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![[Post New]](/s/i/i.gif) 2010/09/20 13:20:00
Subject: Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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I'm building some Ork Trukks as we speak.
I can make to about 4 Trukks or 2 Battle Wagons.
But the thing I'm getting at here is how many Trukks are necessary?
Do they belong in a Kan Wall List? or Green Tide, or different?
What's the smart thing to do?
Discuss.
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![[Post New]](/s/i/i.gif) 2010/09/20 13:23:49
Subject: Where do Ork Trukks belong?
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Lord of the Fleet
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They only should be used in a speed/mech list
Kan Walls and Green tide do what trukks dont want to do, not move +12" and not to be able to have as many trukks in the front as possible
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![[Post New]](/s/i/i.gif) 2010/09/20 13:30:05
Subject: Where do Ork Trukks belong?
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Charing Cold One Knight
Lafayette, IN
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The_Savior wrote:I'm building some Ork Trukks as we speak.
I can make to about 4 Trukks or 2 Battle Wagons.
But the thing I'm getting at here is how many Trukks are necessary?
Do they belong in a Kan Wall List? or Green Tide, or different?
What's the smart thing to do?
Discuss.
Ork truks belong in the cult of speed lists. That being said you are probably better off building battlewagons. Ork truks are the worst transports in the game. They can be destroyed by S4 shooting, and 2/3s of the results result in an explosion, and you can scatter badly off course. Add in the fact the units that can take them either have A: better options (nobs) or B: need more numbers than the capacity of the transport to be effective (boyz)
Some people will claim that they are fast, that is why they are worth taking... I direct you to the DE book, which has a faster transport with better weapons and cargo, and the blood angles codex who has a number of just as fast vehicles that have no open top and are AV 11 and have much better cargo.
I'm sure people will fan boy all over the truks, but they are just bad. They don't reach the target most of the time, and they kill 1/3 of the cargo 2/3 of the time. (and truk boyz need to be full sized to be effective against most things)
The only success I've had with them is putting a 3 mega nob squad in one, shielded by whatever, and ran it as fast I can right into the middle of the enemies army. Transport was of course destroyed, but then they had the choice of killing 3 diverse wound meganobs in the middle of their army, or trying to blow up the 2 rolla battle wagons bearing down one them.
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![[Post New]](/s/i/i.gif) 2010/09/20 13:33:08
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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Good thing I haven't made anything yet, I'm just gathering objects that can scratch build them.
Would anyone have an example of a competitive list that runs vehicles.
I have one BW so I guess I should make three?
Or what would you do?
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![[Post New]](/s/i/i.gif) 2010/09/20 13:35:02
Subject: Where do Ork Trukks belong?
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Lord of the Fleet
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Battlewagon spam is a common list. Take at least 4-5 of them all with planks/deff rollas and have 2 with KFF.
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![[Post New]](/s/i/i.gif) 2010/09/20 13:53:26
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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I'll have to test it out.
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![[Post New]](/s/i/i.gif) 2010/09/20 16:22:12
Subject: Where do Ork Trukks belong?
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Tower of Power
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Unfortunately Trukks suck for reasons mentioned. May got 18" but you cannot assault out, move 12" you can jump out but you can do that with a Battlewagon.
Units inside are too small.
Units able to take them are better in a Battlewagon, which they can take.
Honestly, do I need to go on? Trukks are fail :( Just too weak.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/09/20 19:10:48
Subject: Re:Where do Ork Trukks belong?
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Battleship Captain
Oregon
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What about using them in a reverse Kan wall list?
Speed the Trukks Mobs forward to engage and tie up the enemy and then bring the Kans in to finish the job?
Or does this suffer too much from splitting your forces into 2 distinct waves?
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![[Post New]](/s/i/i.gif) 2010/09/20 19:17:16
Subject: Where do Ork Trukks belong?
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Charing Cold One Knight
Lafayette, IN
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Yeah, it suffers too much from easy target priority. So first turn I kill the trucks (easy) Second turn I kill the kans (not so easy, but doable)
If you are going full speed, your whole force really needs to go that speed.
