Switch Theme:

Ork Trukks in 6th  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ie
Norn Queen






Dublin, Ireland

Had a few Ork Trukks about in 5th and just before 6th came out, finished 3 new ones (ouch?), making a total of 6.
Just looking for thoughts on their usefullness/effectiveness in 6th from anyone that uses them regularly.

I havent had a chance to run them but with the new vehicle rules did they become more fragile/"uesless"?
Obviously I would run a semi-themed list with them (nothing competitive mind you).

Basic thoughts would be 11+Nob X4 and maybe 2Xburnas in them or perhaps switch the burnas out for Meganobs X2.
Not sure!



Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Screamin' Stormboy



Hattiesburg, MS

I use 2 in my list most the time to transport my mega nobz. That is their sole purpose. Full speed ahead. I have a couple of battle wagons and other items that occupy the opponent. Most the time the trukks last long enough to get the nobz to where I want them.
   
Made in us
Ork Boy Hangin' off a Trukk




I have been running a bully unit of 5 Nobz with eavy armor and big choppas, with A painboy and a warboss in a trukk with other trukk boys squads and I like the feel of it. Manz would be great I just don't have the models.

I suggest running them with A reinforced ram as it is a great upgrade for 5 points
   
Made in za
Mutilatin' Mad Dok





In terms of survivability - not as big as many seem to declare. In terms of damage rolls, the only effective difference from 5th is that ap- weapons are worse at damaging them. In terms of hull points, you have to take the advantage of never suffering penalties from glances mixed with the fact that 3 glances will kill it off regardless, with the thoughts on how three (unsaved) glances would affect a Trukk in 5th.

In regards to speed, they got faster and slower. You can now only move them 6(7)" if you want guys inside to get out - but it can otherwise now move up to 24(25)" if it's just footing it.

In regards to that 6" move, one must also consider that guys inside now assault 2D6" rather than 6"

Oddly, I'd say the only real penalty they suffered was the KFF dropping down to a 5+. They still work great - one just needs to re-learn how to use them and adapt them to 6th. (Though Night Fighting stacks with KFF beautifully now)

In terms of how to play them, it's pretty similar to 5th - you want armour saturation. Giving your opponent too many targets to fire at, resulting in a weaker distribution of fire, so that your units have greater survivability. You either want a large amount of trukks, or a smaller amount of trukks mixed with a large amount of other vehicles and/or units that may draw the opponent's fire.

Generally, Trukks work best as delivery systems, as they will unlikely survive to your third turn. As such, I'd recommend using them to directly deliver the units you want to drop and go - Slugga boyz, Nob Squads, and Meganobs. Burnas in a vehicle are great, but considering how one may want to keep them in a vehicle due to their rather vulnerable nature outside, I'd recommend to keep them in a hardier vehicle such as a battlewagon.

In regards to upgrades, Reinforced Ram is arguably the best default purchase. Allowing you to re-roll dangerous terrain (and you can now roll dangerous terrain twice in a turn, due to the "flat out" moves in the shooting phase) and causing some tank shock shenanigans. Red Paint is also useful, mostly for that extra inch security for assaults - though I've not yet wished I'd had it. As always though, keep them as cheap as possible.
   
Made in fi
Battlewagon Driver with Charged Engine





somewhere in the northern side of the beachball

If your trukks survive after unloading their cargo there are couple ways to use them. First I like to use them as walls as my slugga boyz are pretty squishy. Walls block los and prevent slugga boyz getting assault while they gang up on some poor fella. Second use for them is tank shocking. Tank shocks are great if you want to force enemy movement (ie away from objective). Also trukks have big shootas.

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. 
   
Made in za
Mutilatin' Mad Dok





I've actually used them to great effect (after disgorging their cargo) to drive right up to enemy heavy weapon teams and just park right infront of them.

They are either forced to fire at the Trukk, or have to move to get around it. OR something else kills them, in which case, it's not shooting at the important stuff

But yes, tank shocking is a great way of moving enemy models - particularly for flamer and/or blast weapons, or pushing them to be closer to one of your units who wants to assault them.

Very few people are concerned about an empty trukk
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Ive been using mine alongside mass buggies so far. I just rush the buggies up ahead of the trukks and make them play line blocker. Its working pretty well so far and keeps the trukks mostly safe form everything in front, and really you only somewhat worry about units the deepstrike/outflank in. And thats not so scary when you realize that A. Most of those units dont have long range fire, and B. That you can easily outrun them in the trukk, or make a 360 and zip head long into said unit
   
Made in us
Shadowy Grot Kommittee Memba






Honestly I find that my trukk brigade is faring better than ever. I bring em with RLs along with a couple more rls in the squads inside, hide them if I'm going second or blitz them if I'm going first and hit my opponents with a fullisads of poorly aimed rokkits.

Now my club is, to be fair, 90% MEQ with massive focus on dreads and rhinos, so those rokkits may not be for everyone but the high STR and AP 3 is ace for me. Other than that I might add on a wrecking ball just for funsies on one or two of them. They're great for delivering units to the front, I myself use 3 and a BW decked out for maximum dakka support. Load them up with burnas or boyz, fire and forget.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
Forum Index » 40K General Discussion
Go to: