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![[Post New]](/s/i/i.gif) 2011/09/26 23:58:32
Subject: Ork Truck Rush 1000pt
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Been Around the Block
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Would this army be able to do well at 1k points, and deal with most armies? Trying to keep it simple to start with.
Big Mek w/ KFF 85pts
10 boyz w/ nob, PK and bosspole 135pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
1 Deffkopta w/ buzzsaw and TL rokkits 75pts
Total: 991
I'm thinking just flood the place with orks. Deffkopta is just to round out the points. I could add in bikes or lootas, but not sure if they would fit the synergy of all these orks. Thoughts?
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![[Post New]](/s/i/i.gif) 2011/09/27 02:00:24
Subject: Re:Ork Truck Rush 1000pt
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Paingiver
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1 Deffkopta w/ buzzsaw and TL rokkits 75pts is actually 70pts.
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Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
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![[Post New]](/s/i/i.gif) 2011/09/27 02:21:34
Subject: Re:Ork Truck Rush 1000pt
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Been Around the Block
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Oh nice catch.
Maybe I can put cybork body on the mek then?
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![[Post New]](/s/i/i.gif) 2011/09/27 02:59:42
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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I'd add a couple more boyz. The list will work. You'd be better off with one or two battlewagons, but it depends on what you have available to field(own, borrow, proxy etc.)
Deffrolla Battlewagons are around optimal at 125: Deffrolla, AP, big shoota. Units of 20 boyz led by the PK, BP Nob last longer and tend to win more assaults. The wagon itself is great for vehicles and sometimes infantry.
Several trukks will get popped in the first round at 1k points.
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![[Post New]](/s/i/i.gif) 2011/09/27 03:32:42
Subject: Ork Truck Rush 1000pt
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Skillful Swordmaster
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Brother Taurinus wrote:I'd add a couple more boyz. The list will work. You'd be better off with one or two battlewagons, but it depends on what you have available to field(own, borrow, proxy etc.)
Deffrolla Battlewagons are around optimal at 125: Deffrolla, AP, big shoota. Units of 20 boyz led by the PK, BP Nob last longer and tend to win more assaults. The wagon itself is great for vehicles and sometimes infantry.
Several trukks will get popped in the first round at 1k points.
Agreed BWs do the job better then trucks if your dead keen on keeping the trucks then atleast get a few BWs for them to hide behind.
One point tho its a good idea to drop a few boyz from your squads (talking about BW squads here) just so your HQ choices have options if there ride gets owned.
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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) 2011/09/27 04:11:24
Subject: Ork Truck Rush 1000pt
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Growlin' Guntrukk Driver with Killacannon
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I like it as is. In their face and down their throats turn 2, no screwing around. Definitely give your Big Mek some 'Eavy Armour and a Cybork Body. Your whole plan hinges on him surviving. Jubear is right: it would not be a bad idea to have the Trukks on either side of his only carry 11 Boyz so he can hop on if his ride is destroyed. The extra points can give your Nobs 'Eavy Armour, too.
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2011/09/27 04:51:22
Subject: Ork Truck Rush 1000pt
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Been Around the Block
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Brother Taurinus wrote:I'd add a couple more boyz. The list will work. You'd be better off with one or two battlewagons, but it depends on what you have available to field(own, borrow, proxy etc.)
Deffrolla Battlewagons are around optimal at 125: Deffrolla, AP, big shoota. Units of 20 boyz led by the PK, BP Nob last longer and tend to win more assaults. The wagon itself is great for vehicles and sometimes infantry.
Several trukks will get popped in the first round at 1k points.
Not sure if I can squeeze any more boyz in without going over the 1k point total I'm aiming for, but I probably should try and figure out how to get a BW into the army.
Would 1 make a big difference? Maybe put it in front of a couple trucks to start with?
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![[Post New]](/s/i/i.gif) 2011/09/27 15:32:47
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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waaaaghboss wrote:Would 1 make a big difference? Maybe put it in front of a couple trucks to start with?