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![[Post New]](/s/i/i.gif) 2010/09/20 22:38:27
Subject: Re:Where do Ork Trukks belong?
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Battlewagon Driver with Charged Engine
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The point of a trukk-heavy Kult of Speed list is target saturation.
If you're running 9 trukks (6 squads of Boyz, 3 squads of Nobz/MANZ) plus 60 Stormboyz, or a bunch of bikes, and some kans or BWs, your opponent simply can't kill everything before it hits. Take a pair of KFF/PK Meks for full coverage, and suddenly your trukks are twice as tough; still not hard to kill, of course, but not nearly as fragile as they should be. Trukk squads are cheap, so you can max out your troops
and still have loads of points left over for other killy stuff.
A KoS list guarantees you a Turn 2 Waagh and assault; that's the main draw. You can get probably more than 50 Boyz, with 6 PK nobs, stuck in turn 2 along with a passle of Nobz, Stormboyz, whatever. Many armies (and, more importantly, many players) absolutely can't handle that.
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![[Post New]](/s/i/i.gif) 2010/09/20 23:23:27
Subject: Where do Ork Trukks belong?
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Skillful Swordmaster
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notabot187 wrote:The_Savior wrote:I'm building some Ork Trukks as we speak.
I can make to about 4 Trukks or 2 Battle Wagons.
But the thing I'm getting at here is how many Trukks are necessary?
Do they belong in a Kan Wall List? or Green Tide, or different?
What's the smart thing to do?
Discuss.
Ork truks belong in the cult of speed lists. That being said you are probably better off building battlewagons. Ork truks are the worst transports in the game. They can be destroyed by S4 shooting, and 2/3s of the results result in an explosion, and you can scatter badly off course. Add in the fact the units that can take them either have A: better options (nobs) or B: need more numbers than the capacity of the transport to be effective (boyz)
Some people will claim that they are fast, that is why they are worth taking... I direct you to the DE book, which has a faster transport with better weapons and cargo, and the blood angles codex who has a number of just as fast vehicles that have no open top and are AV 11 and have much better cargo.
I'm sure people will fan boy all over the truks, but they are just bad. They don't reach the target most of the time, and they kill 1/3 of the cargo 2/3 of the time. (and truk boyz need to be full sized to be effective against most things)
The only success I've had with them is putting a 3 mega nob squad in one, shielded by whatever, and ran it as fast I can right into the middle of the enemies army. Transport was of course destroyed, but then they had the choice of killing 3 diverse wound meganobs in the middle of their army, or trying to blow up the 2 rolla battle wagons bearing down one them.
So true god I wish I handt wasted moneyz on trucks since I only own two of them they are useless except when loaded with burnas boyz and used as Deep striking termie reaction forcce behind my own lines
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Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. |
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![[Post New]](/s/i/i.gif) 2010/09/20 23:46:15
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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So should trukks even be used?
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![[Post New]](/s/i/i.gif) 2010/09/20 23:52:26
Subject: Re:Where do Ork Trukks belong?
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Battlewagon Driver with Charged Engine
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If you're gonna use trukks, use a LOT of trukks. 9 is not too many. When you use that many, yes, they should be used.
What you should NOT do is stick one or two trukks into an otherwise non-mech army. That's a total waste of points, they'll die turn 1.
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![[Post New]](/s/i/i.gif) 2010/09/21 00:47:24
Subject: Re:Where do Ork Trukks belong?
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Mekboy Hammerin' Somethin'
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Ok for starters can you can't say an ork trukk is junk because another codex can launch pigs out their asses or whatever example you come up with. It was an Ork question and so we have to look at the Ork codex.
So we have three transports we have access to... going to just eliminate the looted wagon as an option right off the bat because sure there we have no debate it's a junk if used as a transport.
So the trukk and battlewagon are the choices. I use them both just like said above as target saturation. Yes I trukks weak but my opponent NEVER fire at them because they got bigger fish to fry as in my battle wagons. My trukks only need to survive one or two rounds of fire because I am getting out after that and if they are wasting shots at my trukks then they are not shooting at my wagons.
