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How Viable are Trukk Boyz w/ Backup in Battlewagons, etc.
Not at all. You will get crushed.
Its really hard, like playing Fantacy Ogres in 7th Ed
You have to know how to play it perfectly before you even get close to winning
Its average
Once you play it perfectly, winning is easy, but not before then
It is powerful
It is overpowered

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Made in us
Commanding Orc Boss




So I see all these horde Ork armies all the time. Some with sluggas and Cheezy-Mc-Cheeze-Cheeze (Gasghul), some with shootas and a Kan wall, some with mixes, some have lootas, others have stormboys, you get the point.

So I was wondering how well would Boyz in trukks work, with some backup in battlewagons and lootas and stuff? It seems like a good idea to me but then it hits me as "awww crap AV10 open topped"

By the way Im talking in a competitive scene

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I am in process of building one with 3 Battlewagons, 4 trukks available.

To me the good point is they will be assaulting on turn 2 but then only with squads of 12. So they will probably tend to be one hit and done units. The other is that they need some backing because of their small size so you need something - kommandoes, stormboyz, 20-ork battlewagon units, nobs on bikes, etc. If they hit singly they are going to be tapped fast but if you can time them to hit in a coordinated attack, they can potentially overwhelm an opponent.

The problems I see is lootas really don't fit well as you need to hit with enough mass and 15 lootas in a battlewagon are good firesupport but I think your assault will be just too small.

My thoughts are bikers, burna boyz or perhaps nobz to add some weight to the attack are necessary and leave the lootas at home.

Right now you need the Big Mek with KFF to keep a cover bubble so that is one HQ slot taken up. You are trading speed for numbers so you better make that speed count. Also if you don't have lootas or much firepower you are going to be light on firepower and the ability to open up enemy vehicles so you need to plan for that.
Perhaps spend the points for rokkits on the trukks and battlewagons or deffkoptas but you don't want to be totally dependent on power klaws to open up enemy transports.

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Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

It's not too bad. The trukk isn't the issue so much, trukks are fast enough that they can get to the enemy before they die....the problem is 12 orks can't take any hits. it's better to pile 20 boyz into a target than 12. A counter-attack will totally wreck a trukkboyz unit.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Regular Dakkanaut






Plus watch your kill points. Transports are a point, too. I just played a game with 5 truck mobs, and I had 14 kill points including 2 HQ, Lootas and a couple of Coptas. My opponent had 8!! 1250 pt game. Luckily I tabled him, because we were tied-up on points for quite a while!

I like Hard Boyz in trucks - but even they are fragile - and you only get one mob. Meganobs are great!

I like 'em the other way around - trucks backing up Battlewagons!
   
Made in us
Storm Trooper with Maglight




Greenville, South Cacky-Lacky

DashofPepper runs an interesting-looking list with 2 battlewagons (one with Ghazkull and a bunch of slugga boyz, the other with a Mek with kustom force field and a whole bunch of burnas) spearheading a bunch of trukk boyz (5 trukks full of boys, if I recall correctly?) The burnas are ridiculously good at removing things that you wouldn't want to assault (15 flamer templates from the hull of the battlewagon? Oweee!), and Ghazzy and the boys can kill pretty much anything on the charge. It's very mobile, and the 4+ force field save means you usually make it into assault pretty much unscathed. You might wanna search for his list - it looks like a good 'un.

(edit) P.S. - remember that rollas on the Battlewagons can really help to crack hard targets. Not sure if that ruling had come out when DashofPepper made his list.

This message was edited 1 time. Last update was at 2010/06/25 17:48:46


Alles klar, eh, Kommissar? 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

Just for the sake of distinction, I consider a true "Speed Freek" list is one that is fast vehicles only: trukks, warbikes, buggies, deffkoptas, etc. A mechanized ork list is one that incorporates all vehicles, including battlewagons and looted wagons (gak). Secondly, for "competitive," let me assert VERY STRONGLY that competitive LIES WITH THE PLAYER, NOT THE ARMY LIST. Solid army list building helps, helps a lot, but is not the end-all, be-all. Good players win with average lists, bad players still lose with fine-tuned lists. It will always be that way.

Guys like Dash have shown that mech orks are viable. Yeah, there's some matchups that suck for them, namely long range anti-vehicle shooting (IG, DE, Eldar, Tau), but they can be competitive and even overcome long odds due to the various things that orks can do well.

The other side is where I reside right now. I am running a 2500 point ork trukk list that features virtually no shooting, no KFF mek, no battlewagons, and is winning 80%+ of the time and even when it loses, like the other night, it takes down 90%+ of the other army with it. My typical opponents are among the best players in the area (one of which just won himself a new 2500 IG army by winning Ard Boyz up in Olympia, WA). I've tabled good players with this list and my buddy, who got me back into 40K and is a regular RT tournament winner, openly admits he doesn't like facing it.

So, for a "weak codex," as some claim for the orks, and using sub-optimal vehicles like trukks and not relying on a KFF crutch, I think you can do fine with speed freeks. Is it easy? Not all and it's very unforgiving of mistakes, but it's also very dangerous, very rewarding, and very fun to play.

 
   
Made in us
Jovial Plaguebearer of Nurgle






I run mostly trukks a couple battlewagons and a few things in the back taking shots at everything before I arrive.

my advice for trukks is double team squads have two squads of orks charge something and wipe it out.

Deffrollas on BW's are a must after they drop off the boyz I generally just have em run around crushing everything in the back lines.

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Made in us
Major






far away from Battle Creek, Michigan

trukks are useless and I do not think they form the core of a competitive army. However, battlewagons backed up by lootas and warbuggies are quite competitive.

