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Made in us
Evasive Eshin Assassin






what upgrades are worth it on a trukk? how about a BW being used as an assault transport?

my thoughts...
red paint - yes
grot riggers - maybe (you want to keep it moving but is it worth the 5 pts?)
stikkbomb chukka - a must if youre assaulting into cover right?
armour plates - id think so... again you want to keep it moving right?
boarding plank - yes
wrecking ball - yes (a 4+ str 9 hit on a vehicle sounds nice to me)
reinforced ram - probably not but the thought of running around ramming after i have deposited my troops sounds appealing

i suppose i dont know if i should keep it as cheap as possible or try to get some tactical use out of it once it has delivered its payload.

oh... and on a side note, does anyone know how the footprint of a land raider compares to the footprint of a battle wagon? i cant decide if i should pick up 2 land raider hulls from the warstore or 1 battle wagon for the same price.

This message was edited 2 times. Last update was at 2010/01/15 17:39:56


 
   
Made in us
Regular Dakkanaut




Trukk - red paint, ram and a plank

BW - red paint, ram, plank (unless carrying burna boys) & klaw

This message was edited 1 time. Last update was at 2010/01/15 17:47:27


 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

I have:

Trukks @ 40 pts. w/Red Paint Job. If a trukk gets stopped, that's fine with me. I'll just pile the Boyz out and keep the other Trukks + BattleWagons moving.

Battlewagon @ 125 pts. w/Red Paint Job, Grot Riggers, Stikkbomb Chukka, Armour Plates and 2 Big Shootas. That gives me speed, a little bit more protection, stikkbombs for my Burnas/Nobz and some guns along the way (also a failsafe when you get too many immobilised or weapon destroyed results).

WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

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Made in us
Tough-as-Nails Ork Boy




Winston-Salem/Chattanooga

Personally I hate trukks, but if you're set on taking them, keep them as cheap as you can possibly stand. They are after all, literally the easiest vehicle to destroy in all of 40k and you're just begging to waste points if you put more than the bare minimum. I would say, red paint, and stikk bombs if you need em. Maybe a plank, since an assaulting pk nob is much, much better than a wrecking ball.


 
   
Made in us
Evasive Eshin Assassin






Tortoiseer wrote:Personally I hate trukks, but if you're set on taking them, keep them as cheap as you can possibly stand.
how do you transport your boys?

it seems like not many people like the wrecking ball. i thought a 4+ str 9 hit sounded worth 10 points.

This message was edited 3 times. Last update was at 2010/01/15 18:07:17


 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Plank: YES!!!
Paint: Maybe
Ram: Probably
Ball: Probably not

The rest: no

   
Made in us
Awesome Autarch






Las Vegas, NV

I like Battlewagons, but I vote Trukks with Red Paint only to keep em cheap.

   
Made in us
Waaagh! Warbiker






Anything you put on the trukk is going to make it more expensive, and that much more painful when you lose it. The only reason that an AV10 higher than 35 point vehicle makes any sense at all is because a KFF can eat half the shots that it takes the whole game unless you split off from your other vehicles.

That 4+ Str 9 hit can be trumped by a grabbin' klaw and a boarding plank, which amounts to a 4+ chance of getting 4 Str 9 hits from the Nob inside charging out the plank. I wouldn't consider even that to be a good investment though, as the klaw serves a function for several vehicles and can usually be placed more safely on a battle wagon.

red paint - OK. Not a must have, but OK.

grot riggers - Never. The key to trukks is redundancy, so you can let one trukk die and keep moving with the rest. If it stops, get out and try your best to waagh into combat with the rest of your squads.

stikkbomb chukka - Why spend the extra points to preserve the lowest initiative units in the game's attack speed? Unless you are assaulting Tau, other orks, or a carnifex, you'll probably never see a difference between charging with or without stikk bombs. Waste of points.

armour plates - Redundancy. Let the trukk go if it comes to that.

boarding plank - Excellent for armor popping, and particularly effective if your battle wagon has already rolled up to the armor and dropped a grabbin' klaw on it.

wrecking ball - Waste of points.

reinforced ram - Ram is great for getting you through terrain, and providing turn 3 and higher functionality. Being able to tank shock a group off the board, and reducing chance of immobilization on terrain rolls from 1/6 to 1/36 is worth the 5 points.

