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![[Post New]](/s/i/i.gif) 2009/09/02 06:52:43
Subject: Ork Trukk
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Yellin' Yoof on a Scooter
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I was wondering how people use their truks. I am starting to think I don't want to put anybody special in them or never have them go over 13 inches (rpj). The reason being if they get destroyed (pretty easy to do) while going at 14+ inches, the ramshackle rules cause them all to just die (can't disembark). It would really suck to lose a warboss + nobz to a single truck explosion.
I guess if you just have 11 boyz and a nob its not as big a deal if things get unlucky.
How do you play em?
Edit: Just read ramshackle again, all rolls cause a forced disembark...
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This message was edited 1 time. Last update was at 2009/09/02 07:26:32
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![[Post New]](/s/i/i.gif) 2009/09/02 12:03:25
Subject: Ork Trukk
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Auspicious Skink Shaman
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People generally use them in multiples - I've read here several times that a single trukk gets whacked, but many trukks can overwhelm an opponent.
I plan on using a mix of BWs and trukks, myself. Once I have the money...
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![[Post New]](/s/i/i.gif) 2009/09/02 12:48:31
Subject: Ork Trukk
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Longtime Dakkanaut
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Trukks are great when used properly. Combined with Battlewagons with a Big Mek & Kustom Force Field they work well. The BW runs interference for the Trukks and also provides obscurement for them.
MegaNobz in a Trukk are a nice flanking unit. The cost can be relatively cheap and you don't really care about wounds from ramshackle since you have a 2+ save. Nothing like moving flat out, the enemy shooting your Trukk and then having a Trukk full of MegaNobz careening 3D6 further towards the enemy!
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This message was edited 1 time. Last update was at 2009/09/02 12:48:56
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![[Post New]](/s/i/i.gif) 2009/09/02 13:05:58
Subject: Re:Ork Trukk
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Wicked Warp Spider
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I have found they work best for flanking a few battle wagons (or hiding behind them). The battle wagons will take up most of the anti-tank fire an army has (until melta range) allowing the trukks to get to their targets safely.
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"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. |
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![[Post New]](/s/i/i.gif) 2009/09/02 13:16:59
Subject: Re:Ork Trukk
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Hollerin' Herda with Squighound Pack
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I've used my trukk boyz in reserve a lot of the time for coming of the board edge and snagging close objectives late game. This allows you to move the entirety of your force forward, i.e your BWs, while keep your boyz from getting shot up in their cardboard trukks. Usually when the trukks come in from reserve the enemy is to worried about bringing down your BWs to focus on the trukk boyz.
In my last tournament game I played, I snatched a 2-1 victory over an SM player with two units of trukk boyz coming in turn 4 and grabbing objectives. Its fun.
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"Your orks are givin me the worst diarehhea ever."
Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
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![[Post New]](/s/i/i.gif) 2009/09/02 17:01:11
Subject: Ork Trukk
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Yellin' Yoof on a Scooter
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I guess what I was trying to bring up but nobody has touched on yet, that moving flat-out is very risky to the units inside. Yes you get 6 more inches but you get no special save for moving flat-out, can't assault that turn anyway, and have a very real chance of killing all the contents of the vehicle on a 4/5/6 roll on the vehicle damage table. There is no save for this death either so even 2+ meganobz are gone.
I guess I don't see enough benefit from moving flat-out. To me it seems like a very big risk for a 6' move you can't do anything with until next turn. And your in a AV 10 open topped vehicle!
Blowing up 1 truck to kill a set of nobz and maybe a HQ seems like a great deal for my enemy.
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![[Post New]](/s/i/i.gif) 2009/09/02 18:30:47
Subject: Re:Ork Trukk
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Hollerin' Herda with Squighound Pack
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Yeah this is true, the best you can do is try to keep them in cover of some kind of by a KFF, even then its a risky situation. I usually just have boyz in my trukks, so I suppose the loss is minimal. I really haven't had too many instances of my trukks getting shot at after they move flat out, I just try to be somewhat careful with where they're going, so at least I'll have a 50/50 of keeping it alive.
yes, its risky. yes, its the orks
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"Your orks are givin me the worst diarehhea ever."
Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
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![[Post New]](/s/i/i.gif) 2009/09/02 18:35:28
Subject: Re:Ork Trukk
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Dark Angels Librarian with Book of Secrets
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I have found good success with this use of a truuk : using it as a counter-assault.
Coming in 13" from your board edge, a squad of orks can deploy another 2". They can Waaagh another 6" with Ghaz, and assault another 6"
This lets a squad of mega-nobs and Ghaz have a 27" range from your table edge to assault. This is over half the board on pitched battle or dawn of war. Coming in from the edge of your deployment zone on spearhead can really reach quite far as well.
This does not work against gunline armies, or any army that stays constantly on their table edge -- but still can be a great way to get a powerful punch into battle without getting shot up.
