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Made in au
Skillful Swordmaster






Does anyone else think that ork elite choices should be able to buy trucks as dedicated transports? I am sick of looking at my truck models (I bought 2 before I new how bad they were) and never getting to field them $100 down the drain =(

Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Totally agree. Being able to take trukks for, say, Burnaboyz would add use to Kult of Speed lists. Flash Gitz should also be able to use them, but that's just my opinion.

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Insect-Infested Nurgle Chaos Lord





Oregon, USA

I usually buy a troop squad of 10, leave them walking and have the burnas jack their truck

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Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Yup, I completely agree. I had made a similar point a few weeks ago, and was somewhat dismissed by the responders: http://www.dakkadakka.com/dakkaforum/posts/list/333041.page.

The Cult of Speed list is really hampered by neglecting to give burnaboys and tankbustas dedicated trukk transports. The real killer for me is in the fast attack section, where you have to decide whether you want to trukk-up the elite or run some kopta/buggy spam. I like to run some groups of stormboys too, but am much much hampered by the current trukk situation.

Off-topic, but in similar vain: When trukks explode, you should act like an out of control scud missile, using a scatter die, and a hit means that the driver controls the direction.

This message was edited 1 time. Last update was at 2011/01/15 07:22:39


Paul Cornelius
Thundering Jove 
   
Made in us
Regular Dakkanaut





Yep, it sure would be nice. That's one of the biggies on my list of things I think orks should have gotten.
We had this come up as a problem in our last game I played in, when another ork player had taken a truk for his burna boys, without a truk mob. It became a HUGE fiasco of me explaning that he couldn't just give burnas a truk, him arguing sharply that it was stupid and they should be able to, me agreeing, but pointing out the painful truth of the situation.
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

jayjester wrote:Yep, it sure would be nice. That's one of the biggies on my list of things I think orks should have gotten.
We had this come up as a problem in our last game I played in, when another ork player had taken a truk for his burna boys, without a truk mob. It became a HUGE fiasco of me explaning that he couldn't just give burnas a truk, him arguing sharply that it was stupid and they should be able to, me agreeing, but pointing out the painful truth of the situation.


Hahaha, what a blockhead! It does take a while for some to get beyond the rules-as-should-be to the rules-as-be.

Paul Cornelius
Thundering Jove 
   
Made in us
Killer Klaivex




Oceanside, CA

55 points gets you a looted wagon, w/scorcha and red paint.
I'm not crying for you. You have an option for a cheap non-dedicated transport, and very few armies have an option like that. Or go with the battle wagons if you want more armor, and still cheap.

Take up to 3 of either, and trade off with trucks if you feel like you need more speed for the elites.

-Matt


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in au
Skillful Swordmaster






HawaiiMatt wrote:55 points gets you a looted wagon, w/scorcha and red paint.
I'm not crying for you. You have an option for a cheap non-dedicated transport, and very few armies have an option like that. Or go with the battle wagons if you want more armor, and still cheap.

Take up to 3 of either, and trade off with trucks if you feel like you need more speed for the elites.

-Matt



Not arguing that orks do have some great transport options in the BW not sure about the looted wagon as a 1 in 6 chanced of "dont press that" becomes an issue in most games.

Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in gb
Ork Boy Hangin' off a Trukk






Could the Don’t press dat be counterd by aiming it at your opponents (so you get close to them with the burnas and tank shock them?) [pleas note I do not have my codex to hand and are not to familiar with the rules]
   
Made in gb
Waaagh! Warbiker





Don't press dat isn't much of a weakness, unless you plan to use it for the boomgun option. Ork vehicles tend to go forwards until they are destroyed. Just make sure they are pointing the way you want them to go at the end of the turn.

I use HM's loadout as a transport. For burnas, it might be overkill (though that's not a problem for orks). For other units, however, a transport that can heavy flamer enemy out of their position and unload a mob of boyz into the assault is great, and you'll probably be going at full speed in any case.

I hadn't realised that trukks were unpopular, though I sometimes field four. A reinforced ram, drive them across the battlefield, and assume you'll lose a couple. At the very least, they give your boyz a turn of speed and immunity to the first round of shooting that would otherwise target the lads. Their speed, the fact that you can assault out of them, and the comically over-powered options make them competitive.

