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Made in us
Regular Dakkanaut





Eureka, CA

I'm thinking of running a trukk list and I know the more the merrier. I have horrible luck with KFF's so I'm running with Warbosses only.

Warboss. Cybork. Pk.

Warboss. Cybork. Pk.

5 Nobs.
-Pk. Banner.
-Pk.
-Big Choppa. Boss Pole.
-Big Choppa.
-Painboy.

-Trukk. Ram.

5 Nobs.
-Pk. Banner.
-Pk.
-Big Choppa. Boss Pole.
-Big Choppa.
-Painboy.

-Trukk. Ram.

12 Boyz. Nob. Pk. Bp.

-Trukk. Ram.

12 Boyz. Nob. Pk. Bp.

-Trukk. Ram.

12 Boyz. Nob. Pk. Bp.

-Trukk. Ram.

12 Boyz. Nob. Pk. Bp.

-Trukk. Ram.

Deffkopta. TLR. Saw.

Deffkopta. TLR. Saw.

Deffkopta. TLR. Saw.

1498 pts

   
Made in us
Sneaky Kommando




Hemet california

you will have a heck of a time with that list. drop a nob unit and get 2 more boyz squads for the cost. you really should have at least one kff

Diplomacy is the act of saying good doggie until you can find a big enough gun!!!
 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

KFF is incredibly useful for a list like this.

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Made in gb
Bonkers Buggy Driver with Rockets






Well since you're having poor luck with the KFF I suggest Bikers. Use them in small groups instead of the Koptas and shield your trukks. And you'd want to drop a Nob trukker mob to get a decent group of bikers. Two groups of 6 is quite handy to have.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Dakka Veteran





I agree that even though you have "Bad Luck" with a KFF is no reason not to take at least one for all those Trukks.

You're spending 210 points on 3 suicide Deffkoptas. That seems like a lot of points spent on 3 suicide units. You could get a kitted out Battlewagon, a bunch of Rokkit Warbuggies, or two squads of 5 Lootas for that.

You might have some success with it just because of the two Nob squads which can take a lot of fire, and the fact that you're presenting so many targets. For the most part though, I predict the Nobz will be footslogging it after their transports get killed turn 1, which means unless you're going first, your Nobz won't make it into combat the same turn as your surviving Trukks. If you go first you might still get them in turn 2, otherwise it'll be turn 3 or maybe 4. Then, it all depends on what army you're facing and if your Trukks of 12 Boyz can hold the line until the Nobz get there to help them out.

Put a KFF Mek in to cover the two Nob Trukks at least. Think about cheaper Warbuggies instead of expensive suicide deffkoptas.
   
Made in us
Lord Commander in a Plush Chair






Juvieus Kaine wrote:Well since you're having poor luck with the KFF I suggest Bikers. Use them in small groups instead of the Koptas and shield your trukks. And you'd want to drop a Nob trukker mob to get a decent group of bikers. Two groups of 6 is quite handy to have.


The Small Bike units can get ignored in favor of popping the AV 10 open-topped trukks; who receive no save from the bikes(Trukks are vehicles, the bikes will not obscure 50% or more of them).

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Mekboy Hammerin' Somethin'





Trukk spam can certainly work. You just have to be okay with losing some units on your way up. Always have to hug cover, or stay in the KFF, and you need to be moving 18" every turn to make sure you get where you need to be.
   
Made in us
Regular Dakkanaut





Eureka, CA

I don't get how you can give trukks a cover save from Bikers...
   
Made in gb
Bonkers Buggy Driver with Rockets






Boris420 wrote:I don't get how you can give trukks a cover save from Bikers...

Well if it works, you put the bikers in front of the trukks - front and sides. Cover the main parts of potential attack. And if a unit shoots through the bikers to hit the trukk, you get a cover save. You require at least 50% coverage of the trukk by the bikers. Whether it's possible does require some playtesting so. I'm going to try it properly and see what happens, but I think I had a few instances of it and got the cover save. I was using proxies... my advice comes with a salt vault



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Dakka Veteran





I think that's actually a good idea. I don't have the models in front of me to visualize it, but I can certainly see a squad of bikers giving a Trukk a cover save. It would probably take a few bikers for each Trukk though... so not very efficient. You'd only be able to give probably 2 or 3 Trukks at most cover. If you keep the other 3 in the back, that would work, but then you risk all your Trukks not getting into combat the same turn because you have some lagging behind.
   