Goffs 
   
Made in us
Evasive Eshin Assassin






thanks carnuss, for some reason i was thinking that the frag grenades automatically made them go first when assaulting into cover.

i see what you're saying on the wrecking ball. i just thought that an extra str 9 hit or a single str 9 hit once the unit has disembarked was worth the 10 pts.

right now my force will be made up of 4 trukks and 2 battlewagons.
what is inside of the wagons is still up in the air.
i can probably come up with 2 more trukks if i scrounge but as of right now i just have the 4.

ill also have 6 copters and 6 bikes. im not sure if they will be nob or normal bikes though.
   
Made in us
Jovial Plaguebearer of Nurgle







I have 4 trukks that go out with nothing but red paint. 'Tis a beautiful thing.

MAKE OF THIS WHAT YOU WILL, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT! 
   
Made in us
Longtime Dakkanaut





I don't understand this thread. Is it some sort of elaborate joke? People are actually recommending Trukks without rams?

For 5 points, less than a boy, the Trukk gets to reroll dangerous terrain tests.

That's worth it right there. Are you guys playing in soccer fields? Even normal vehicles would kill for 5 point dozer blades, yet Trukks which are FAST and OPEN TOPPED get it.

And then it gets better. That same upgrade also makes the Trukk able to Tank Shock. That means it can zip through screening units to let out the contents, or shove its way into contesting in the last round, or try to break expensive but non-fearless units after you've got your use out of it.

Finally it's +2 armor vs. Death or Glory. As far as I'm concerned that's just gravy.

Trukks come with rams. If you don't put a ram on your trukk, you are a war criminal.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Waaagh! Warbiker






40kenthusiast wrote:I don't understand this thread. Is it some sort of elaborate joke? People are actually recommending Trukks without rams?

For 5 points, less than a boy, the Trukk gets to reroll dangerous terrain tests.

That's worth it right there. Are you guys playing in soccer fields? Even normal vehicles would kill for 5 point dozer blades, yet Trukks which are FAST and OPEN TOPPED get it.

And then it gets better. That same upgrade also makes the Trukk able to Tank Shock. That means it can zip through screening units to let out the contents, or shove its way into contesting in the last round, or try to break expensive but non-fearless units after you've got your use out of it.

Finally it's +2 armor vs. Death or Glory. As far as I'm concerned that's just gravy.

Trukks come with rams. If you don't put a ram on your trukk, you are a war criminal.


Well said, and about as comprehensive a checklist of reasons to do so as I could come up with.

Goffs 
   
Made in gb
Fresh-Faced New User




ram and a rokkit
   
Made in us
Evasive Eshin Assassin






its going to be so hard not to put that damn wrecking ball on there... it is just so cool looking
   
Made in us
Stabbin' Skarboy






I like trukks with big shoota, red paint, ram, and boarding plank. Anything else and the cost starts getting a little high for something that's AV 10 and open topped. For a BW I'd toss on extra armour as well, but keeping a unit inside to see if grot riggers un-immobilize it isn't worth it IMO.

This message was edited 1 time. Last update was at 2010/01/15 21:01:29


   
Made in us
Water-Caste Negotiator



Lafayette, IN, USA

I've used my Trukks in quite a few games, and I would have to say that you're gonna want to make them as cheap as possible. When regular weapons can glance a vehicle, you're not gonna want to put too much into them.

I would say you're fine with only taking RPJ and a Ram... Nice cheap Trukk right there.

I actually have a full body tattoo, but it's of an invisibility cloak, so you can't see it.



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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Carnuss hasn't summoned me, I don't think I'm allowed to post. ><

   
Made in us
Waaagh! Warbiker






BAM!


Goffs 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI



Denied!

   
Made in us
Daemonic Dreadnought






Unless there is an errata I don't know about truk's can't buy grabin claws. Check the Codex the grabin klaw is only an available option for a battlewagon and looted wagon. I believe the fluff logic is that the truk doesn't have the tonnage to hold heavier vehicles in place, and the game mechanic logic is truks with grabin klaws would be unbalanced. If grabin klaws were available to truks every truk in the game should have one. Once a vehicle is hit by an ork grabin klaw it's dead plain and simple. Each Pklaw nob that hits it after it's been klawed will do 4 automatic str 9 hits to the rear armor, and to add insult to injury the ork player has 2 turns to charge the vehicle. The turn it was klawed, and the next turn after it remains immobile for a turn. If truks all had klaws it would be the death of mechanized armies against orks.

As far as the options go.

No options: Just a plain 35 point truk

Pros: it's 35 points, and truks blow up easy. Bottom line is that point for point 35 point truks the most pragmatic way to go.