First off nobody is firing bolters at my Trukks on turn one unless I got to move, in which case I am just about where I need to go anyways.
When I get out of my trukks they are not even close to being done. I tank shock every chance I get.
PRO TIP - a broken unit automatically fails any leadership tests. You want to watch someone call BS when you force them to roll another 2d6 for fleeing again in the same turn.
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![[Post New]](/s/i/i.gif) 2010/09/21 00:58:19
Subject: Where do Ork Trukks belong?
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Lead-Footed Trukkboy Driver
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At 2000pt I can do 3 BW w/ boyz and 2 trucks with big units of Noz. HQ = KFF and Warboss. As long as I can get my 4+ cover save my trukks are reasonably survivable. On top of that 9 times outa 10 when they do blow up (which they should cause they are trukks) I have my nobz about were I want them anyway.
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orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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![[Post New]](/s/i/i.gif) 2010/09/21 04:15:09
Subject: Where do Ork Trukks belong?
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Squishy Oil Squig
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A truck with a wrecking ball can dish out a strength 9 hit i run a list with 4 trucks and 3 battlewagons. The simple fact that trucks suck and deffrollas scare people works to my advantage. They target my battlewagons allowing my trukks to drop my boyz off on objectives in enemy territory. Empty trukks often get ignored until they start popping dreadnoughts and the like they can also screen against assaults or provide cover. They are cheap mobile cover that can dish out damage and often get overlooked not only by ork players but by their oponents.
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![[Post New]](/s/i/i.gif) 2010/09/21 22:01:13
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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I think 2 Trukks might be the best option. Does anyone else seem to agree.
Also I equip all my vehicles with Red Paint Job.
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![[Post New]](/s/i/i.gif) 2010/09/21 22:15:13
Subject: Where do Ork Trukks belong?
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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You pay for trukks to get 1 or 2 turns of movement. Keep options to a ram, maybe a boardin' plank, and realize you are trying to get your boyz 18-36 inches up the board with them and don't care when they blow. You just want to have enough damage left after they blow to utilize that speed, so make sure you travel in mass numbers.
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![[Post New]](/s/i/i.gif) 2010/09/21 22:32:22
Subject: Re:Where do Ork Trukks belong?
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Mekboy Hammerin' Somethin'
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I run my trukks with Rams, boarding planks, and Rokkit Launchers. Those and maybe red paint are the only upgrades I would recommend. I say maybe with redpaint because they are fast enuff to out run your KFF the extra speed isn't necessary in most cases
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![[Post New]](/s/i/i.gif) 2010/09/21 22:55:29
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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General_Chaos wrote:I run my trukks with Rams, boarding planks, and Rokkit Launchers. Those and maybe red paint are the only upgrades I would recommend. I say maybe with redpaint because they are fast enuff to out run your KFF the extra speed isn't necessary in most cases
That's why they all got RPJ so that they go in a whole.
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![[Post New]](/s/i/i.gif) 2010/09/21 23:11:41
Subject: Re:Where do Ork Trukks belong?
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Lord of the Fleet
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The_Savior wrote:I think 2 Trukks might be the best option. Does anyone else seem to agree.
Also I equip all my vehicles with Red Paint Job.
Hmm make sure you either dont have anything expensive in there or have something else to draw fire power from.
Kraks and Autocannons will eat those alive since theres only 2
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![[Post New]](/s/i/i.gif) 2010/09/21 23:28:05
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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kenshin620 wrote:The_Savior wrote:I think 2 Trukks might be the best option. Does anyone else seem to agree.
Also I equip all my vehicles with Red Paint Job.
Hmm make sure you either dont have anything expensive in there or have something else to draw fire power from.
Kraks and Autocannons will eat those alive since theres only 2
Hide behind the Wagons.
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![[Post New]](/s/i/i.gif) 2010/09/22 03:27:34
Subject: Re:Where do Ork Trukks belong?