Made in co
Storm Trooper with Maglight




Greenville, South Cacky-Lacky

One suggestion - give the trukks a boarding plank - that'll give you a chance to pop enemy vehicles with your embarked PK nob. Really helps add some AT to a trukk list!

Alles klar, eh, Kommissar? 
   
Made in us
Regular Dakkanaut





Eureka, CA

I would but my trukks never really survive long enough to get into plank range much less ramming range. plus I like them cheap for the same reason.
   
Made in ca
Lethal Lhamean





somewhere in the webway

i ran a simaler list. it had 2 warboss, (1 on bike, leading around some biker nobs) 2 nobs units (1 on bikes) and the rest was just 12 boys with nob/pk/bp in trukks with riggers. the rams and paint i found was almost useless, since either A: i got popped before i was in charge range, or B: i was able to get close enough before charging and had use of a wagghh if i needed that extra inch or 2. trukks will die. so keep them as light cost as possible, and once they have dropped yer boys off they are almost useless, save for maybe getting a lucky shoota shot, or blocking LOS to something. the list almost requires going first, to max your potential for a quick strike, and you have to hit all at once, but with some skill it can decimate whatever it hits. and those biker nobs will take a helluva beating and keep going, wich will hopefully draw fire away from your trukks.

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On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Oh god take at least 1 KFF in a trukk list. I don't care what you say about horrible luck with it, my mate had horrible luck for about 5 games with it and cursed and cursed and cursed it. The first game he had where he went through a shooting round without losing a trukk... you should have seen his face light up

Oh and drop at least one lot of nobs. Trukk nobs tend to kinda suck. I like the spread of gear though for wound allocation, choice

   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I dont care how bad you think your luck is with a KFF, stop thinking that. Drop BOTH warbosses and take 2 KFF meks. Your going to need them. Dont argue with me, just do it. Did you do it yet? Im still waiting...........cmon already! Ok there ya go....better...now dont forget to carry the 1.... THERE! Now your trukk list will survive.

Remember the push multiple trukks at the same unit when you attack so instead of them being 12 boyz, its more like a 20 mob.

And work on how you position your trukks so the enemy cannot shoot the hell out of all of them at once.



ALSO a small note on warbosses. Ive learned dont EVER give them pks. Why? Because your sticking them in a unit with pks already right? Right. So give them a bigchoppa. Str8 on the charge, they go at I5 on the charge and with an attack squig its 6 attacks as well. Just the number of attacks will take wounds and they bea the piss out of dreads or less. Try it, youll like it
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I don't think bikes can really cover a trukk, even my nob biker with a big choppas in two hands above his head struggles to cover 40% of the trukk, regular bikes should be unable to cover it at all.

You could drop one unit of nobz for 3 MANz, they can be used as suicide missles against vehicles and infantry without power weapons, for the saved points add a trukk full of boyz. I've also seen a single 'ard cased BW with a KFF big mek and 5 tankbustas inside tagging along, I have no experience how useful that is though.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in co
Storm Trooper with Maglight




Greenville, South Cacky-Lacky

Would the "exhaust cloud" rule that gives bikes a 4+ cover save mean that they'd count as cover?

Alles klar, eh, Kommissar? 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

No, it confers the 4+ to itself only. I also think that you don't need 3 buzzkoptas. 2 should be fine. Get kff mek. It might not be great for you, but that will change. Use the points from the kopta to get some buggies or something, so that your anti-tank isn't just cc.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well really with that many trukks, your just going to have to take 2 KFF meks. Itll give you a much better chance of getting there for one, and also make the army more flexible
   
Made in gb
Bonkers Buggy Driver with Rockets






KingCracker wrote:Well really with that many trukks, your just going to have to take 2 KFF meks. Itll give you a much better chance of getting there for one, and also make the army more flexible

I don't think it would make the list more flexible overall. You're kinda forcing your army into two groups so any massive assault waves you plan won't work out so well. It may work out but I've not tried it. Just guessing here

At least one KFF yes. 2? Maybe but I'd miss that str10 Warboss... And really, str10 negating armour is Golden.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Juvieus Kaine wrote:
KingCracker wrote:Well really with that many trukks, your just going to have to take 2 KFF meks. Itll give you a much better chance of getting there for one, and also make the army more flexible

I don't think it would make the list more flexible overall. You're kinda forcing your army into two groups so any massive assault waves you plan won't work out so well. It may work out but I've not tried it. Just guessing here

At least one KFF yes. 2? Maybe but I'd miss that str10 Warboss... And really, str10 negating armour is Golden.


