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![[Post New]](/s/i/i.gif) 2012/10/25 02:14:06
Subject: Ork Trukk armies
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Nasty Nob
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Are there any Warbosses out there with 6th Edition experience using Ork Trukks? Is it worthwhile to mount up the boys in these things?
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2012/10/25 02:53:32
Subject: Ork Trukk armies
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Decrepit Dakkanaut
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There's nothing wrong with them in theory. Boyz in a trukk comes in at about 100 points, depending on how many boyz and what upgrades you take. That's insanely cheap for a fast, scoring unit that's not too shabby at shooting or chopping either.
You could start out an army with 4 of those and still have PLENTY of other points left over for other troops (in battlewagons, say), and other supporting units.
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![[Post New]](/s/i/i.gif) 2012/10/25 04:28:19
Subject: Ork Trukk armies
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Krazy Grot Kutta Driva
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I concur, but might I add that you'll probably want to upgrade one to a Nob, and give him a PK. Then enjoy da' krumpin'
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![[Post New]](/s/i/i.gif) 2012/10/25 07:23:25
Subject: Re:Ork Trukk armies
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Agree, as you have to charge anything with the content of two trukks anyways, even with a challenge from something you absolutely don't fight, one of the PKs still gets to strike.
In addition trukk boyz should at least number 12 and have a nob with a boss pole, due to leadership issues you'd face otherwise. Losing a round of combat happens, and you don't want to have two units run down because of it. You also don't want to lose units to 25% casualties, which is quite easy to archive for your opponent when shooting trukk boyz who have suffered a kaboom! or otherwise lost some members.
My suggestion is fielding MANz, trukk boyz and buggies ins a ratio of about 1:2:3. For just about 650 points, you can get A KFF mek, one trukk with three MANz, two units of trukkboyz and three buggies with rokkits. For 1200 you can get twice as many vehicles, at 1850 you can have your FOC maxed out with AV10 vehicles. A good heavy support choice are kannons, as they are dirt cheap and T7/3+ models are weak against the same weapons as AV10 models are, thus adding to target saturation. The other good, but more expensive choice would be using battlewagons in addition to your trukks, to get more boyz into your list. Nob bikers also work better with trukks now, as you are no longer required to get that second KFF - it's easy enough to get cover from terrain, other trukks or even MANz or the nob bikers themselves. Also keep in mind that rocks and ruins provide 4+ cover, which is golden for trukks.
Nob bikerz or not, a warboss is a good addition to a trukk list, as he can ensure that your boyz win a combat.
I guess you could also trade buggies for dakka jets, but they won't draw as much fire off the trukks, and aren't as good against vehicles. I'd rather go with buggies unless you can expect other fliers to show up.
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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. |
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![[Post New]](/s/i/i.gif) 2012/10/25 23:30:58
Subject: Re:Ork Trukk armies
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Longtime Dakkanaut
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Always take a load of trukks for them to work. Also rocket buggies are probably needed to cool the pressure on the trukks.
The ram is the only upgrade you need.
It is fairly straight forward to sprint forward and assault 2nd turn.
Trukks are excellent. Units of 12 boys are not. The army will not be very forgiving, 12 boyz do last long if you make mistakes.
I think they will struggle above about 1000 points. You can add a few more trukk boys and guns to support but their awesome relative to other armies is lost.
I am sure there is a clever trick with allies that means you can expand the points range where trukk boys work well.
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![[Post New]](/s/i/i.gif) 2012/10/26 00:21:58
Subject: Re:Ork Trukk armies
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Dakka Veteran
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In past editions, I used trukks to just floor it up the table and hit a location with as many orks as I could, then start rolling the army. The big problem with using trukks in this edition of the rules is, the assault rules aren't being real nice to orks in assault. Orks need a lot more bodies, which means your doubling up trukks a lot of times. This edition favors shooting. Orks arn't really bad shooters. Their units can bring quantity over quality. To use trukks effectively, you need your shooters reducing enemy squad sizes so 12 boyz can do something.
A stripped down version is Boyz in a trukk(12) Nob BP Big shoota RR- 142 pts. If you get a PK its 167 pts. You can get 10 lootas for 150 pts, and these guys can shoot 48" have st 7 and can can spit out sometimes 3 shots each! Its a random roll. Lootas will be blowing chunks outta stuff before your trukk boyz weather their first round of enemy shooting.
If you like the vehicle rush, you have to spam: At least 2 Battle wagons, 3 trukks, a bunch of buggies for tl rokkits. Really spread the points around. Don't take a lot of upgrades.
To give you an idea, I don't own any battle wagons. My speed freeks bring 7 trukks. Even with that many trukks I still find myself having to manuver them to get good assault ratios.
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![[Post New]](/s/i/i.gif) 2012/10/26 20:06:21
Subject: Ork Trukk armies
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Nasty Nob
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My thoughs werfe with all the support I have in the list, Id be able to clear lanes for my trukks, and having the one big unit of boyz will give me some much needed staying power.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2012/10/27 04:14:57
Subject: Ork Trukk armies
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Insect-Infested Nurgle Chaos Lord
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Trukkspam works, sometimes.
