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Made in us
Wicked Warp Spider





South Carolina

Ok guys, I've been reading up on orks and have finally decided on a design for my army. Its nothing special - boyz in trukks...

However I was wondering what upgrades should I take if any? (Basically is it better to take them bare bones to squeeze more into a list or make them more surviviable useful)

RPG seems overpriced for 5th
Grot Riggers, Stickbomb Chuckka's also don't seem useful.
Armour Plates? Boarding Plank? Wreckin Ball?

Bascially the Reinforced Ram seems to be the most useful as it allows the reroll of the Dangerous Terrain Tests and tank shock.

Any suggestions would be appreciated. Im still designing an 1850 list (which is the common points played at my FLGS and home).

"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes

DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. 
   
Made in us
Longtime Dakkanaut






The land of cotton.

Trukks benefit most from two upgrades: Red Paint Job and Reinforced Ram.

Red Paint job lets you move 1" more and still disembark. Don't underestimate that.

Reinforced Ram lets you move through unexpected avenues to get where you need to go.

Other than that I don't take any Trukk upgrades.
   
Made in us
Lethal Lhamean






Venice, Florida

Greetings,

I must agree with the Git, Red Paint Job and the Ram are well worth the points.

I usually don't bother with stikkbomb chukka's (really, who are you beating with your initiative anyway?). Armor plates seem fairly pointless as well, since the trukk is armored with cardboard. The boarding plank has some uses, but generally I'll just assault the vehicle directly if I feel the need. Wreckin Balls are pretty darn pricey for a fairly meager effect.

I have enjoyed Grot Riggers, but they are certainly a bit of an indulgence. That said, fixing up a damaged trukk is always a nice feeling. I also almost always upgrade to rokkits on the truck, that way after I've dumped out the boyz the trukk can still be a potential threat to MEQs, MCs, and rear armor. Most of the time they just miss though, so I accept it's probably a sub par upgrade, but I like having a lot of rokkit options, and hey, sometimes an opponent will waste some shots blasting apart an empty trukk rather then deal with the possibility of a rokkit next turn.

Regards,
Thor.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

My two cents:

Trukks are fast and get up to the battle fast. You can safely presume that even if you give them cover, screening, etc - you're still going to lose a trukk or two on the way up to battle.

Reinforced Rams: I've never taken them because how often can you roll a 1? Well, often enough it seems - I'm probably going to start taking them.

Red Paint Job: Mandatory on every vehicle. Not optional.

Grot Riggers: Useful on a battlewagon, wasted on trukks. If a trukk gets penetrated, its got a 50% chance (given weaponry firing on average) of being destroyed. Don't bother with riggers - you can't use them until the following turn's shooting phase anyway, and if your trukk gets immobilized, your boyz are going to disembark and start running towards the battle, not sit around for a turn or two waiting for the trukk to get started again.

Wrekkin' Ball: Wasted 10 points. I tried these a few times, simply not worth it.

Boarding Planks: I love 'em. They freakin' rock. Orks are limited on tank hunting ability as it is, and this lets you mow down pretty much ANY vehicle without having to get out and charge it. Here: If you disembark and charge a vehicle (and destroy it) next turn you move back to the truck and re-embark, followed by a third turn where the trukk moves again. Three turns to kill a vehicle and then get back into your trukk to go zooming into the action, PRESUMING you killed the vehicle on the first turn you assaulted it. With a Boarding plank, you roll up next to the vehicle, have your nob with powerklaw / Warboss with Powerklaw / Ghazghkull with Powerklaw charge down the ramp and assault the vehicle. You destroy it and it explodes and does...nothing. You're embarked; a Str.3 hit can't hurt you. When you assault a vehicle with a weapon skill (Dreadnought, Defiler, Soul Grinder) you get free attacks; they can't hit you back. And you'll have moved and assaulted, and still be embarked so you can charge another 12" on your trukk next turn.

Extra armor, plating, other stuff: Useless on a trukk. Don't bother.

Stikkbomb chukkas: For a standard list, I wouldn't take them. Fighting specific armies (Tau, IG, other armies with initiative less than 3) I take them. But yeah - MEQs are going to go first at initiative 4, as are tyranids. Your advantage is that you will ALWAYS get the charge. When you're on trukks, you have a 27" assault range. Nothing can top that.

   
Made in us
Regular Dakkanaut



Chicago, IL

As everyone else has said, reinforced ram is a must for me for all of my slugga/choppa boyz. Though its only a 1/6 chance to fail a difficult terrain test, it really sucks when it hapens. Plus, the ability to tank shock with a FA of 12 is very good. Even a squad with a PK has to think twice about DOG. The only trukk I don't have RR is the trukk with the Big Mek with KFF's squad. This is usually my opponents (or at least it should be) #1 target, so it usually doesn't survive past round 1.

RPJ is nice, but I don't use it. But it is very effective, so if you have the points, its not a bad upgrade.

With DoW set up, setting up trukks right at midfield or 18" away from your opponent is huge. If your opponent deploys poorly or you seize initiative, you get a first turn charge without using your waaagh!

   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Trukks benefit most from two upgrades: Red Paint Job and Reinforced Ram.

Red Paint job lets you move 1" more and still disembark. Don't underestimate that.

Reinforced Ram lets you move through unexpected avenues to get where you need to go.



i agree with green git on those, they are pretty much the essentials on any ork vehicle.

also, boarding plank may have some use if you plan on having a klaw nob / boss in the trukk, plank assults against vehicles are pretty nasty.

wrecking ball is ok i guess, kinda the same as the plank / nob trick, but only a single hit at S9 rather than 4.

wouldnt bother with riggers on a trukk though, chances are it will get blown up early in the game, best used on dreadz and wagons.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Honestly, I think the biggest thing to remember is that a trukk is a 35 point means of getting you into assault as fast as orkishly possible. Heh.

Add a couple of things that will get you there faster (Red Paint, Reinforced Ram) but that's it...unless you are going COMPLETELY mobile (like me) in which case all I field are trukks. In that case, having those mobile tank wrecking trukks are useful.

   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

gotta love paint, ball and plank klaw nob flying into a monolith
throw in a grabber to stop it running away and your sorted

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Eh...if you're fighting Monoliths specifically maybe the wrecking ball is worth it, but the grabbin' klaw? The monolith can only go 6" anyway - its not going anywhere. Don't waste too many points on your trukks - they are GOING to get blown up.

   
Made in ca
Serious Squig Herder






I usually just take an RPJ and a Reinforced Ram. That way you can zoom to the other side of the field with little terrain trouble.

blarg 
   
Made in us
Hellacious Havoc





WI

RPJ and reinforced ram, just like everyone else.
   
 
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