It will. It delivers a larger and longer lasting mob. It will get singled out for anti-tank on it's own, but I daresay the firepower to take out one battlewagon is equal to or greater than what would pop the other 5 trukks. I lost a battlewagon a couple weeks ago to a unit of genestealers in turn 1....he won the roll, made a good roll for running and made it within assault range of my wagon. If it had been a trukk, the unit would not have effectively assaulted on my turn, been wiped out by the stealers, who would in turn have taken out my lootas.
12 boy trukk mobs are fine for a tactical squad, but they can easily be overmatched. I like trukks. I'm only running two battlewagons myself, until I can scratch build another, and I'm not finished with my second completely, but enough to field it for friendly games.
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![[Post New]](/s/i/i.gif) 2011/09/27 15:37:04
Subject: Ork Truck Rush 1000pt
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Mutated Chosen Chaos Marine
Sitting in yo' bath tub, poopin out shoggoths
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Ya, those trukks are target practice for a few tactical squads. the KFF mek will help, but I would suggest a BW as well.
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750 points
1000 Points
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![[Post New]](/s/i/i.gif) 2011/09/27 15:47:18
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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At 1k I'm running a battlewagon, two trukk mobs, a bike squad, and lootas. KFF in BW. It's pretty versatile.
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![[Post New]](/s/i/i.gif) 2011/09/27 18:17:51
Subject: Re:Ork Truck Rush 1000pt
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Been Around the Block
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Ok, I'll drop some trucks and try to build a wagon (cant afford the expensive GW one lol). I have tons of bikes, so I'll flesh out the army with those. Lootas are ok in a speed freaky army? I know they're shooty, but they just seem to be kinda out there by themselves.
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![[Post New]](/s/i/i.gif) 2011/09/28 04:22:31
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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I hear you on the expense. Once I finish it, I'll have to post a pic of my $2.00 battlewagon.
Aren't lootas always out there by themselves? Unless you have big gunz(usually not because of battlewagons) or looted wagons(same story), orks charge in.
Some people keep grots around to defend the lootas, but ideally, the points you spend should be earning their keep by destroying points on your enemy's force ASAP.
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![[Post New]](/s/i/i.gif) 2011/09/28 05:07:36
Subject: Ork Truck Rush 1000pt
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Growlin' Guntrukk Driver with Killacannon
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@ Waaaghboss: The Lootas will be fine by themselves. Put 15 of them in cover to save against shooty and keep them Fearless. For CC, they have the same stats as Shoota Boyz. Drop Pods and some Tyranid stuff are a nuisance, but once you know what you are playing against, you can keep some Boyz around to handle that problem.
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2011/09/28 06:11:30
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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WIth no other elites, I'd use three units of five lootas. 15 Lootas can well be overkill, depending on what they're shooting. Better off shooting five at a time trying to pop those landspeeders and rhinos, and moving to the next when you do then delegating all 15 on one per turn. Plus, when you do fail a morale test...it's better to lose 3 lootas than possibly 9-10!
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![[Post New]](/s/i/i.gif) 2011/09/28 21:27:43
Subject: Re:Ork Truck Rush 1000pt
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Been Around the Block
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Think I'm just going to up the army list to 1500. I have all the models except a BW if I go with this list. That is, if people count my old 2nd ed orks with lascannons and meltas as lootas still
Big Mek w/ KFF 85pts
7 Meganobs 280pts
10 boyz w/ nob, PK and bosspole 135pts
Truck
10 boyz w/ nob, PK and bosspole 135pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
11 boyz w/ nob, PK and bosspole 141pts
Truck
1 Deffkopta w/ buzzsaw and TL rokkits 70pts
1 Deffkopta w/ buzzsaw and TL rokkits 70pts
5 Lootas 75pts
5 Lootas 75pts
Battlewagon w/ red paint, 3 shootas, deff rolla, boarding ramp 135pts
1488 points total
I figure put the BW up front with the mega nobs and mek. Hopefully this draws enough fire off the trucks that most of the mob can make it across while the lootas shoot from the back. I left 2 trucks with an open spot for the mek in case the battlewagon pops. As for meganobs, should I just take them as default, or put the rokkit/scorcah on them? Half my models have rockets or kombi-scorchas, so I could just snip them off and use green stuff to make it into just a shoota, but at 5 points, dunno if it's worth it.