I've had games where 9 trukks barrelling downfield was awesome, and games where 9 piles or burning wreckage hit the enemy line, leaving a half dozen blackened orks to face the entire enemy army.
If you like trukkspam go for it. It's not optimal, but it sure can be fun
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2012/10/27 05:59:30
Subject: Ork Trukk armies
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Nasty Nob
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Im going in with only 5 trukks and no KFF.
Ill bank on the speed of the trukks and hope I get first turn. In the games where I dont, I hope its night fight. Failing that, Ill use terrain to remain hull down.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2012/10/27 11:39:47
Subject: Ork Trukk armies
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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Trukks are great and they are even better in this edition than the last (faster and less likely to get stunned).
I have 4 trukks of boyz in my 1000 point list. The issue like others have pointed out is the contents of the trukk. I only buy a ram for the trukks and only pk for the nob. Bosspole is pretty pointless because when you fail morale you are fleeing (trying to roll less than 4 with a reroll is pretty hopeless).
KFF is also another useless upgrade as 5+ rarely will save you and having 2+ warboss soak up the damage is much more effective.
When I assault I usually try to block enemies movement with the trukks. Seal a unit inside a trukk ring and then use 20+ boyz to gang up on the unit, rinse and repeat.
Someday I hope I have 2 battle wagons and another dakkajet get to the 1500 point size.
Also remember you can shoot with sluggas and trukks' big shootas.
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Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2012/10/27 12:55:24
Subject: Re:Ork Trukk armies
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Mekboy Hammerin' Somethin'
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So, I ran trukks extensively in 5th edition and have tried them in 6th. I wasn't particularly happy with the transition. If the enemy penetrates and explodes your vehicle (and you don't get saved by the ramshackle chart) then it's very likely you're going to be losing 3 to 4 boyz, dropping you below fearless and gutting a lot of the power of your 12 man unit. 11 boyz and a nob generally won't do too much damage to anything moderately competent in CC, so you'll generally need to double up trukk mobs to get the job done. They have no staying power, as a stiff breeze will kill them most of the time, and they can't rely on numbers and fearless to save them. Speed is all well and good, but as we can't disembark after moving twelve, our assault distance has been shortened slightly.
All in all, 6th was not kind to my poor trukks. Granted many of these problems were in 5th edition, but with small squads of boyz being overwatched, and the possibility to fail charges, they took a serious pounding.
I do not suggest going out and buying a load of trukks, proxy them if you really want to. Or use some tonka toys.
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![[Post New]](/s/i/i.gif) 2012/10/27 14:30:57
Subject: Ork Trukk armies
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Fresh-Faced New User
England
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I'm a Tau player and i would advise that you get something like a battlewagon cause i have killed countless orks when i've blown up their transport and then shot the orks
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![[Post New]](/s/i/i.gif) 2012/10/27 16:03:32
Subject: Re:Ork Trukk armies
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Decrepit Dakkanaut
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gpfunk wrote:So, I ran trukks extensively in 5th edition and have tried them in 6th. I wasn't particularly happy with the transition. If the enemy penetrates and explodes your vehicle (and you don't get saved by the ramshackle chart) then it's very likely you're going to be losing 3 to 4 boyz, dropping you below fearless and gutting a lot of the power of your 12 man unit. 11 boyz and a nob generally won't do too much damage to anything moderately competent in CC, so you'll generally need to double up trukk mobs to get the job done. They have no staying power, as a stiff breeze will kill them most of the time, and they can't rely on numbers and fearless to save them. Speed is all well and good, but as we can't disembark after moving twelve, our assault distance has been shortened slightly.
All in all, 6th was not kind to my poor trukks. Granted many of these problems were in 5th edition, but with small squads of boyz being overwatched, and the possibility to fail charges, they took a serious pounding.
I do not suggest going out and buying a load of trukks, proxy them if you really want to. Or use some tonka toys.
Yea but we take str3 hits instead of str4 thanks to the ramshakle, so we made out rather well on that
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![[Post New]](/s/i/i.gif) 2012/10/27 16:07:49
Subject: Ork Trukk armies
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Slaanesh Veteran Marine with Tentacles
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Trukks + battlewagons + lootas + looted wagons are a decent army.
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![[Post New]](/s/i/i.gif) 2012/10/27 19:10:50
Subject: Ork Trukk armies
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Longtime Dakkanaut
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mass trukks alongside battlewagons do seem to have some synergy, in terms of relatively reliably getting a decent number of boyz across the table by overwhelming enemy shooting. But a lot of them will end up as green ablative armour...
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![[Post New]](/s/i/i.gif) 2012/10/27 22:49:47
Subject: Ork Trukk armies
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Stealthy Grot Snipa
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I think trukks still have their place like they have had in the past.Overwatch is not something to be too afraid of, unless against orks or guard-blobs, so we should not be worrying too much abotu small numbers getting chewed. Our boys still kill whatever they touch, and the trukks now do not have to worry abotu getting immobilized or stunned on a glance. The hullpoints makes it so we now can keep going.
The only thing I would switch around on my lists is giving my boys shootas instead. The aspect of grunts jumping outta their transport and the versatility of the unit with overwatch and such kinda makes them more attractive in trukks.
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