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Made in se
Dakka Veteran





Ork Trukks can replace their Big Shoota with a Rokkit Launcha for 5 pts.
Ork Boyz can take a Rokkit Launcha for 10 pts.

Which would you rather have - would you ever go for both?

Pros for Trukk Rokkit:
- Can move 12" and still fire.
- Cheaper.

Cons for Trukk Rokkit:
- Trukks die rather easily.

Pros for Boyz Rokkit:
- The unit can do something useful even once shot out of its trukk.
- Marginally more likely to be around than the Trukk.

Cons for Boyz Rokkit:
- Can only shoot from Trukk if moved <6"
- More expensive.

The other planned load-out for them is a plank, ram and wreckin' ball. Perhaps adding a rokkit to all that is silly since it's making a really fragile unit more expensive, and spreading the points out a bit (by giving it to the Trukk's passengers) might be wiser?

This message was edited 1 time. Last update was at 2010/01/16 21:19:28


 
   
Made in ie
Fully-charged Electropriest





Dublin,Ireland

If you are putting a boarding plank I would suggest putting PK nob in the squad and the Big Shoota is a better choice on the trukk IMO as it has more shots and a greater range

 
   
Made in se
Dakka Veteran





Well, I was going to bring a nob with PK regardless, rokkit's would be in addition

I should add that I intend to be all mechanized, which means no lootas, which is why I'm thinking I'll need to cram in as much "replacement" rokkits as possible?
   
Made in us
Sniveling Snotling






Rokkits on the trukks...interesting! I've never thought of that before. ><
   
Made in us
Been Around the Block




Since trukks are Fast, it would be able to fire the rocket from 12" or slower (13" with RPJ).

Edit: Oh, I was confused by your last bullet point, it says Trukk when it should say Boy.

You could always put the rocket Boy *in* a Trukk

This message was edited 1 time. Last update was at 2010/01/10 03:41:18


 
   
Made in us
Regular Dakkanaut




Hillsboro, Oregon

When the new Ork Codex first came out i agreed with you on having my trucks with Rokkits.
Now days, due to the fact they blow up so easy i've found its best to keep them cheap.
I use mine with Big Shoota only, not that rokkits are bad, with 3 shots from big shoota you should always hit something.
My trukks dont tend to last more then three rounds to see that my truck has hit its one out of three shots (BS 2).
I also dont want to draw attention to my trukks. Big Shoota might seem less scary to some people you play.
The only upgrade I give my Trukks is Red Paint, maybe grot rigger if its a special tactic that im playing.
Keep them cheap, dont think of them as weapons only transports and tools to block enemy line of sight to your units now on foot.
Thats just my experiance im not saying thats the only way you should use them.


 
   
Made in gb
Fresh-Faced New User



England

Actually Trukks are "Fast Vehicles" so they can still fire One weapon even if they move 12" where as the boys inside can still only fire if it moved <=6"

Only if the trukk moves its flat out 18" move does it rokkit become useless

but with a BS of 2 meaning 5+ to hit I'd rather leave the trukk with its Big Shoota and leave rokkits for battlewagons and tankbusta's

This message was edited 1 time. Last update was at 2010/01/10 16:53:31


 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

I like the rokkits on trukks because after they've delivered their boyz they can zip around behind enemy vehicles taking pot shots. Usually, the enemy is forced to ignore them too, which is a bonus.

   
Made in us
Committed Chaos Cult Marine





My trukks (the old flat beds) always last most of the game with a KFF near-by, I use rockes on them all the time. They are good for the random transport kill.

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in us
Terminator with Assault Cannon





I think rokkits on trukks are a good idea. They make the unit much more of a threat and can occasionally do something great. As long as you don't expect too much out of them, they should serve you fairly well and keep your opponent a bit on edge.
   
Made in us
Regular Dakkanaut





Fetterkey wrote:I think rokkits on trukks are a good idea. They make the unit much more of a threat and can occasionally do something great. As long as you don't expect too much out of them, they should serve you fairly well and keep your opponent a bit on edge.

It seems to me that a "threat" is the LAST thing you want your Trukks to be since they are already precariously on the edge of breaking down and killing all your Boyz inside them.

Ideally your trukks are as little of a threat as possible to try and minimize the possibility of drawing fire before they have delivered their payload.
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

Trukks are ALWAYS gonna get shot. Turn one, they're steaming the full 18 or 19 inches. Then they get shot. Some of them go pop, and the boyz inside get out and leg it forward. Turn 2, the surviving trukks go 12, boys dismount, fleet and charge. At this point, your surviving trukks can focus rokkit fire on something with an AV or an MC in the opposing army. Once the boys are out, they're the threat, so the trukks will probably get ignored. Then you buzz around behind the enemy, taking potshots at rear armour.

Now, I think trukk mounted is often not the most effective way to go, but if you are doing it, rokkits are nice.

   
Made in us
Terminator with Assault Cannon





Razzle wrote:
Fetterkey wrote:I think rokkits on trukks are a good idea. They make the unit much more of a threat and can occasionally do something great. As long as you don't expect too much out of them, they should serve you fairly well and keep your opponent a bit on edge.

It seems to me that a "threat" is the LAST thing you want your Trukks to be since they are already precariously on the edge of breaking down and killing all your Boyz inside them.

Ideally your trukks are as little of a threat as possible to try and minimize the possibility of drawing fire before they have delivered their payload.