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This message was edited 1 time. Last update was at 2011/09/28 21:29:18
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![[Post New]](/s/i/i.gif) 2011/09/28 23:30:59
Subject: Re:Ork Truck Rush 1000pt
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Longtime Dakkanaut
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To disagree with everyone. One battlewagon is a huge target. True it may take a few lascannon shots to take it down but any gun can take down a trukk so it is hardly protection.
Also having purely trukks is fine. They are all fast, have the same av and can cover each other so will work together well.
Your new list:
Meganobs only need a trukk they have nothing to fear from crashing.
Lootas need protection. They will be left behind and can are an easy target.
I would take more koptas to give more antitank support.
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![[Post New]](/s/i/i.gif) 2011/09/29 00:26:59
Subject: Re:Ork Truck Rush 1000pt
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Been Around the Block
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The thing with putting meganobs in a truck is that people are saying they'll go down first turn, then they have to slog across the field with the rough terreign rule. If I field enough trucks, could I essentially put the meganob truck towards the back and shield it from most shots? And I can only put 5 in a truck so will that be too few orks for a unit? Sorry for all the questions, haven't played yet, and trying to get my army list fairly close to what's workable so I don't end up with painted mini's that I probably wont want to use (have warboss I painted back in 3rd with an attack squiq and big shoota, no PK!). Also, go full shootas on the meganobs, no scorcha or rockkit for 5 points each?
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![[Post New]](/s/i/i.gif) 2011/09/29 03:32:01
Subject: Ork Truck Rush 1000pt
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Growlin' Guntrukk Driver with Killacannon
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If they have a bigger than a Shoota looking gun, then you can have any model be used as a Loota. Even the Loota models' box says "Lootas/Burnas" on it, and, since there is no model sold for them, Flash Gits as well. Home made kustoms are kool as well.
The KFF will give the Mega Nob Trukk the same cover save in the front of the pack as it would have hiding in the back. Put them out front, no Guts no Glory!
6 Mega Nobs 2X Twin Linked Shotas, 2X Shoota Schorcha, 2X Shoota Rokkit (for wound allocation)
Trukk w/ Ram, Red Paint, Grot Riggers, and Armour Plates
320 points with 97 left over
Give your Big Mek a PK, and Cybork Body to help him survive. 35 pts
Give ALL the Trukks Reinforced Rams so that they reroll dangerous terrain tests. You can drive them over a multi story ruin (not building) if the model can balance where it stops. 25 pts
Give ALL your Nobs 'Eavy Armour and have them take the first non-instant kill wound the Mob receives in order to keep one more Boy and his attacks around. 25 pts
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2011/09/29 07:37:41
Subject: Ork Truck Rush 1000pt
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Been Around the Block
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Ghenghis Jon wrote:If they have a bigger than a Shoota looking gun, then you can have any model be used as a Loota. Even the Loota models' box says "Lootas/Burnas" on it, and, since there is no model sold for them, Flash Gits as well. Home made kustoms are kool as well.
The KFF will give the Mega Nob Trukk the same cover save in the front of the pack as it would have hiding in the back. Put them out front, no Guts no Glory!
