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Made in gb
Stinky Spore




wirral

Trukks, you either love em or despise em with every ounce of your being. all they seem to do is blow up taking out more of my boyz than the enemy do and leave my weaker in the long run. this is my experience of trukks: move my trukk with 12 boyz in it forward way ahead of every one else. get shot at, explode killing 4-6 of my guys, take pinning test and left if lucky with I boss nob and 6-8 of my boys out in the open and no fearless. next turn all wiped out from shooting phase. if i'm lucky or opponent is stupid I manage to get a trukk close enough for my boys to move and assault enemy: 12 boys, enemy use over watch killing 1 to 3 of my boyz, enemy go first, I loose 4 to 6 boyz leaving me 3 to 7, boyz attack back only kill 3/5 enemy units I loose combat and run as passing leadership is a 50% chance. have I just got bad luck or is this just the way it is. iv talked to lots of people who play orks and even people who work for games workshop and most say yeah that's about it but some say i'm either playing them wrong or I just make bad choices with them....

so I want to hear from all da boyz on if you love em or hate em and why. if you feel that you can school me with some legitimate argument in favour of them please feel free too but remember: orks squabble amongst themselves but we fight together to squash dem rottin squishes so keep it banterful but not personal !!!

with all that said i'd like to leave you with a WAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!!!!!!! and happy squishin!!!!!

READY FOR STOMPIN!!!!! 
   
Made in us
Omnipotent Necron Overlord






As with everything in this game - the more of something you take - the better. An army with 6-9 trucks is going to get orks into cc faster than an army without them. Typically orks win most of their assaults so it seems like a good formula to me.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in ca
Yellin' Yoof





Trukks are great for units with armor. 'Ard boyz, meganobz and such don't suffer as much from explosions. Also, as Xenomancers pointed out, numbers help.
   
Made in us
Slashing Veteran Sword Bretheren






Love my trukks. Even if I only have two of them. But I also have 3 battlewagons.

The thing with trukks is, that if you only take 1-2 and no other vehicles, then you will see them fail. They are very very fragile, but can work en masse.

I have played on vassal a few times with a 1000 point list that consisted of 6 trukks loaded up and 2 mek guns. Only lost one game with it. Yes, a few of the trukks will get blown up quickly, but the other ones are so fast that it doesnt really matter. You will still be able to charge with 40 orks on turn 2, and thats over 160 attacks when you include all the PK nobs.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in gb
Stinky Spore




wirral

hummmm.....you have all made valid points but it does feel like with trukks it's either all in and have trukks galore or non at all. I feel that there is no happy middle ground ( say like up to 3 trukks ) as unless you dedicate something to protect it/them or distract for it/them ya a fast moving bomb.

although I have ummmed and arrrred about 10 lootas, 1 mek, 1 big mek (KFF) inside a trukk with grot riggers and death rolla. Does sound like a whole lotta dakka dakka!! but would be quite slow if I want 100% damage output.

will ponder over these points and rethink a new 1500 point to see what people think the survivability of that formation.




READY FOR STOMPIN!!!!! 
   
Made in us
Krazed Killa Kan





Denver, Colorado

I once had the same question, and was told that mass trukks is the answer. So, I went out and bought a bunch of trukks, and honestly, they're still not great.

The biggest problem is that 12 boyz, even if they somehow manage to get delivered by their trukk without exploding, still isn't really enough to make much of a dent in most things, especially with mob rule as bad as it is now.

Yes, having multiple groups charge the same target is good, but if that target is nasty, and / or the boyz whiff, and/or only 1/3 of your trukks didn't blow up and you don't have enough bodies, then it's possible to have all boyz in combat be overrun. that's bad times.

With the new edition, I've also had nobz with mob rule that killed more orks than the trukk explosion, due to failing both morale and pinning from the explosion, which isn't a great feeling. Couple in the new flamer rules, and it's easier than ever for a trukk of boyz to be wiped out with little effort.