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Charing Cold One Knight
Lafayette, IN
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General_Chaos wrote:Ok for starters can you can't say an ork trukk is junk because another codex can launch pigs out their asses or whatever example you come up with. It was an Ork question and so we have to look at the Ork codex.
So we have three transports we have access to... going to just eliminate the looted wagon as an option right off the bat because sure there we have no debate it's a junk if used as a transport.
So the trukk and battlewagon are the choices. I use them both just like said above as target saturation. Yes I trukks weak but my opponent NEVER fire at them because they got bigger fish to fry as in my battle wagons. My trukks only need to survive one or two rounds of fire because I am getting out after that and if they are wasting shots at my trukks then they are not shooting at my wagons.
First off nobody is firing bolters at my Trukks on turn one unless I got to move, in which case I am just about where I need to go anyways.
When I get out of my trukks they are not even close to being done. I tank shock every chance I get.
PRO TIP - a broken unit automatically fails any leadership tests. You want to watch someone call BS when you force them to roll another 2d6 for fleeing again in the same turn.
1: you can't compare units in a vacuum. So you compare them to what other armies can get for the same value. Ork truks are not as good as what other books can bring. They aren't a resilient, they can't take good weapons, and their cargo is underwhelming. Whopee, this 135 point squad (9 boyz + PK nob w/bosspole) kills a whopping 4 tactical marines. Probably took that many wounds during that assualt, so manage a draw or worse, a slight win (they run away and combat tactics shooting you forcing LD 7 test)
2: Sure, trukks and battle wagons are the real choices, but truks are even worse than looted wagons in durability and random crap. If it wasn't for the 12 inch only movement and only taken as HS, I would rather have don't touch that than the ramshackle rule.
3: If your opponents doesn't shoot your truks, he has a hole in his firepower types. He should have guns that have reasonable strength, but aren't effective against AV 14 (like S5-8). Its better to shoot at the things you can kill now, than to take low percentage shots at the hard to kill things (even lascannons at AV 14 is crappy). Target priority is important. Don't waste shots shooting at AV 14 with cover when you can pretty much always kill that AV 10 open top vehicle with little effort. When all that little stuff is dead, THEN you can have the breathing room to focus on the rocks units. What I hear when people say they don't shoot at the rest of my army, they shoot at my AV 14 rock unit(s) is this: "I play against people who have no idea about target priority, and have a poor weapon mix"
4: yes, people can fire their bolters turn 1. Its called scouts, storm bolters, and drop pods.
5: tank shocking with a trukk requires an upgrade to do so. So you are spending even more points on the easiest to destroy vehicle in the game to do something that it probably shouldn't be able to do.
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![[Post New]](/s/i/i.gif) 2010/09/22 03:39:40
Subject: Where do Ork Trukks belong?
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Bounding Black Templar Assault Marine
Quincy, IL Hit me up if you are around and want to play
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The only reason I see trukks usable is when you take a squad of nobs and you want to get them up there FAST. By fast I don't mean 12 and shoot your gun I mean like 19" with re-roll able terrain and after the move, hug cover.
I think a battle wagon for nobs is to many points invested in a already heavy pointed unit. With that being said 12 trukk boys aren't enough to make a big enough diff (unless you have a lot).
Just my thoughts on it.
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![[Post New]](/s/i/i.gif) 2010/09/22 16:46:19
Subject: Where do Ork Trukks belong?
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Charing Cold One Knight
Lafayette, IN
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theblessing8386 wrote:The only reason I see trukks usable is when you take a squad of nobs and you want to get them up there FAST. By fast I don't mean 12 and shoot your gun I mean like 19" with re-roll able terrain and after the move, hug cover.
I think a battle wagon for nobs is to many points invested in a already heavy pointed unit. With that being said 12 trukk boys aren't enough to make a big enough diff (unless you have a lot).
Just my thoughts on it.
Well, the problem with truks with nobs, is they are still fragile, 18-19 inches doesn't matter much when you can't get out of the transport and assault.