6 Mega Nobs 2X Twin Linked Shotas, 2X Shoota Schorcha, 2X Shoota Rokkit (for wound allocation)
Trukk w/ Ram, Red Paint, Grot Riggers, and Armour Plates
320 points with 97 left over
Give your Big Mek a PK, and Cybork Body to help him survive. 35 pts
Give ALL the Trukks Reinforced Rams so that they reroll dangerous terrain tests. You can drive them over a multi story ruin (not building) if the model can balance where it stops. 25 pts
Give ALL your Nobs 'Eavy Armour and have them take the first non-instant kill wound the Mob receives in order to keep one more Boy and his attacks around. 25 pts
Wow thanks for the tips! For something like eavy armor and cybork bodies, do I just use green stuff to add some more bulk to my models? Or is it just implied? Just finishied up painting my trucks. Now all I really have left to paint are the cyborks, nobs, mek, and chopter. Getting excited to try this army out.
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![[Post New]](/s/i/i.gif) 2011/09/30 13:30:48
Subject: Re:Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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To offer rebuttals and comments:
MFletch wrote:To disagree with everyone. One battlewagon is a huge target. True it may take a few lascannon shots to take it down but any gun can take down a trukk so it is hardly protection.
Yes, it is a huge target. It is a superior transport to a trukk, delivering more at the same speed, with better armor, and with a deffrolla it is a potent unit unto itself after delivery, unlike trukks.
MFletch wrote:Also having purely trukks is fine. They are all fast, have the same av and can cover each other so will work together well.
It is fine, but as you get points, it's better to take battlewagons. I run trukks with battlewagons.
MFletch wrote:
Meganobs only need a trukk they have nothing to fear from crashing.
They may not fear the explosion, but as a player, you should fear slogging around with Slow and Purposeful.
waaaaghboss wrote:The thing with putting meganobs in a truck is that people are saying they'll go down first turn, then they have to slog across the field with the rough terreign rule. If I field enough trucks, could I essentially put the meganob truck towards the back and shield it from most shots? And I can only put 5 in a truck so will that be too few orks for a unit? Sorry for all the questions, haven't played yet, and trying to get my army list fairly close to what's workable so I don't end up with painted mini's that I probably wont want to use (have warboss I painted back in 3rd with an attack squiq and big shoota, no PK!). Also, go full shootas on the meganobs, no scorcha or rockkit for 5 points each?
Yes, MANZ really bite slogging. You really want to deliver them on top of a victim, because they assault through cover too, so 2d6 with the best roll for assault distance. Don't put them behind, particularly if they're already getting a 4+ cover save. MANZ can be taken with as few as 3, and 6 can fit in a trukk. If you have points, throw in a few shoota/skorchas. Really softens units up before the charge, though MANZ don't often need the help when they assault. I don't take shoota/rokkits normally, even so, 5 points for wound allocation and a one shot rokkit that hits 1/3 of the time?
Ghenghis Jon wrote:Give your Big Mek a PK, and Cybork Body to help him survive. 35 pts
Give ALL the Trukks Reinforced Rams so that they reroll dangerous terrain tests. You can drive them over a multi story ruin (not building) if the model can balance where it stops. 25 pts
Give ALL your Nobs 'Eavy Armour and have them take the first non-instant kill wound the Mob receives in order to keep one more Boy and his attacks around. 25 pts
No. Yes. Yes if you have the points. I disagree with the PK and CBB except in friendly games or fluff armies. IC's get singled out in CC, and a Big Mek is just a nob w/ Ld 8 who can be targeted. By the time he's in CC, his primary purpose has been served. Don't deploy him from the vehicle....let the squad disembark and he can stay on, continuing the cover save and since he has no gun he can attempt repairs on the vehicle. Of course, I keep my KFF Big Mek in a battlwagon, not a trukk.
I run my trukks with RR. Not only can you blaze through cover or duck into it, after you deliver the boyz, start tank shocking while you run around shooting.
'eavy armor on the Nob is an acceptable tactic. I usually don't have the points. It's basically the cost of fielding another boy, which is guaranteeing another wound, and giving extra attacks.
waaaaghboss wrote:
Wow thanks for the tips! For something like eavy armor and cybork bodies, do I just use green stuff to add some more bulk to my models? Or is it just implied? Just finishied up painting my trucks. Now all I really have left to paint are the cyborks, nobs, mek, and chopter. Getting excited to try this army out.