So.....trukk boyz is, honestly, not a great idea. Maybe ok if you want to load up some shoota boyz and put them in a decent position, or just drive around shooting and grabbing objectives.

And for more valuable troops, like meganobz / nobz, trukks will just get focus fired down by the enemy. This can be mitigated by getting trukks out of LOS first turn, but not for long.

Basically, trukks have a lot of issues. They're ok if you get first turn, have a bunch of them, and just zoom up the board, but even then very shooty armies can still scrap 4+ trukks a turn. And if you get second, or lose the initiative, bringing trukks against a shooty army, its GG.

If fast vehicles could jink, then trukks would actually be pretty solid, like DE vehicles. But AV10, open-topped, no saves usually doesn't work out well for the occupants, or for you. And it's kind of expensive to own 6+ trukks. I do, and I barely use them.

This message was edited 2 times. Last update was at 2015/01/23 19:13:59


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Slashing Veteran Sword Bretheren






I like lots and lots of trukk boyz at low point games. but at 1500+ I switch to battlewagons.

I do use a couple trukks though for a couple things, and those are
tankbustas, meganobz, or a random squad of 11 boyz and a nob to act as my weirdboy escort/random objective grabber.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Powerful Spawning Champion





There is not this idea.

I like em style wise, but yeah, they do seem to not last too long in a game.

I think that they're one of the more obvious "shoot here" targets in the game, because of their reputation, too.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

One of the best throwaway vehicles in the entire game. They are dirt cheap (points wise) and move quickly. They follow the same principle as every other unit in the Ork codex, and that's to bring extras. With Marines, one or Two rhinos and/or a Landraider might be enough. With Orks, you take 5 or 6 Trukks, load them up, and send them on their merry way. Target saturation. Trukks should, under no circumstances, be expected to survive. Their sole purpose is to get troops into CC as quick as possible, and then provide mobile cover should they not explode. Nothing more, nothing less.

For me, they are a staple. In fact, though I own 5, I'd like to get a few more. Forcing your opponent to waste a volley of gunfire just to destroy a wafer thin vehicle is excellent, as it allows the dudes inside a far greater chance to survive then if they had gone on foot. (even with explosions possibly taking some out). And tossing armor on the Boyz in the Trukk can be a good investment if you have the points. Those 12 dudes will take some focus fire, thus leaving everything else safe for a turn or two. Distractions! Das da way of da Ork!
   
Made in us
Bonkers Buggy Driver with Rockets






its all about threat. a truck with boys running to objectives is not a target priority compared to a bw full of meganobz. i use truck boyz all the time and i have never regretted them. i always bring a unit of meganobz or an orkanut that just says "better kill me or i will kromp your face", this along beside the trucks helps them from getting shot at. yeah sure i always forfeit "first blood" to my foe since the first thing that goes is always a truck, but ive won most of my games through trucks geting objectives.

drop your boyz on objectives and then use the trukks as fast objective grabbers and youll find that your enemy will have a hard time keeping up earning victory points (at least from my experience).

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

I've occasionally sent a trukk full of boyz up the right or left edge my my oppnents flank, with the majority of my army in front of him he doesn't normaly worry about 12 measly boyz, they rarely do much, but at least they DO something

 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

If a Trukk gets one turn of Movement, then it's done it's job!

Personally this edition I have not had many exploding Trukks. Wrecked yes, I've had loads of Wrecked Trukks. But changes to he damage table have really helped.
The new Ramshackle rule also helps with it's survivability. It's not a cool chart, but it does let the Trukk live longer.
   
Made in us
Squishy Oil Squig




 grendel083 wrote:
If a Trukk gets one turn of Movement, then it's done it's job!

Personally this edition I have not had many exploding Trukks. Wrecked yes, I've had loads of Wrecked Trukks. But changes to he damage table have really helped.
The new Ramshackle rule also helps with it's survivability. It's not a cool chart, but it does let the Trukk live longer.


