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Made in za
Painting Within the Lines





Goodwood, South Africa

Right, so a trukk can take 12 units. I'm planning on fielding 60 boys. The rulebook says that you cannot split squads in transports, so does that mean I have to have like 5 trukks carrying squads of 12 boyz if I want to get them all the way across the field in a hurry? I mean, how long is a squad of 12 boyz going to last?

How do you effectively use trukks?
   
Made in gb
Morphing Obliterator





If you want to take 60 orks in trucks you need to have then in 5 mobs. 12 boys wont last long on their own against big things but they will do well against most infantry. Against MCs and dedicated combat infantry you have to multi-charge them. 24 orks (along with 2 PK nobs) will kill most things on the charge without difficulty. Put a KFF mek in one of your trucks so they they can all benifit from the KFF (makes them 'obscured' wich gives then a 4+ cover save). If you want to take bigger mobs then you can put them in battlewagons, which can carry 20 boys, although this will take up some of your HS slots as well.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

12 boyz are actually quite hard. For example, 12 boyz w/ Pk nob vs. 10 space marines w/ sergeant.

SMs: 12 attacks, 6 hits, 3 wound, 0.5 saved. 2.5 dead, we'll call it three.

Remaining orks: 32 attacks, 16 hit, 8 wound, 3ish dead with one probably a sergeant, heavy or special weapon carrier.
PK nob: 4 attacks, 2 hit, 2ish dead.

Orks win by 2.

   
 
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