For 'eavy armor I normally just add a few plates, either GW or plasticard, and/or iron gobs to the models. Cybork is tricker. Throw some wires into their flesh. The Nobz box comes with two CBB heads, and two CBB PK's(I'm assuming they are). You could technically use one of each on a separate model and build 4 cybork nobz with one nob box and no extra effort. For your Big Mek, just name him Bill Gibson and call it even(j/k).
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![[Post New]](/s/i/i.gif) 2011/09/30 13:37:34
Subject: Re:Ork Truck Rush 1000pt
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Longtime Dakkanaut
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Brother Taurinus wrote:To offer rebuttals and comments:
MFletch wrote:To disagree with everyone. One battlewagon is a huge target. True it may take a few lascannon shots to take it down but any gun can take down a trukk so it is hardly protection.
Yes, it is a huge target. It is a superior transport to a trukk, delivering more at the same speed, with better armor, and with a deffrolla it is a potent unit unto itself after delivery, unlike trukks.
Can you explain same speed. Trukks are fast, battlewagons are not. I am sure I am missing something or misunderstanding  .
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![[Post New]](/s/i/i.gif) 2011/09/30 13:45:20
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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Yeah, trukks can go flat out for 18", but units may not disembark from a vehicle that moves flat out that turn. You should never move flat out, because if that trukk is wrecked, you LOSE the passenger unit, as they cannot disembark. It's in the FAQ on the GW website.
Battlewagons can still move 12" and he troops may disembark, so same speed.
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![[Post New]](/s/i/i.gif) 2011/09/30 14:51:05
Subject: Ork Truck Rush 1000pt
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Long-Range Land Speeder Pilot
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Brother Taurinus wrote:Yeah, trukks can go flat out for 18", but units may not disembark from a vehicle that moves flat out that turn. You should never move flat out, because if that trukk is wrecked, you LOSE the passenger unit, as they cannot disembark. It's in the FAQ on the GW website.
Battlewagons can still move 12" and he troops may disembark, so same speed.
Only if its wrecked on the same turn it moved flat out, so you can pile your boys up 19" for a turn 2 assault, also don't forget about ramshackle (trukk's special rule) :-P
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This message was edited 1 time. Last update was at 2011/09/30 14:52:02
Armies: Crimson Fists, Orks, Eldar |
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![[Post New]](/s/i/i.gif) 2011/09/30 17:04:18
Subject: Ork Truck Rush 1000pt
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Growlin' Guntrukk Driver with Killacannon
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@ Brother Taurinus: I still like the PK on the Big Mek on a Trukk Rush list like this. By the time he hits the other side, I jump him out with the Mob he's in to give them another PK and two more wounds. I look on him as another mobile PK, but he doesn't cause any wounds sitting in the Trukk.
I don't give my Boyz Mobz' Nobz 'Eavy Armour when they are walking 30 deep across the table because the first 20 wounds won't change their leadership value. But at 12, or even 20, I like to metagame a little to keep my casualty % down.
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2011/09/30 17:49:02
Subject: Re:Ork Truck Rush 1000pt
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Drone without a Controller
Baltimore, MD
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I've been playing orks for the last six months or so, which isn't very long bus in that time I've gotten pretty familiar with trukk mobs and I can say they work really well.
I'd take the armor over the boss pole. The armor can add another two or three wounds to the unit if you get lucky, while the bosspole has rarely proved useful in my games. YMMV.
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"The goal is to win, but it is the goal that is important--not the winning" --Dr. Knizia
5000pts Tau "Crash Cadre"
I'm always looking for new friends around Baltimore! |
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![[Post New]](/s/i/i.gif) 2011/09/30 23:14:27
Subject: Ork Truck Rush 1000pt
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Longtime Dakkanaut
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Brother Taurinus wrote:Yeah, trukks can go flat out for 18", but units may not disembark from a vehicle that moves flat out that turn. You should never move flat out, because if that trukk is wrecked, you LOSE the passenger unit, as they cannot disembark. It's in the FAQ on the GW website.