Exactly this!

It isn't hard to give the trukks a cover save too which between a 4+ or 5+ cover save and Ramshackle they'll surprise you. Additionally if your biggest threat is trukk boyz then there aren't enough other viable threats on the board.

Additionally don't forget to move them flat out 12 (you weren't going to do much with that big shoota anyways).

Also you must take at least 3 or 4 trukks with overlapping units. For example if you take one squad of meganobz in a trukk they are going to get shot and die before they get close to the enemy...throw down 2 trukks with meganobz, a squad or 2 of warbikers, and/or multiple squads of tankbustas in trukks and at least one of them will make it to cause tons of havoc and give your opponent tough choices to make for target priority.

I do have to reiterate though. Trukks gotta go fast! 24 inch movement turn 1 is a huge distance to cover
   
Made in us
Bonkers Buggy Driver with Rockets






the only time a trukk goes slow are the times it has survived the ride and you want to disembark the boyz for the resultant assault...speeking of which, the boarding blank is not worth it. plus 2 inches to max 12inch charge is nice and all, but increasing the cost of a flimsy trukk by 15pts is not worth the investment. the only thing i ever get for my trukks are rams.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in fi
Confessor Of Sins




One Trukk is a waste and probably death for the passengers too, as they'll soon lie defenseless in front of the enemy lines. Many Trukks or no Trukks, there's no in between.
   
Made in ru
!!Goffik Rocker!!






 Xenomancers wrote:
As with everything in this game - the more of something you take - the better. An army with 6-9 trucks is going to get orks into cc faster than an army without them. Typically orks win most of their assaults so it seems like a good formula to me.


I'd disagree here. I run footsloggas and take one truck full of 'ard boyz. One's better than 2 in this case. Cause 1 is easy to hide and won't take too much from the army if i decided to reserve it - in some situations that's the best option, for example, when there's not enough blos terrain when you deploy.

It's just the same with stormboyz. Terrain and positioning is the only thing that protects them. The less you have - the easier it is to hide.

I like the truck and how it performs. Best place for a bunch of 'ard boyz or a MANz missile.

And don't forget, they're a great way to add to target saturation - especially cause they're fast. While they're definitely more durable with the new damage table and ramshackle.


Automatically Appended Next Post:
 grendel083 wrote:
If a Trukk gets one turn of Movement, then it's done it's job!

Personally this edition I have not had many exploding Trukks. Wrecked yes, I've had loads of Wrecked Trukks. But changes to he damage table have really helped.
The new Ramshackle rule also helps with it's survivability. It's not a cool chart, but it does let the Trukk live longer.


Agreed.

This message was edited 4 times. Last update was at 2015/01/26 10:01:53


 
   
Made in us
Omnipotent Necron Overlord






 koooaei wrote:
 Xenomancers wrote:
As with everything in this game - the more of something you take - the better. An army with 6-9 trucks is going to get orks into cc faster than an army without them. Typically orks win most of their assaults so it seems like a good formula to me.


I'd disagree here. I run footsloggas and take one truck full of 'ard boyz. One's better than 2 in this case. Cause 1 is easy to hide and won't take too much from the army if i decided to reserve it - in some situations that's the best option, for example, when there's not enough blos terrain when you deploy.

It's just the same with stormboyz. Terrain and positioning is the only thing that protects them. The less you have - the easier it is to hide.

I like the truck and how it performs. Best place for a bunch of 'ard boyz or a MANz missile.

And don't forget, they're a great way to add to target saturation - especially cause they're fast. While they're definitely more durable with the new damage table and ramshackle.


Automatically Appended Next Post:
 grendel083 wrote:
If a Trukk gets one turn of Movement, then it's done it's job!

Personally this edition I have not had many exploding Trukks. Wrecked yes, I've had loads of Wrecked Trukks. But changes to he damage table have really helped.
The new Ramshackle rule also helps with it's survivability. It's not a cool chart, but it does let the Trukk live longer.