A battle wagon isn't that expensive an investment if A: it can hold its own weight (rollas) B: hard to kill ( AV 14 on the front) and C: can reliably deliver the goods (and the cargo is worth delivering).
Nobs are going to cost a bunch, and skimping on their delivery means you are going to risk losing that unit before they even get close (losing it meaning they have to walk across the board and end up doing nothing). Its like spending a fortune on something on Ebay, then asking for the cheapest delivery with no insurance.
Now if its a 3 man throw away nob squad, like 3 mega nobs (which are for some reason cheaper than regular PK nobs) then all means, throw them in a trukk and hope you get lucky. That many PK attacks for cheap is worth the risk.
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![[Post New]](/s/i/i.gif) 2010/09/22 22:33:16
Subject: Where do Ork Trukks belong?
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Mekboy Hammerin' Somethin'
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notabot187 wrote:
Nobs are going to cost a bunch, and skimping on their delivery means you are going to risk losing that unit before they even get close (losing it meaning they have to walk across the board and end up doing nothing). Its like spending a fortune on something on Ebay, then asking for the cheapest delivery with no insurance.
IF your walking your Nobs across the board then your not thinking
As said before the transport only has to last thru at the MAX 2 of rounds of shooting. If you run your Mech like i do, my standard formation is two battlewagons in the front and three trukks behind all huddled under the KFF with the Nobs Trukk in the middle. So if for some reason I lose the Nob trukk I would just bail some of the Trukk Boyz out and hop the Nobs in and make the Boyz walk. It's the Orky way the smaller ones make way for the Bigger Ones.
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![[Post New]](/s/i/i.gif) 2010/09/23 12:26:20
Subject: Where do Ork Trukks belong?
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Yellin' Yoof
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What i do is run a trukk with my 6 nobs and a warboss, shielded by 6 bikes supported by 10 stormboys and backed up by 90 boys covered by a kff all receiving covering fire from 10 lootas. the enemie doesnt shoot my trukk turn one because he is being gently aresraped by 3 deffkopters with twinlinked rokkits and a buzzsaw in the midst of their lines, oh and this is 1500 points.
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My Sister's boyfriend knows a guy who is a janitor at at mall that has a GW store and he said that it was definitely Squats vs. Jokaero. |
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![[Post New]](/s/i/i.gif) 2010/09/23 17:23:51
Subject: Where do Ork Trukks belong?
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Charing Cold One Knight
Lafayette, IN
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General_Chaos wrote:notabot187 wrote:
Nobs are going to cost a bunch, and skimping on their delivery means you are going to risk losing that unit before they even get close (losing it meaning they have to walk across the board and end up doing nothing). Its like spending a fortune on something on Ebay, then asking for the cheapest delivery with no insurance.
IF your walking your Nobs across the board then your not thinking
As said before the transport only has to last thru at the MAX 2 of rounds of shooting. If you run your Mech like i do, my standard formation is two battlewagons in the front and three trukks behind all huddled under the KFF with the Nobs Trukk in the middle. So if for some reason I lose the Nob trukk I would just bail some of the Trukk Boyz out and hop the Nobs in and make the Boyz walk. It's the Orky way the smaller ones make way for the Bigger Ones.
That works if your trukk doesn't scatter away too far.
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![[Post New]](/s/i/i.gif) 2010/09/23 18:22:36
Subject: Re:Where do Ork Trukks belong?
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Battle-tested Knight Castellan Pilot
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So far the list I play test online runs 2 Trukks and I'm quite content.
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![[Post New]](/s/i/i.gif) 2010/09/23 18:42:50
Subject: Where do Ork Trukks belong?
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Mekboy Hammerin' Somethin'
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notabot187 wrote:
That works if your trukk doesn't scatter away too far.
it would have to just about head straight back otherwise it stops at your other trukks/battlewagons the chance that it gets wrecked, kereens, and goes out the back kinda slim...
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This message was edited 1 time. Last update was at 2010/09/23 18:45:16
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