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This message was edited 1 time. Last update was at 2009/09/02 18:36:23
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![[Post New]](/s/i/i.gif) 2009/09/02 18:38:42
Subject: Re:Ork Trukk
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Longtime Dakkanaut
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But if you have 5 trukks filled with boys and a PK Nob. You send them all 19", strait ahead(depedning on opponent of course) forcing your opponent to make a decison of ignoring the trukks, thus risk certain assault next turn or shoot the trukks. If they pop the trukks, the boys bail out and get cover saves from the debris of the trukk (unless explode result), then whats's left waaaghh's next turn. It's tough to destroy all 5 trukks and the 55 orks inside them in one turn of shooting. You will make it into CC with something.
GG
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![[Post New]](/s/i/i.gif) 2009/09/02 20:44:00
Subject: Ork Trukk
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Dakka Veteran
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scarab5 wrote:I guess what I was trying to bring up but nobody has touched on yet, that moving flat-out is very risky to the units inside. Yes you get 6 more inches but you get no special save for moving flat-out, can't assault that turn anyway, and have a very real chance of killing all the contents of the vehicle on a 4/5/6 roll on the vehicle damage table. There is no save for this death either so even 2+ meganobz are gone. I guess I don't see enough benefit from moving flat-out. To me it seems like a very big risk for a 6' move you can't do anything with until next turn. And your in a AV 10 open topped vehicle! Blowing up 1 truck to kill a set of nobz and maybe a HQ seems like a great deal for my enemy.
Huh...? What is all this about "no save" and "killing outright". I see nothing under "fast transport vehicles" that would indicate it, and under the Trukk ramshackle rules the WORST that can happen is you suffer a bunch of St3 attacks, which you can take saves vs. What am I missing? EDIT: I see it now, but isn't voluntary disembarkation and involuntary disembarkation different? In the embarkation rules: ".. Models can only voluntarily embark or disembark in the Movement phase, and may not voluntarily both emark and disembark in the same player turn. However, they may embark and then be forced to disembark if their transport is destroyed." Oh that brings up something I've missed: Do Ork Trukks, being open-topped, reduce the St3 hit passengers take (due to ramshackle) to St2? Or is the St3 in the ramshackle rules already accounting for the fact that the trukks are open topped?
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This message was edited 1 time. Last update was at 2009/09/02 20:49:17
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![[Post New]](/s/i/i.gif) 2009/09/02 21:08:54
Subject: Ork Trukk
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Junior Officer with Laspistol
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The only time a unit is destroyed is if the trukk goes flat out and then is destroyed during your own turn. Of course, the fact that the ramshackle damage table over-rides the normal one means that this may not even be the case.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/09/02 21:12:03
Subject: Ork Trukk
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Decrepit Dakkanaut
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Yup, nothing like a disintegrating mass of sharp rusty metal to give you a soft landing.
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![[Post New]](/s/i/i.gif) 2009/09/02 21:21:47
Subject: Ork Trukk
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Dakka Veteran
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willydstyle wrote:The only time a unit is destroyed is if the trukk goes flat out and then is destroyed during your own turn. Of course, the fact that the ramshackle damage table over-rides the normal one means that this may not even be the case.
Page #? I can't find any references to moving flat out with a fast vehicle having any negative effects on passengers (flat out as a skimmer does, but it's different) and it's driving me crazy.
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![[Post New]](/s/i/i.gif) 2009/09/02 21:47:37
Subject: Ork Trukk
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Junior Officer with Laspistol
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Flat out as a skimmer is not different, only that there is one extra way to "wreck" the vehicle.
If any fast transport moves flat out, the passengers may not disembark that movement phase. If the vehicle somehow destroyed in that movement phase (non-skimmers ramming or dying to DoG while trying to tank shock) then the passengers may not disembark, and they die.
The difference with skimmers is that they can also wreck themselves by immobilizing themselves on terrain.
It's an extrapolation of the rules for fast vehicles moving flat out (passengers may not embark or disembark that turn) combined with the rules for damage effects upon the passengers of transported vehicles (destroyed-wrecked: models which cannot disembark are destroyed).
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/09/02 21:50:56
Subject: Ork Trukk
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Dakka Veteran
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I thought this would apply to that rule as well:
".. Models can only voluntarily embark or disembark in the Movement phase, and may not voluntarily both emark and disembark in the same player turn. However, they may embark and then be forced to disembark if their transport is destroyed."
?
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![[Post New]](/s/i/i.gif) 2009/09/02 21:53:05
Subject: Ork Trukk
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Junior Officer with Laspistol
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Yes, but that does not over-ride the restriction on disembarking from a transport moving flat-out.
In any case, the trukks ramshackle table over-rides the normal damage table, and thus I don't believe it really applies to trukks.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/09/02 22:07:47
Subject: Re:Ork Trukk
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Yellin' Yoof on a Scooter
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All of the ramshackle options force you to disembark. I guess I need to re-read the flat out section pertaining to "may not disembark". Specifically if it applies to the current movement turn only or until you move the vehicle again.