Agreed.

I can see the value of a single ard boy truck. Especailly if you are in a situation where you are facing another melle army or if you have a lot of other threats that move at that speed. Sending a truck ahead of a green tide though - I don't see that doing much you'd need at least 40% of your force to be in trucks to make that work. Then all you've got is boys - (which is probably the strongest ork army anyways.)

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Mutilatin' Mad Dok






I never take more than one or two trukks, but I love them. I usually hide them behind a building or trees as a reserve unit. The enemy is far too concerned with the 60 boys, Battewagon, Dread, Bikes, etc to focus on a Trukk in the backfield.

Then I use them in mid to late game to shoot out and grab objectives or destroy vehicles that have wandered too close. I've killed many a Wave serpent that moved to center field on turn 3 or 4 this way: I mean they have a pretty reliable 18" assault range.

If they do die beforehand, it was a small investment. No big deal.

   
Made in us
Esteemed Veteran Space Marine







BloodyDove wrote:
 grendel083 wrote:
If a Trukk gets one turn of Movement, then it's done it's job!

Personally this edition I have not had many exploding Trukks. Wrecked yes, I've had loads of Wrecked Trukks. But changes to he damage table have really helped.
The new Ramshackle rule also helps with it's survivability. It's not a cool chart, but it does let the Trukk live longer.


Exactly this!

It isn't hard to give the trukks a cover save too which between a 4+ or 5+ cover save and Ramshackle they'll surprise you. Additionally if your biggest threat is trukk boyz then there aren't enough other viable threats on the board.

Additionally don't forget to move them flat out 12 (you weren't going to do much with that big shoota anyways).

Also you must take at least 3 or 4 trukks with overlapping units. For example if you take one squad of meganobz in a trukk they are going to get shot and die before they get close to the enemy...throw down 2 trukks with meganobz, a squad or 2 of warbikers, and/or multiple squads of tankbustas in trukks and at least one of them will make it to cause tons of havoc and give your opponent tough choices to make for target priority.

I do have to reiterate though. Trukks gotta go fast! 24 inch movement turn 1 is a huge distance to cover


This right here! Always flat out turn one with trukks. Never upgrade the gun and certainly don't shoot it until the boys are on the ground.
   
Made in us
Nasty Nob




Cary, NC

The Trukk is so cheap, and so characterful, that it's hard to go wrong with them. There are several different ways to use them, based on how many you want to take, and you can take them (and their cargo) cheap, cheap, cheap!

 
   
Made in gb
Stinky Spore




wirral

I take it trukks are like smoking, you know it could kill you but you do it anyway!!!
thanks for all the posts and advice. it has all be taken on board and will have to go out and get some trukks and BW as I only have a foot sloggin green tide. thing im gonna feel naked with a lot less boyz on the field, but on the other hand think of all them points I can play with if im only taking 12 boyz per squad not 30!!!!

again thanks to every one who has posted and voted but it looks like trukks are here to stay!!!! so I will take a bow, gracefully concede and leave you with a WAAAAAAAAAAAAAAAAAAGH!!!!!!!!!!!!!!!!!! and happy squishin!!!!!!!


READY FOR STOMPIN!!!!! 
   
Made in us
Ork Boy Hangin' off a Trukk





I've been thinking of trying out 6 trucks full of ard boyz with a nob/pk/bp each.

Has anybody tried something like this? How did it go?
   
Made in be
Longtime Dakkanaut




I don't play Orks, but Trukk and boyz is what I would play as Ork.

See the following 1850 point list:

10 Boyz, 1 Trukk: 90 points

Repeat 20 times

1800 points

Big Mek with Da Finkin Kap - 45 points - hiding in reserves the bastard.

The vast majority of your trukks will have cover, and you would at most need to remove a few trukks of boyz to add in what's missing, some PK Nobz (bikers ?) that come in to clean up the tougher bastards.
   
 
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