Trukks are a headache for your opponent because of the chance that they'll keep going when destroyed and still pile into their lines. Great for messing up target priorities...
   
Made in au
Skillful Swordmaster






doctorludo wrote:Don't press dat isn't much of a weakness, unless you plan to use it for the boomgun option. Ork vehicles tend to go forwards until they are destroyed. Just make sure they are pointing the way you want them to go at the end of the turn.

I use HM's loadout as a transport. For burnas, it might be overkill (though that's not a problem for orks). For other units, however, a transport that can heavy flamer enemy out of their position and unload a mob of boyz into the assault is great, and you'll probably be going at full speed in any case.

I hadn't realised that trukks were unpopular, though I sometimes field four. A reinforced ram, drive them across the battlefield, and assume you'll lose a couple. At the very least, they give your boyz a turn of speed and immunity to the first round of shooting that would otherwise target the lads. Their speed, the fact that you can assault out of them, and the comically over-powered options make them competitive.

Trukks are a headache for your opponent because of the chance that they'll keep going when destroyed and still pile into their lines. Great for messing up target priorities...


I wanna play against whoever you get to play =) None of the folk I play would have any problems destroying a horde of trucks in the first turn even with a KFF mek

Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

You have 2 trukks thats why your trukks dont last. The way to use trukks firstly is you need more then 2. Normally Ill take 4 trukks and 2 BW. The BigMeks are a given and they cover the trukks. THEN I have squadrons of rokkit buggies covering the sides and front(If I take 3 squadrons) and make the BW lead the charge. So the sides of the trukks are covered by rokkit buggies and the BW are covered by the KFF. It takes ALOT of shots to make those go bye bye before they hit the lines.




But I agree, Ork units need to be able to just take trukks in their options.

This message was edited 1 time. Last update was at 2011/01/19 19:05:25


 
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

KingCracker wrote: But I agree, Ork units need to be able to just take trukks in their options.


How does it work in other armies transport-wise? Are they equally limited in their elite transportation?

Paul Cornelius
Thundering Jove 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I couldnt really tell ya, Im being to lazy to actually go and look. But the trukk is much easier to destroy then any of the other transport, AND running everyone around in ramshakled piles of crap is so Orky its green. That really doesnt make sense to me, everything but Meganobs should get a trukk option (mainly because meganobs are huge and would need say a wagon or BW option, which they should get since they are super rich nobz)
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

KingCracker wrote:I couldnt really tell ya, Im being to lazy to actually go and look.


Me, I'm just too cheap to by the other codices, and too computer-incompetent to figure out how to steel them!

Paul Cornelius
Thundering Jove 
   
Made in us
Grovelin' Grot





Kansas City

To anyone who hates trukks-

Trukks are awesome. They're fast and give you a 20" assault range on the first turn. You can start 12" up the table, move up 12", disembark 2", then assault 6". this is a fantastic way to get your squad of 10 nobs, and your warboss into assault on the first turn. Rinse and repeat with 20 Ard Boyz out of a battlewagon on the flank. Send the rest of your army after objectives for victory
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Boss_Lugbitz wrote:To anyone who hates trukks-

Trukks are awesome. They're fast and give you a 20" assault range on the first turn. You can start 12" up the table, move up 12", disembark 2", then assault 6". this is a fantastic way to get your squad of 10 nobs, and your warboss into assault on the first turn. Rinse and repeat with 20 Ard Boyz out of a battlewagon on the flank. Send the rest of your army after objectives for victory


And they also Flat Out, which gives them cover when they can't assault and the KFF Big Mek is elsewhere.

Paul Cornelius
Thundering Jove 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Trukks aren't too bad, due to the abundance of cover in most games, but the elites really need to be able to take them.

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Stone Bonkers Fabricator General





Beijing, China

yes, let elites take them so long as they number 10 models or less

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Bonkers Buggy Driver with Rockets





Berkeley, CA

Exergy wrote:yes, let elites take them so long as they number 10 models or less


Under what rationale and for what reason? They already loss fearless might quick with 12 passanger units, and 12 is the number for shootas/sluggas.