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Made in us
Perfect Shot Dark Angels Predator Pilot





Oregon

olympia wrote:trukks are useless and I do not think they form the core of a competitive army. However, battlewagons backed up by lootas and warbuggies are quite competitive.


I think it depends on what is in them. I play Skarboy on a regular basis, and the trukks are dangerous when you have 8, and 5 of those have 7 nobz inside cyborked, and all armed differently. The other underrated trukk ability is the ramshackle rule. There is nothing worse than blowing up a trukk across the board, and then it moves 3d6 towards you the nobz jump out relatively unscathed, and they assault the crap out of you on his turn. I also think it comes down to the player. I know once Skarboy tunes his list it will rival most anything.
   
Made in ca
Regular Dakkanaut



Vancouver, BC, Canada

In the escalation campaign I've been playing in my Orks have been doing very well. I have meganobz in trucks as troops, 1 mega nob warboss, 1 biker warboss, 5 deffkopptas, and 2 15man storm boyz. We played a doubles game the other night and when my chaos partner started deepstriking his chaos terminators all they had to do was clean up the few models that remained in a couple of space marine squads that I hadn't wiped out yet.

Big Meks with a KFF are highly over-rated. If you can't put your models down and give your trucks a 4+ cover at the same time as giving your troops a 4+ cover you are doing something wrong or forgot to put terrain down.
   
Made in us
Ork Boy Hangin' off a Trukk





If you can't put your models down and give your trucks a 4+ cover at the same time as giving your troops a 4+ cover you are doing something wrong or forgot to put terrain down.


Sooo... I guess you don't play against drop pod multimelta dreds, or meltavets, or firedragons... or... or...


KFF meks are AMAZING.

yakface wrote:
Terrible rules-writing no doubt, but given that you basically can't play it RAW in any kind of sensible way lets you know that it can't be right.
 
   
Made in us
Sybarite Swinging an Agonizer




Pleasant Hill CA 94523

Don't let the truckk Haters get you down. With the KFF and ramshackle (yes Ramshackle usually helps more than hurts) you can create a very annoying and fast army. Along with boarding planks your boyz don't have to get out to attack armored units.

As for buggies and other things. A friend of mine on my blog has some great tactica on how to use them.

http://bloodofkittens.com/2010/04/27/ork-defense-force-red-unz-go-fasta/

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Made in nl
Death-Dealing Devastator





The Box

This one depends very mutch on points level. If you're going to base your list on av10 open topped vehicles you'd better have a lot of them. Sadly, you can only take a maximum of 9 Trukks (Troops or Elites/Boyz, Nobz or MANz). You can't make your Nob/MAN squads to expesive/powerfull because such a Trukk will stand out and it will die in the first round against anyone except Daemons. These units will cost you around 150 points a piece, add an KFF BM (maybe you can squeeze in 2) and you've got yourself an 1500pt list.

At higher points levels (1850+) it's very hard to find units in the codex that complement this type of Ork list. Buggies being your only real choice, they add extra cheap vehicles to the field and some mutch needed fire support. All other good fire support units (Lootaz and Kopta's) are non-vehicle and/or static, which you really want to avoid.

I've always felt that BW's and Trukks don't mix well, melta's and lascannons suddenly can make themselves usefull.

Example 1500

KFF Mek 85
KFF Mek 85

4 Nobz, PK, BP
Trukk

11 Boyz, PK/BP Nob 141
Trukk
11 Boyz, PK/BP Nob 141
Trukk
12 Boyz, PK/BP Nob 147
Trukk
12 Boyz, PK/BP Nob 147
Trukk
12 Boyz, PK/BP Nob 147
Trukk
12 Boyz, PK/BP Nob 147
Trukk

3 Warbuggies, 3 TL-Rocket Launchers 105
3 Warbuggies, 3 TL-Rocket Launchers 105
3 Warbuggies, 3 TL-Rocket Launchers 105


You'd better have first turn.

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Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

tastytaste wrote:Don't let the truckk Haters get you down. With the KFF and ramshackle (yes Ramshackle usually helps more than hurts) you can create a very annoying and fast army.


I'm not hatin' on the trukk, the trukk is fine. 12 boyz just have no staying power. If you want to attack a unit of IG or a devastator squad the Trukkboyz will probably win, but against Space Marines or Grey Hunters, at least half the squad will die if not more! Trukkboyz need to team up in order to kill things, and even then, if both mobs are dropped below 10, and then they both fail leadership to stay in (because if they lost they probably lost by a lot) then they are both running away and now you lost two squads.

Now, the Trukk is a neat way to get a nobz/meganobz/'ard boyz squad into the fray very quickly, but regular boyz don't do too well inside trukks as there are just not enough of them.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Sybarite Swinging an Agonizer




Pleasant Hill CA 94523

starbomber109 wrote:
tastytaste wrote:Don't let the truckk Haters get you down. With the KFF and ramshackle (yes Ramshackle usually helps more than hurts) you can create a very annoying and fast army.


I'm not hatin' on the trukk, the trukk is fine. 12 boyz just have no staying power. If you want to attack a unit of IG or a devastator squad the Trukkboyz will probably win, but against Space Marines or Grey Hunters, at least half the squad will die if not more! Trukkboyz need to team up in order to kill things, and even then, if both mobs are dropped below 10, and then they both fail leadership to stay in (because if they lost they probably lost by a lot) then they are both running away and now you lost two squads.

Now, the Trukk is a neat way to get a nobz/meganobz/'ard boyz squad into the fray very quickly, but regular boyz don't do too well inside trukks as there are just not enough of them.


I hear what you are saying and mostly agree. I try to never get out of my trukk using boarding planks to take out tanks that sort of thing. If you spam trukks than assaulting with more than one of those squads is a must. Remember 150 points is really a steal.

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