Battlewagons can still move 12" and he troops may disembark, so same speed.
Just to reiterate someone else's comment I think you are confused between game turn and player turn. Flat out is dangerous if you end up accidentally killing it in your turn, accidents do happen but it isn't that likely then you have special rolls for the trukk anyway.
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![[Post New]](/s/i/i.gif) 2011/10/01 03:07:10
Subject: Ork Truck Rush 1000pt
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Skillful Swordmaster
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Trucks do not end up getting you into combat quicker for the love of god will people learn this already.
Lets review with a stock battlewagon you can move 12" first turn and then second turn move 12" disembark 2" and warrrghhh D6" and then asualt D6" total threat range 31"-36" if you cant cross 24" of no mans land and get into assualt turn 2 without the extra 6" the trucks give you on your first movement phase you have deployed like a an idiot and deserve to loose.
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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) 2011/10/01 03:29:15
Subject: Ork Truck Rush 1000pt
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Bonkers Buggy Driver with Rockets
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My apologies, I checked the FAQ. I had the understanding that the turn was a game turn, and that it applied to your opponents as well, like how assault to hit rolls are affected by the previous movement of the vehicle. This belief was further enforced by the FAQ page 5 where it states that the embarked unit is destroyed. So it appears that this only happens in the player's turn....if a bomb squig or SAG misfire or something similar happens to wreck the trukk.
And thank you Jubear. I assault on turn 2 with my battlewagons. I haven't had an issue with this. Sometimes, I assault on turn 1 when the opponent has won initiative.
Automatically Appended Next Post: erewego86 wrote:I'd take the armor over the boss pole. The armor can add another two or three wounds to the unit if you get lucky, while the bosspole has rarely proved useful in my games. YMMV.
It does vary. Too many times I've had a re-roll prevent 3-6 boyz and a nob from falling back, and it's kept that additional support and often a scoring unit on the table for me.
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This message was edited 1 time. Last update was at 2011/10/01 03:36:23
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![[Post New]](/s/i/i.gif) 2011/10/01 07:06:15
Subject: Ork Truck Rush 1000pt
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Been Around the Block
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Jubear wrote:Trucks do not end up getting you into combat quicker for the love of god will people learn this already.
Lets review with a stock battlewagon you can move 12" first turn and then second turn move 12" disembark 2" and warrrghhh D6" and then asualt D6" total threat range 31"-36" if you cant cross 24" of no mans land and get into assualt turn 2 without the extra 6" the trucks give you on your first movement phase you have deployed like a an idiot and deserve to loose.
Hi, sorry to ask so many questions.
I'm currently finishing up painting my trucks. Debating if I should toss on red paint for the 5 point faster upgrade or not. If a truck ran roll 12-18 inches without that extra inch, should I just skip it? Would save me 5 points per model, which I could put towards the ram. My final 1500 point list will probably end up being several trucks and a BW.
*edit* my boyz delivery system so far. Going to start on details now. Was very limited on materials so I couldnt mod them too much, will make the BW from scratch and make that my showpiece.
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This message was edited 1 time. Last update was at 2011/10/01 07:16:02
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![[Post New]](/s/i/i.gif) 2011/10/01 07:34:08
Subject: Re:Ork Truck Rush 1000pt
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Scouting Shadow Warrior
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I'd scrap the Big Mek, 2 units of Boyz and the Deffkopta, and add a Warboss (w/ PK, 'eavy Armour, Boss Pole and twin-linked Shoota) with a unit of 19 'Ard Boyz (w/ Nob and PK) and stick them in a Battlewagon (w/ Kannon and 2 big shootas). IMO
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