I'm talking about the trukk once it releases its Boyz, not the Boyz and Trukk combined.

This message was edited 1 time. Last update was at 2010/01/10 18:51:42


 
   
Made in us
Moustache-twirling Princeps





About to eat your Avatar...

Trukks are simply a relatively expensive way to take full advantage of your Waaagh!.

Moving 18", versus 7-12 inches in the first turn, has obvious advantages. Almost every weapon in the game, can make mince meat out of trukks though. This 'flaw', makes them a serious gamble in most games. If your opponent gets really lucky, not only will they annihilate your trukks; they will send them ramshackling in a completely random direction. This is the main reason I would never worry all that much about trukks in general when fighting an ork player. They are going to get shot so much, that I can pretty much guarantee that those trukks are going to be more of a hindrance to you than anything else.

When combined with Battlewagons, trukks are a pretty decent backup counter-assault unit. The Boys inside, plus their PK Nob, offer the protection required to make effective use of your BW assaults. AV10 on the rear, when facing a mobile army, is nothing to ignore.

Almost forgot the most important part...

Don't get rokkits on your trukks, keep them as cheap as possible. If anything, get the extra armor, it can make a pretty big difference.

This message was edited 1 time. Last update was at 2010/01/10 19:28:47



 
   
Made in se
Dakka Veteran





Da Boss wrote:Trukks are ALWAYS gonna get shot. Turn one, they're steaming the full 18 or 19 inches. Then they get shot. Some of them go pop, and the boyz inside get out and leg it forward. Turn 2, the surviving trukks go 12, boys dismount, fleet and charge. At this point, your surviving trukks can focus rokkit fire on something with an AV or an MC in the opposing army. Once the boys are out, they're the threat, so the trukks will probably get ignored. Then you buzz around behind the enemy, taking potshots at rear armour.

Now, I think trukk mounted is often not the most effective way to go, but if you are doing it, rokkits are nice.


I more than welcome discussion about the overall effectiveness of Trukks (or any links to threads about it), even though it's not directly on topic, it's close enough. I definitely don't have my mind set on trukks as opposed to battlewagons (though I'm definitively going to have my force mounted), and I'm fine with a combo of both.

I noticed Sourclam said, in a previous thread, that 3 man MANz squads in trukks are a pretty decent unit, which I guess could be a nice addition to a mostly battlewagon army, for some anti-tank that can hide out behind the BWs until it's needed.

I kind of like trukks from a philosophical standpoint, but I definitely have some doubts about their effectiveness.
   
Made in us
Moustache-twirling Princeps





About to eat your Avatar...

number9dream wrote:I kind of like trukks from a philosophical standpoint, but I definitely have some doubts about their effectiveness.


Cons:
- AV10 all around, which is absolutely awful, ten times worse than having AV11.
- Ramshackle, which can seriously cause some problems for any strategy.

Pros:
- Fast vehicle/open topped. And that is pretty much it, nothing else to note really, besides the decent price.

You get awesome troops units for Orks, it is their specialty. Sluggas and Shootas are seriously cool troops choices. Grots are complimentary at best.

If you want to build a nice mobile list, START with Battlewagons, then add bikes, then add trukks. If you don't like Nob bikers for some reason (fair enough, I think they are ridiculously awesome), you can emphasize the number of trukks you make use of. Using them in 'squads' of three or four, is basically the only way to make any proper use of them.

Hide side/ rear armor of your BW's with the squads, or use them in tactical 'units', combining troops choices, with more specialized units. Example...

2-3 squads of Slugga boys with PK nobs, in trukks with extra armor. These trukks run in the front, providing cover/BLOS to the trukks behind, which contain:
Burna Boys, or Meganobs. Or both. Burna Boys in a trukk, can provide a very fierce anti-cover unit, with the added benefit of optional use of s4 power-weapons on the assault.

Performance of trukks, is limited by the amount of spam your opponent showed up with. Practically anything can render your trukk (and whatever weapon it happens to be carrying) completely useless, on round 1-2. That is a serious disadvantage, transport-wise, when fighting more 'well-endowed' forces. If you are the only one on the board with transports, you could be gaining an advantage from that alone.

This message was edited 1 time. Last update was at 2010/01/11 04:54:28



 
   
Made in us
Daemonic Dreadnought






number9dream wrote:Ork Trukks can replace their Big Shoota with a Rokkit Launcha for 5 pts.
Ork Boyz can take a Rokkit Launcha for 10 pts.

Which would you rather have - would you ever go for both?

Pros for Trukk Rokkit:
- Can move 12" and still fire.
- Cheaper.

Cons for Trukk Rokkit:
- Trukks die rather easily.

Pros for Boyz Rokkit:
- The unit can do something useful even once shot out of its trukk.
- Marginally more likely to be around than the Trukk.

Cons for Trukk Rokkit:
- Can only shoot from Trukk if moved <6"
- More expensive.

The other planned load-out for them is a plank, ram and wreckin' ball. Perhaps adding a rokkit to all that is silly since it's making a really fragile unit more expensive, and spreading the points out a bit (by giving it to the Trukk's passengers) might be wiser?


The 5 points for a big shoota is figured into the price of a truk so its roket is an upgrade to the big shoota not a 5 point rokit.

Plan on slugga boy choppas going 18" a turn, the truk will not shoot til the boys are off.

Bs 2 str 8 rokit, or hit on a a 4+ wif a str 9 wrekin ball

Empty truks are usually ignored in an objective game

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
 
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