Cons: Pragmatawhatdidyastayuweeniegit? What's the fun in that? Kustum truks are the ork way, and fun, and often a pointless waste of resources which is wut orks do. If you're superstitious may Gork and Mork curse your dice for being a cheap ass weenie git when it comes to pimpin out the boys ride. If there are a few leftover points in an army kustum truks are a fun way to blow points.

red paint - entirely debatable. Red paint actually helps slow battlewagons more than truks.
Pros red runs fasta.
Cons: You can't have a 35 point truk and red paint.

grot riggers - Got a wreken ball? Truks are easily immobilized. If you bought a wreken ball for a truke you've got to buy grot riggers as well. No wreken ball? Looks like the boys are running the rest of the way.

stikkbomb chukka - a must if youre assaulting into cover right? Entirely debatable. It's actually 7 points cheaper than buying stickbombs on the boys, but does no good if the boys have to leave a destroyed truk before they assault. It might actually be better to spend the extra 7 points to just give the boys stickbombs.

armour plates - waste of points. Truks are very unlikely to be stunned, they usually splode instead. Chance of stun on a pen=1/6 Chance of sumthin worse than stun on a pen=5/6

boarding plank - If it's that worth assaulting why not get out and stomp it? If it's not worth assaulting why not go all out and move 18/19"

wrecking ball - yes (a 4+ str 9 hit on a vehicle sounds nice to me) Actual cost of wreking ball=15 points, because grot riggers are a must wiff a wreken ball.

This message was edited 1 time. Last update was at 2010/01/15 22:38:54


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.


 
   
Made in us
Waaagh! Warbiker






General_Chaos wrote:

Denied!


Just like a cat not to come when you call it.

This message was edited 3 times. Last update was at 2010/01/15 22:39:49


Goffs 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

OP:

What wargear to put on your trukks really depends on what you're going to do with them. I preach thematic play for its potency. If you're playing a mechanized ork list, here's my advice:

1. Red Paint: Believe it or not, this one is optional, depending on if you have the points for it. Presuming you have Ghazghkull in your list like any good mechanized ork player does, you aren't going to be assaulting until turn2 to benefit from a Waaaugh!. On the Waaaugh! you have a 27" assault range, and with turn 1 movement, not even moving flat out, you can cover another 13" or a total of 40". If you deployed pitched battle, you were already on 12" for a 52" threat radius. If you take 2" away (no more red paint) you still have a 50" threat radius. Red paint doesn't really affect your ability to get a sound turn2 charge.

2. Boarding planks: Mandatory. The biggest ork weakness is a lack of anti-tank. Boarding planks are probably the best anti-tank in the ork arsenal - take them on everything with a powerklaw in it. A squad of 12 boys on foot runs up to a rhino and explodes it....you're going to lose 3 boys and get counter-attacked by the marines inside next turn and die horribly. A squad of 12 boys inside a trukk send the nob over the boarding ramp to explode the rhino, and no orks die, and you're still embarked so there's no countercharge next turn. Absolutely mandatory.

3. Reinforced Rams: Most tables don't have roads; you traverse through rough country, through forests, over ruins...around the mulberry bush. Since you're running a mechanized list you have less total models, making it critically important that they all get where you want them WHEN you want them. These reinforced rams are pretty much mandatory too.

That's it for trukks. Don't bother with anything else. There's a fine line of balance to tread, and long experience and work have dictated to me that those present the best balance. Battlewagons are another story.

   
Made in us
Evasive Eshin Assassin






thanks dash and all...

dash - id like to hear your thoughts on the wagon as well.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Read these:

http://www.dakkadakka.com/dakkaforum/posts/list/0/265245.page#1113036
http://www.dakkadakka.com/dakkaforum/posts/list/266100.page
http://www.dakkadakka.com/dakkaforum/posts/list/263869.page (this one especially)

Good advice for mechanized ork lists.

As for your battlewagons in particular:

Reinforced Rams or Deffrollas. One or the other is mandatory for a good list. If your local venue allows deff-rollas to work against vehicles (a hotly contested subject with no right answer), then pack them: They're great anti-tank. If not, use reinforced rams.

Red paint is optional. Boarding planks depend on what's inside. Grabbin' klaws are useful in 1500 points+ where you know they'll be utilized. Weaponry....I either roll with a single big shoota (just to have something to absorb a weapon destroyed result) or a big shoota and a kannon, since the kannon counts as a defensive weapon if you fire its blast template.

Other than that, nothing else is really useful.

   
 
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