I agree with Kaine, one KFF is mandatory, the second one is not that good of a choice in an army without tank bustas or deff rollas.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Since when did nobs become less efficient at popping tanks? Hell even against a LR Id take my chances (depending on how far it moved) When I run my trukk list, my HQs are both KFF meks(if the game matters) that way I can still pull off a good cover on the way to the lines if one of the vehicles the KFF mek is riding in goes down. If you have 1 bigmek, you make it FAR to easy for your opponent to choose that to shoot first.

OK turn 1, Im shooting everything at your bigmek BW/TRUKK until it explodes into parts on the table top. OK turn 2, now that the 4+ cover save is gone, Im going to easily blast your trukks to smithereens!

Thats why I take 2 in bigger games like this one. Also dont stick them in the front of your trukk blobs. Keep them out of LOS as much as possible so they cans till get there in one piece.

As for Warbosses, when I do run them, I dont give them a pk anyways. They get a bigchoppa. Your sticking him into a unit anyways, and chances are good that youll have a pk nob in there somewhere. It lets the boss go at I5 on the assault, and have (with an attack squig) 6 st8 attacks on the charge too. That rips dreads or less to scrap.
   
Made in gb
Bonkers Buggy Driver with Rockets






KingCracker wrote:Since when did nobs become less efficient at popping tanks? Hell even against a LR Id take my chances (depending on how far it moved) When I run my trukk list, my HQs are both KFF meks(if the game matters) that way I can still pull off a good cover on the way to the lines if one of the vehicles the KFF mek is riding in goes down. If you have 1 bigmek, you make it FAR to easy for your opponent to choose that to shoot first.

OK turn 1, Im shooting everything at your bigmek BW/TRUKK until it explodes into parts on the table top. OK turn 2, now that the 4+ cover save is gone, Im going to easily blast your trukks to smithereens!

Thats why I take 2 in bigger games like this one. Also dont stick them in the front of your trukk blobs. Keep them out of LOS as much as possible so they cans till get there in one piece.

As for Warbosses, when I do run them, I dont give them a pk anyways. They get a bigchoppa. Your sticking him into a unit anyways, and chances are good that youll have a pk nob in there somewhere. It lets the boss go at I5 on the assault, and have (with an attack squig) 6 st8 attacks on the charge too. That rips dreads or less to scrap.

Sooooo the idea of hiding said KFF trukk in the middle of a trukk bundle is just as rubbish? Or perhaps giving the opponent a big choice to make if you offer say Warbikers infront of the trukks. The more you keep the enemies guns off the KFF trukk you're in the clear. Besides if one goes boom I'll just hop into another trukk and drive off again.

And str8 bosses don't really wreck dreads. Str10 certianly does. And the PK negates armour which is very handy against MEQ's, which I run into a lot.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

I personally like the idea of the bigchoppa boss. Sounds juicy. If only they were power weapons... *sigh* maybe next codex....

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Juvieus Kaine wrote:
KingCracker wrote:Since when did nobs become less efficient at popping tanks? Hell even against a LR Id take my chances (depending on how far it moved) When I run my trukk list, my HQs are both KFF meks(if the game matters) that way I can still pull off a good cover on the way to the lines if one of the vehicles the KFF mek is riding in goes down. If you have 1 bigmek, you make it FAR to easy for your opponent to choose that to shoot first.

OK turn 1, Im shooting everything at your bigmek BW/TRUKK until it explodes into parts on the table top. OK turn 2, now that the 4+ cover save is gone, Im going to easily blast your trukks to smithereens!

Thats why I take 2 in bigger games like this one. Also dont stick them in the front of your trukk blobs. Keep them out of LOS as much as possible so they cans till get there in one piece.

As for Warbosses, when I do run them, I dont give them a pk anyways. They get a bigchoppa. Your sticking him into a unit anyways, and chances are good that youll have a pk nob in there somewhere. It lets the boss go at I5 on the assault, and have (with an attack squig) 6 st8 attacks on the charge too. That rips dreads or less to scrap.

Sooooo the idea of hiding said KFF trukk in the middle of a trukk bundle is just as rubbish? Or perhaps giving the opponent a big choice to make if you offer say Warbikers infront of the trukks. The more you keep the enemies guns off the KFF trukk you're in the clear. Besides if one goes boom I'll just hop into another trukk and drive off again.

