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Made in us
Fresh-Faced New User




So first off I do NOT own any battlewagons... or I wouldn't be writing this thread. I have 3 trukks, the old kind, and I was wondering what upgrades other than red paint job is useful. I took reinforced rams in my first battle with them and a tank shock at AV 10 doesn't seem to be useful. Which other use would a RR have.. I normally don't play with dangerous terrain. Grot Riggers seem pointless because normally if someone is shooting at your trukks they are going to wreck or explode rather than immobilized. Any tactica or suggestions about trukks would be appreciated. Normally boyz wise I've only filled them with shootas and a warboss. Would a trukk full of big mek, nobz/painboy be a good option?
   
Made in us
Battlefortress Driver with Krusha Wheel






Well I have heard good things about a min squad of mega nobz. Rush em up fast and hard, get out and krump something important. And maybe use the other 2 with nob and boyz, maybe screen the meganobz.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in ca
Lieutenant Colonel






trukks are very hit or miss, eitehr they die 1st turn along with half the boys in it, or you can hide them and get something up the board.

personally I find more boys to be more worht the points, bikes, storm boys, even kommandos make it to the opponent more reliably then trukks

 
   
Made in us
Fresh-Faced New User




The one game I used them 2 made it half way before getting exploded, and the third made it into his deployment and got immobilized. The reinforced ram is what I never found a good use for.
   
Made in nz
Longtime Dakkanaut





New Zealand

As for the trukk itself, yes, just a RPJ is probably the only upgrade you need, if a ram isn't useful on your usual tables.

So it's more a question of what to put in it, and how to use it tactically. Definitely treat is as a kamikaze taxi, i.e. its job is to get its passengers across the table, and probably won't survive the game. Possible passengers:
- shoota mob, as you're already doing. You may get some benefit by using the empty trukk as LoS-blocking cover for the disembarked mob
- small meganob squad, as suggested above - can be a good way to get an otherwise slow unit into combat
- close combat nob squad - not as slow as meganobs, but more vulnerable to shooting, so a cheap transport is worth considering
- slugga mob - again, a good way to get them across the table quickly, but you'll probably need at least two trukks to deliver a useful number of boyz, so some players would prefer to use the same points to run a larger mob across the table.

Of course, all this may change when we get the new codex
   
Made in us
Nasty Nob





United States

Dangerous terrain rerolls is the reason.

33% Chance the trukk blows up
33% Chance that the trukk goes somewhere and then blows up (A third of those dice results will let you choose which direction it goes.) Mixed bag of results considering it could blow up on some t3 enemy models sometimes.
33% Chance you get out safely when the trukk should have blown up.

If the trukk blows up only 33% (on avg) of the boyz inside will take a wound. If you Nob has 'eavy he has a 16% Chance to take one wound.

Trukks can offer a LOS obstacle. Allowing you to hide things behind them. Fast units like bikes, coptas, and stormboyz can offer another powerklaw and more assaulty boyz that don't want shot at. Trukks can park on weak sides of a battlewagon to be shot first instead of the wagon. They can also be placed in front of the wagon so they have to be shot first and/or deny melta range on the battlewagon in the opponents movement phase, forcing them to be shot first.

Try not to carry much more than 120 points of nobz/meganobz in a trukk. I say this because the trukk they are in will be a priority and you don't want it to be much more expensive then a boyz trukk.

If you want to make your trukk collection as large as nine you could certainly put the fear of CC into anything that wants to stand on the furthest table edge shooting at you.

Every ork player has a good "This one time I had a trukk list and went first" story. Those stories are usually always a good story.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Fresh-Faced New User




Thanks to everyone for the information! I'll stick with...

2x - 10 shoota boyz, 1 nob pk, 1 warboss pk, tls, cybork, eavy, bp
DTV trukk ,rpj, maybe grot riggers
1x - 5 nobz, 2 pk, 3 bc, 5 kombi skorchas, 5 cybork, 5 eavy, 1 bp
DTV trukk, rpj, maybe grot riggers

Do you think I'm spending to much on nob squad?
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Paint Job + Ram. Move into cover so you can get a save, and use the Ram so you don't get stuck in said cover and lose.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in nz
Longtime Dakkanaut





New Zealand

Eleventyfive wrote:

1x - 5 nobz, 2 pk, 3 bc, 5 kombi skorchas, 5 cybork, 5 eavy, 1 bp

Do you think I'm spending to much on nob squad?


Cybork _and_ eavy armour seems a bit expensive given their overlapping benefits. But otherwise this seems a reasonable unit for charging up to infantry, flaming them then chopping the survivors.
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

I ran the following for a while, and while it won't win Nova any time soon, it is quite vicious:
Warboss - pk,bp, ea, cybork, squig, shoota skorcha
Warboss - pk,bp, ea, cybork, squig, shoota skorcha

3 x manz - 3 x shoota skorcha, trukk w/ ram and red paint
3 x manz - 3 x shoota skorcha, trukk w/ ram and red paint
3 x manz - 3 x shoota skorcha, trukk w/ ram and red paint

3 x manz - 3 x shoota skorcha, trukk w/ ram and red paint (troop)
3 x manz - 3 x shoota skorcha, trukk w/ ram and red paint (troop)
12 boyz - nob w/ pk and bp, trukk w/ ram and red paint
12 boyz - nob w/ pk and bp, trukk w/ ram and red paint
12 boyz - nob w/ pk and bp, trukk w/ ram and red paint
14 grot with a runtherd

2 buggies - red paint, rokkits
2 buggies - red paint, rokkits.