Paul Cornelius
Thundering Jove 
   
Made in us
Bloodtracker







Ascalam wrote:I usually buy a troop squad of 10, leave them walking and have the burnas jack their truck


Nobz and Mega Nobz can take trukks. I usually do what Ascalam does but instead of a squad of 10 boyz, ill just give the trukk to a squad of nobz, then have my burnas hop in ASAP. That way i dont have to have any weakened squads of boyz.


Automatically Appended Next Post:
Boss_Lugbitz wrote:To anyone who hates trukks-

Trukks are awesome. They're fast and give you a 20" assault range on the first turn. You can start 12" up the table, move up 12", disembark 2", then assault 6". this is a fantastic way to get your squad of 10 nobs, and your warboss into assault on the first turn. Rinse and repeat with 20 Ard Boyz out of a battlewagon on the flank. Send the rest of your army after objectives for victory

Actually, one day in GW my friends and I thought of a crazy scenario (yes its extremly unlikely but it COULD happen!!!):
Ork boys move 6" to get within 2" of a trukk and embark (8")
Trukk moves flat out with Red paintjob... 19 inches? add more inches if its on a road? (27")
trukk hits a mine and ramshakles 3D6... and gets 3 sixes to go 18 (45")
Boys are now on the ground 2 inches away from the trukks wreck, trukk is abou 6" long? (52")
Waaagh! is initiated and orks run 6" (58")
Ork assult 6" (64")

Congratulations! Your squad has just assulted across the board in 1 turn!

This message was edited 1 time. Last update was at 2011/01/29 02:37:11


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Made in us
Tzeentch Veteran Marine with Psychic Potential





Boss_Lugbitz wrote:To anyone who hates trukks-

Trukks are awesome. They're fast and give you a 20" assault range on the first turn. You can start 12" up the table, move up 12", disembark 2", then assault 6". this is a fantastic way to get your squad of 10 nobs, and your warboss into assault on the first turn. Rinse and repeat with 20 Ard Boyz out of a battlewagon on the flank. Send the rest of your army after objectives for victory

Actually, one day in GW my friends and I thought of a crazy scenario (yes its extremly unlikely but it COULD happen!!!):
Ork boys move 6" to get within 2" of a trukk and embark (8")
Trukk moves flat out with Red paintjob... 19 inches? add more inches if its on a road? (27")
trukk hits a mine and ramshakles 3D6... and gets 3 sixes to go 18 (45")
Boys are now on the ground 2 inches away from the trukks wreck, trukk is abou 6" long? (52")
Waaagh! is initiated and orks run 6" (58")
Ork assult 6" (64")

Congratulations! Your squad has just assulted across the board in 1 turn!


Cant do that no more. FAQ states if you move flat out on your turn and get destroyed. All passengers can not disembark and are destroyed as well.

   
Made in us
Ship's Officer





Reading, UK

italiaplaya wrote:Actually, one day in GW my friends and I thought of a crazy scenario (yes its extremly unlikely but it COULD happen!!!):
Ork boys move 6" to get within 2" of a trukk and embark (8")
Trukk moves flat out with Red paintjob... 19 inches? add more inches if its on a road? (27")
trukk hits a mine and ramshakles 3D6... and gets 3 sixes to go 18 (45")
Boys are now on the ground 2 inches away from the trukks wreck, trukk is abou 6" long? (52")
Waaagh! is initiated and orks run 6" (58")
Ork assult 6" (64")

Congratulations! Your squad has just assulted across the board in 1 turn!
IIRC, I don't think you can embark a unit and move flat out in the same turn. Also, I don't think you get an extra 6" for a road on top of moving flat out either.

Could be wrong though.

DoW

"War. War never changes." - Fallout

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Liche Priest Hierophant






I do know you get the extra 6" on a road, regardless of how you otherwise move. Unless you don't use wheels.

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Ship's Officer





Reading, UK

Anvildude wrote:I do know you get the extra 6" on a road, regardless of how you otherwise move. Unless you don't use wheels.
Ah that's right. It was the Skimmer restriction I was thinking of, good call.

DoW

"War. War never changes." - Fallout

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On the train headin down to delicious town

You cant Waaagh! on your first turn either...

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"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
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Insect-Infested Nurgle Chaos Lord





Oregon, USA

Unless you're packing a wierdboy with the right power at the right time..

Mine NEVER have the right power at the right time...

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
 
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