And str8 bosses don't really wreck dreads. Str10 certianly does. And the PK negates armour which is very handy against MEQ's, which I run into a lot.



I guess you make a good point on the BigMek/trukk deal. I guess that comes down to play style. I like BigMeks and take 2 *shrug*

But Ill totally disagree on your warboss comment. The Bigchoppa boss does wreck dreads. Maybe not so much those ones with the AV13 (whatever they are called) but anything AV12 or less and that warboss is hulksmashing it. Plain and simple. Unless you roll poorly but that kindda discredits everything then doesnt it?
   
Made in us
Apprehensive Inquisitorial Apprentice





I agree with the dread smashing. That many str 8 attacks should do something. And to think that str8 isn't enough is to claim that TH/SS assault terminators arn't killy enough.

The part where you'll miss that Powerklaw is when you're trying to krump a landraider. Or when you put all those wounds into a group or on a IC and they make all their 2+ or 3+ saves. The power klaw's power weapon status is what you're paying for, really. And when you have that many attacks at that high of a str, you really don't want 2/3 of them ignored.

That's the line of thinking behind power klaws being better then Big Choppa's.

And personally, I'd rather run a power Klaw on the WB, and put the Big Choppa on the Nob. Same points either way, but you get alot more attacks with a Warbosss's klaw over a nob klaw, AND it's str 10. The only thing you lose is i5 to i4 on the nob.

From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Different strokes I guess. I havnt played with a warboss/ghaz in so long Ive learned to just play without them. So when I do I know how to make my army work without the PKs on them. And sure a bigchoppa boss cant take down a LR but I never use them for LRs anyways. Infact most the time I just ignore the LRs OR use dreads/kans or the deffrolla to make those annoyances go away. There are other ways to pop AV14 with Orks without relying on a pk.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Another important feat of PK warboss is instant-deathing characters. A big choppa will often simply bounce of a characters armor, while a PK warboss ist almost guaranteed to instagib any T5 or less character without force weapon or S10. This will most likely not just win you combat, but also take out a model at least the same points as your warboss.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Ok so ID a T5 character is the only thing a pk/nob cant do. Ill give you that. But even still there isnt a huge number of T5 characters that arent immune to ID some how. Most of the ID guys are done in the T4 range, because most characters with T4 wont have Immune to ID.


I know I wont win people over with the BigChoppa boss build, unless DoP ran it, then everyone would be on board. But he uses Ghaz to much to try that anyways. Im saying, the way I play, I rely on meshing things together in my builds. Taking a Bigchoppa boss ina unit of boyz w/ pk/Nob plays many rolls. More then just having to many PKs in it. Im too used to having people I play against, put ALL their attacks on my bosses/BigMeks in combat. Just through volume of attacks they go down. Giving them BigChoppas/Burnas lets them go in initiative order and therefore either attack first or attaqck at the same time in most cases. With PKs, they go last and usually die before getting to do anything.

To me, thats just wasting points and wasting a chance to make an IC do something useful
   
Made in gb
Bonkers Buggy Driver with Rockets






KingCracker wrote:Ok so ID a T5 character is the only thing a pk/nob cant do. Ill give you that. But even still there isnt a huge number of T5 characters that arent immune to ID some how. Most of the ID guys are done in the T4 range, because most characters with T4 wont have Immune to ID.


I know I wont win people over with the BigChoppa boss build, unless DoP ran it, then everyone would be on board. But he uses Ghaz to much to try that anyways. Im saying, the way I play, I rely on meshing things together in my builds. Taking a Bigchoppa boss ina unit of boyz w/ pk/Nob plays many rolls. More then just having to many PKs in it. Im too used to having people I play against, put ALL their attacks on my bosses/BigMeks in combat. Just through volume of attacks they go down. Giving them BigChoppas/Burnas lets them go in initiative order and therefore either attack first or attaqck at the same time in most cases. With PKs, they go last and usually die before getting to do anything.

To me, thats just wasting points and wasting a chance to make an IC do something useful

Please don't give me something else to tell people to stop using

But, hey if it works for you Cracker then good on ya Personally I don't stick the boss with boyz, instead he rides with some nobz and creates a nasty kill unit. I enjoy the str10 armour negation too much to drop the PK for a BC so.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
 
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