Turn 1, move 13" forward and run 12" with everything, screening as best you can with buggies and using cover as best you can. On turn 2, anything left alive assaults something.

That is a 37" turn 2 assault range.


This message was edited 1 time. Last update was at 2013/09/29 04:41:35


 
   
Made in nz
Disguised Speculo





Alternatively, turn one lose all your MAN trukks and move 6"...
   
Made in dk
Dakka Veteran




In my experience most armies will struggle to destroy 5+ trukks in one turn of shooting if you are even slightly smart about where you put them - though yes, stranded MANz are a sad thing to behold.
   
Made in au
Crazed Spirit of the Defiler





Medrengard

I usually just end up using trukks as speedy cover when the orks disembark, hell i even managed to benny hill a land raider once by running the orks around the trukk's carcass, up until they were caught after about 3 turns and got heavy boltered to death But at least i got to plink the asshat with missiles while it was distracted

   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

 Dakkamite wrote:
Alternatively, turn one lose all your MAN trukks and move 6"...


Again, never said the build could win Nova, and I was playing my drop wolves by the time Tau came out, so I never experienced the whole "my whole army ignores cover" issue. 50% of the time, I go first. When I go first, I am In your deployment zone before you get the opportunity to even shoot at my trukks! Go ahead and pop them at that point, I don't care. I am screening and blocking with the buggies and boys trukks, and honestly, it is a pain in the ass to deal with. When I go second, I use cover and good deployment - those buggies are there for a reason, and BS2 rokkits isn't the reason.

Saying "I would just..." isn't the same as actually dealing with 8 trukks in cover in a turn!
   
Made in nz
Disguised Speculo





If you'll look at my sig, you'll see I'm talking about this from the perspective of the Orks and not suggesting that "I would just..."

Trukks fold like paper, even with cover saves. You'll get first turn <50% of the time, and night fighting 50% of the time to make the cover good, but those games where you get neither they get decimated and the micro squads inside them are next to useless!
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Trukks really shouldnt have any other upgrade other than the Ram (rerolling terrain tests and allowing tankshock/ramming) and maybe RPJ for 1" extra movement, which is bigger than you think if you can disembark rather than explode since 7" disembark is usually what allowed you to actually pass that charge roll. Problem is unless you have your trukks hiding behind a BW or two, they wont survive to do that so i dont even buy RPJ on them anymore. I get the ram because literally every time i dont they get stuck lol and forcing leadership tests is always fun when youre done moving troops up the board.

Without any Battlewagons i wouldnt expect the trukks to get anywhere. min manz shot up the board is probably all that will have a chance since they dont care about the vehicle exploding, 2+ armor makes them highly unlikely to get hurt that easily and not that expensive anyway. Only issue would be pinning tests gone bad lol.
Putting boyz in there would be a bad idea if you arent going all out (including battlewagons) because you usually lose 3-5 of them if it blows up, and that almost completely negates the unit most of the time.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Disguised Speculo





Three MANz in a trukk is like, 160 points (175 if you get skorchas, which I would), whilst 11 boys and a Nob are 152.

Boyz and MANz are comparatively tough vs bolters, MANz are far tougher against blasts and such and boyz better against AP1-2. In close combat killiness, MANz can throw out 12 S9 AP2 attacks on the charge (est. 5 dead marines) and boyz 4 S9 AP2 and 44 S4 AP- roughly 5 dead marines too (not inc. challenges, which neuter Nob leaders severely), less dead monsters or vehicles but maybe more dead guardsmen etc.

The more I think about it, the more I prefer 3 MANz over 11 Boyz and a Nob. Only real downside to the MANz is losing elites slots if you don't take them as special troops. And I for one am thoroughly sick of big templates raping whole squads in one go!

This message was edited 1 time. Last update was at 2013/09/29 23:33:27


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Also have to figure in the inevitable explosion of the trukk. I would be VERY surprised if you wounded a MANz that way (3-4 5+ chances to wound, then a 2+ armor save) while its pretty much guaranteed youre going to lose 3-5 boyz in the explosion alone, not to mention anything and their mother will force a leadership afterwords and Ld7 is bound to retreat.


Actually now im wanting to run 3 3man MANz missiles and have Grotsnik in one of them....he can give them all 5++, he doesnt have a limit how many units he does that to (just limited to all or none for the upgrade).
I stopped taking the Scorchas when i learned SNP cannot overwatch. Every time i have used MANz im usually charging around the 4-6" range, if i skorcha i'll probably shoot myself out of a charge range lol. Hesitant to even shoot the TL Shootas because of that lol.

EDIT: Heh, or better yet, 5 of them (2 with a warboss so theyre troops). Thats running more along the lines of a joke list though lol

This message was edited 1 time. Last update was at 2013/09/30 00:16:05


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Longtime Dakkanaut





New Zealand

Presuming MANz missiles are still available (and useful) in our forthcoming new codex, and we get the rumoured plastic MANz, I'm expecting to see a lot of MANz missile armies - which will be fun, if nothing else.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

3 Trukks: 2 MegaBosses with 5 MegaNobs each or 9 Boyz and a Nob, and Nobz in the third. If putting the MegaBosses in with the Boyz, have the Warboss tank AP3 wounds, Look Out Sir AP2 or better. MegaNobs by themselves have severe problems with no Invul, poor leadership, and no Bosspoles.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
 
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