly hit.

Trukks are easy to take down and your meganobz and boss will be foot slogging. A battlewagon will be a much better choice.

You probably don't need eavy armour as the painboy as feel no pain

Not enough lootas and you don't need the meks either. Don't waste those precious deffguns!


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
Forum Index » 40K Army Lists
Go to: