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Made in nz
Disguised Speculo





After having tons of fun with my solo trukk, I figured, I should try bringing a whole fleet of them. But as always, I'm looking to turn it up to 11 - screw just running 6 trukks, I want as many as possible!


HQ - 85
1x "Forcefield Mek"
-Big Mek w/ KFF

Troops - 682

6x "Trukkerz" Units
-Trukk, Reinforced Ram
-12 Shoota Boyz
-2 of the 6 trukks have a rokkit launcha

Fast Attack - 390

3x Dakkajets
-Flyboss, Extra Shoota

Heavy Support - 715

2x Trukk Skwadrons - 490
-3 Gun Trukk with Reinforced Ram, Kannon, rokkit launcha
-1 Gun Trukk with Flakka Gun [Quad Cannon more or less], rokkit launcha
Gun Trukks are simply Trukks that trade their transport capacity for a big gun


Strategy: Everything zooms towards the enermy. The fodder trukks go in front and eat shots or give 4+ cover to the trukks behind them. Then they ram stuff as needed. Flakka Trukks and dakkajets shoot down the endless swarms of helldrakes and vendettas in my local meta. Boys shoot stuff and then get out and hold objectives.

Options: Theres tons of cool toys I can put on my trukks. Chief amongst them is an AP3 flamer to replace the kannon for +10 points - I could ditch the ten rokkit launchas and get five of these if you think it will work better.

This message was edited 2 times. Last update was at 2013/05/15 03:14:01


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I take it there's 14 there?
I think vehicles would be an issue. Rokkits aren't that great against anything the jets cant touch. So probably wouldn't bother with them. Also wouldn't go with the flamer, I'm pretty sure they can only go 6" max before firing a template weapon so it limits them a bit. For tougher vehicles, I cant see klaws coming in since it costs a bit and would require quite a change around. Maybe simply wrecking balls then. Not nearly as reliable but significantly cheaper..

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Trukks are fast iirc so the flamer could work in a normal scenario

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in nz
Disguised Speculo





A ramming Trukk, going full speed (24") gets an automatic S18 hit on the target I believe. I'm counting on 14 of that to deal with enermy armour
   
Made in us
Calm Celestian





Atlanta

You might want to re-read the rules on ramming. You can't get a S18 hit...I also believe the 'no characteristic above 10' rule would be in effect.

My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
Made in nz
Disguised Speculo





Oh damn. I thought it started at the vehicles front armour value. So ramming that gak would be a whopping S8 hit.

Edit: Re-read the rules, you gotta move cruising speed to ram. So maybe cannot even go flat out. So the hit could be as low as S4. Edit #2: Confirmed, cannot move flat out. Maximum ram strength is S4.

Yeah forget it. Nothing fun in this game is viable.

This message was edited 2 times. Last update was at 2013/05/15 05:39:35


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Max trukk ramming strength is 6. Can go cruising speed for +4 and then ram for +2. But in reality its not that bad as far as ramming goes. I mean its equal to a chimera and a whole bunch of other things. The fact is that ramming's not good to begin with, you get a strength whatever ap- hit, just one hit that may be as likely to total your own vehicle as the opponents. Its meant to be a desperate gamble so it shouldn't really be that fantastic. I think you're just used to having deffrollas which are the exception, as its the one thing that can get you a S10 ram hit. Even land raiders can only get a S8 max. But seeing as how the main purpose of the ram is for terrain rerolls, I'd say 5pts is worth it.
From what I see, the main problem with this list is that there is a lack of freaky things in the trukks themselves. Trukks are reasonable transports since they're fast, but wont do much themselves. With 14 on the table, sure they'll be around for a while but in reality, 6 krak missiles isn't the most scary thing. TBH the most intimidating thing here is probably the 3 fliers.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in nz
Disguised Speculo





Yeah I was counting on those rams. I'm thinking, the trukks need PK nobs now. But pretty much without the ram a trukk fleet just isn't gonna cut it.
   
Made in us
Savage Khorne Berserker Biker





PA

i freaking love this list, its soo... soo... orky

i think you need again as stated above more anti tank, but your gun trucks should have those killa kannons and boys should have nobs with tl shoota and power klaw but other then that and things i would nit pic ( i prefer big shootas over rokits ) i love this list

we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and selfish. I act mostly for my own benefit, but I respect and help my community - Specially when it helps me. At best, I'm loyal and dedicated; at worst, I'm elitist and shrewd.
 
   
Made in nz
Disguised Speculo





Gun Trukks can take Zapp Guns (+5pts) or Big Zappas (Zappgun with D3 shots, +20pts) but sadly no killkannon

I dunno, between a Kannon and a Rokkit launcha that *is* two anti armour shots each turn (and three if I add a rokkit to the boys onboard), and even at S6 (you sure about +2? Ram says only for death or glory) the hideously underpowered ram would still be viable for suicide strikes against rear armour.

I've also just been told that Dakkajets actually suck against the only air that matters, those goddam AV12 super fliers in IG and CSM.

Thinking now...


1x Forcefield Mek - 100pt

6x Battle Trukks - 972 (162/each)
-PKBP Nob
-11 Boys
-Trukk w/ plank, rokkit, ram

4x Mekboy Junka - 360 (90/each)
-Deff Rolla, triple Skorchas, ard case, 1x Grot Bomb
AV 11/11/10, can move as a fast vehicle but risks immobilization

2x Flakk Trakk - 260 (130/each)
-Flakkaguns, 'ard case, deff rolla, 4x extra big shoota (6 total)
AV 12/11/10, can move flat out and still fire its Quad Kannon Equivalent


=1692. Pretty close to the 1650 goal. Maybe just play at 1850 until I can weed down the list...

The original ramming trukk ideal lives on in Boarding Plank/PK attacks and deffrolla Junkas. Flakk Trakks drop unholy numbers of shots (4 S7 skyfire/interceptor and 18 big shoota) on whatever needs shootin and then squash things if they reach the enermy line.

Junkas can trade their Grot Bombs for S6 AP3 flamers for +5 points difference.
   
Made in us
Savage Khorne Berserker Biker





PA

well deff rolla are good anti tank by simply ramming and ou will have so muh daka you will be bloting out the sun with your shots ( but most of them missing)

if your going over on ponts then mabye drop a trukk then mabye add a dakka jet ( in this case probably the bomber one for more anti tank ) or add a lifta waggon, on a 4+ ( or 3+ ) roll a scatter die and that vehical will fly in that direction causing d6 hits, or if it is a direct hit d3 pen hits all this for 200 points each in the heavy support section

we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and selfish. I act mostly for my own benefit, but I respect and help my community - Specially when it helps me. At best, I'm loyal and dedicated; at worst, I'm elitist and shrewd.
 
   
Made in nz
Disguised Speculo





I've never really considered using the Lifta Wagon competitively, only used it sofar in fun games. That across the board 4+ to hit is more reliable than a Supa-Kannon IMO, and much more dangerous to vehicles.

If only it could hit air, it would be the coolest unit the Orks can get. Its certainly on my maybe list now.

The other thing I'm considering is Necron allies. Naturally though, they'd be Orks that counts-as various stuff. Thinking a Kommando Boss as Imotekh the Stormlord (4+ Seize the INT, auto night fighting, his 'sneeky traps' cause random S8 hits on enermy units at the start of the game - cheese personified), Ork Tin 'eads with looted Necron Gear as Immortals with Tesla Carbines for anti-air (snapshots of 6 get 2 extra hits). Maybe a Heavy Destroyer because thats some of the best anti-tank I've ever laid eyes on. For S&G maybe a bloody Orky Monolith more because that would be awesome than because of any real tactical purpose.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

IG allies with Sabre's is a far better Anti-Air/Tank Ally for Orks. They can also be modeled up as Diggas. The Chaos Marauders from Fantasy are perfect for this and Catachan Arms glue straight on. They are also a good source of Power Axes. Stay tuned for my Digga Allies when there done.
   
 
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