I read it, units can not disembark if they have moved flat-out until you move again...actually would prefer the other way around.
As I understand it the ramshackle rules actually make it worse as all of them require you to disembark where as only one of the vehicle destoyed forces a disembark (other requires you to place the models where the vehicle was).
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![[Post New]](/s/i/i.gif) 2009/09/02 22:17:43
Subject: Re:Ork Trukk
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Jovial Plaguebearer of Nurgle
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The Ork Codex Ramshackle rule says if the Trukk suffers a Destroyed or Explodes result, use the Ramshackle Table "instead of the usual effects".
The worst that can happen if you moved Flat Out (or even if you remained stationary), is the Kaboom effect on the Ramshackle Table. That is, Strength 3 Hits for all the boyz, no more trukk and a Pinning Test for the Unit.
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MAKE OF THIS WHAT YOU WILL, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT! |
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![[Post New]](/s/i/i.gif) 2009/09/02 22:26:23
Subject: Re:Ork Trukk
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Yellin' Yoof on a Scooter
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utan wrote:The Ork Codex Ramshackle rule says if the Trukk suffers a Destroyed or Explodes result, use the Ramshackle Table "instead of the usual effects".
The worst that can happen if you moved Flat Out (or even if you remained stationary), is the Kaboom effect on the Ramshackle Table. That is, Strength 3 Hits for all the boyz, no more trukk and a Pinning Test for the Unit.
It still tells you to disembark. And it doesn't override the no disembarking after going flat-out specifically. I guess you have to decide if "instead of the usual effects" means ignore all rules or just the vehicle damage table effects.
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![[Post New]](/s/i/i.gif) 2009/09/03 00:36:36
Subject: Ork Trukk
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Dakka Veteran
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Hm, I hate to do this but I think I'm gonna have to summon Gwar :( EDIT: On second thought, I'm feeling too lazy and sleepy for that. Some other time. EDIT2: The more I re-read it the more I honestly think ".. Models can only voluntarily embark or disembark in the Movement phase, and may not voluntarily both emark and disembark in the same player turn. However, they may embark and then be forced to disembark if their transport is destroyed." Is sufficient to say they would be able to disembark... I mean, it's not like you have much choice if your vehicle is destroyed, it doesn't much matter how fast you are going.
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This message was edited 2 times. Last update was at 2009/09/03 00:46:58
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![[Post New]](/s/i/i.gif) 2009/09/03 00:48:34
Subject: Ork Trukk
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Decrepit Dakkanaut
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Yup, basically.
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![[Post New]](/s/i/i.gif) 2009/09/03 01:55:42
Subject: Ork Trukk
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Lead-Footed Trukkboy Driver
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You're all quite confused here. The rule for moving flat-out p70 clearly states "[...]may not embark onto or disembark from a fast vehicle if it has moved flat out in that Movement phase".
The rule only applies to the player's movement phase, it doesn't extend to the following ennemy shooting phase.
So basically, the passengers are never "killed outright without a save" if the ennemy destroys the Trukk in a successive turn, even if the Trukk has moved flat out in a previous movement phase.
Of course, if the Ork player finds a way to destroy a trukk in his own movement phase (a SAG or Weirdboy going mad for example...), then the passengers all die, being unable to disembark.
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This message was edited 8 times. Last update was at 2009/09/03 13:24:44
Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2009/09/03 19:53:58
Subject: Ork Trukk
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Junior Officer with Laspistol
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Nym wrote:You're all quite confused here. The rule for moving flat-out p70 clearly states "[...]may not embark onto or disembark from a fast vehicle if it has moved flat out in that Movement phase".
The rule only applies to the player's movement phase, it doesn't extend to the following ennemy shooting phase.
So basically, the passengers are never "killed outright without a save" if the ennemy destroys the Trukk in a successive turn, even if the Trukk has moved flat out in a previous movement phase.
Of course, if the Ork player finds a way to destroy a trukk in his own movement phase (a SAG or Weirdboy going mad for example...), then the passengers all die, being unable to disembark.
I would not say that I've been "quite confused" as that's what I've been saying from the beginning of the thread. Thanks for the page reference, btw.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/09/03 20:06:19
Subject: Re:Ork Trukk
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Rotting Sorcerer of Nurgle
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Trukks are great I think, almost essential. They're like worse Rhinos, sure, but they're open topped, which is great for orkkyness!
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![[Post New]](/s/i/i.gif) 2009/09/03 20:26:46
Subject: Ork Trukk
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Lead-Footed Trukkboy Driver
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willydstyle wrote:I would not say that I've been "quite confused" as that's what I've been saying from the beginning of the thread. Thanks for the page reference, btw.
Apologies, I should have mentionned that I was trying to emphasize what you said.
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Deffskullz desert scavengers
Thousand Sons |
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