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Made in gb
Ultramarine Librarian with Freaky Familiar





My regular opponent has developed a new tactics, transporting 10 man Ork boyz squads in Trukks and generally hurling them at my lines. Not only are the boyz exceptionally annoying in Maelstrom, they also prove to be annoying against my Ultramarines. He also keeps his Warboss and Nobz in an open-topped Battlewagon. My question: how do I "take away his metal boxes"?


They/them

 
   
Made in us
Speed Drybrushing





You realize trukks go down to I anything and everything the space marines have in their arsenal, right? I mean bolters rapid fire can take out a trukk. And then the boyz will have to take a pinning test if it explodes ( if you had a plasma or melta shot in there) which will cause them to kill themselves, and then they get over watched, which causes them to kill themselves and then you get to fight them in combat, you have armor and they don't so usually they kill themselves after you kill them. Are you sure you didn't mean to ask how do I stop rhinos and various other transports?
   
Made in us
Nasty Nob





United States

You'll need a couple msu'D units with special weapons. You'll likely want some plasma or missile launchers because they can also do well against AV12 for cost.

Bring some boltguns?

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. 
   
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Oozing Plague Marine Terminator





overwatch casualties doesn't cause morale checks. unless the charge fails.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Pretty much the same thing that "buckero0" said. Trukks are AV 10 vechiles all around, open topped. You should be able to blow them up just by LOOKING at them. Anything that's strength 5 will take them out decently enough.

Don't worry about what's inside TBH:
Explosion causes D6 Strength 4 wounds. Typically taking out 3 to 4 boys.
Mob rule will trigger and causes the same damage again, taking out another 3 to 4 boys.
The standard boy has a 6+ armor save, so they aren't likely to stick around.
If the Nob dies, you don't have much to worry about. The Mob rue wants a character in the squad.

At the end of the day, you'll get ALOT of kill points. The things you need to look out for are Mega Nobs in Trukks, kill them first so they have to move on foot, they're pratically cripped that way due to Slow and Purposeful.

As for the Battlewagons, aim for the sides, they're weak there. So: lots of shooting.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in de
Despised Traitorous Cultist





Another very direct counter: Dreadnought (Multi-Melta, Heavy Flamer)
Costs around the same points as a trukk full of boyz.
Make sure to use the Flamer first to hit both the trukk and the passengers (see No Escape rule). Then hit it with the Multi-Melta to finish off the trukk.
Nice and simple.

This message was edited 1 time. Last update was at 2014/10/29 15:05:32


"It's called treachery, Roboute. It works very well."

 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





I only ever end up wrecking them, I can never explode them!
My bolters are also notoriously bad at damaging, and by the time they're in effective bolter double-tap range, they are too close.
No nobs in the squads, so I'm lucky there, but he often gets his hands on the Warlord trait that gives him Fearless when he Waaagh!s. Coupled with the Ork Warband Formation (I think), it gives him the ability to Waaagh! every turn after the first, so he gets Fearless for every turn after his first as long as the Warboss is alive, who is hiding in either a Stompa or Battlewagon.
So I have no luck really, but I do pack at least a heavy bolter in my Tactical Squads in Rhinos. They're just too quick to deal with before they hit me, is there any units that could clear them faster? Once the boyz hit the ground, I can take them to a safe size in one turn of shooting.


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Fresh-Faced New User




If there are no nobs toss some dreadnoughts at them.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Would that be as effective? They're pretty slow moving, and I would rather take out the Trukks at good range, which Dreadnoughts are not the best at.


They/them

 
   
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Nasty Nob





United States

Two devastate squads with misille launchers

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 gb
Stubborn Dark Angels Veteran Sergeant






OP: I've seen pain like yours before, as I have used a similar list that your opponent used against you, and I must say it is wicked fun.

I made a list for a small 1000 point game, and had 22 units and vehicles available. My opponent was not able to bring them all down before I scored enough VPs to win the game.

Your best bet against such a list is small units with special weapons, or squads with split fire (a missileside squad for example).

Alternatively, try to block any access routes they will take. An army of trukks take up a lot of space, so a few wrecks in the wrong places can severely limit their movement.
   
Made in eu
Regular Dakkanaut




Guys, have you played against such a list?
If the ork players starts the game, he moves his truks 24" and then if the truk dies, he does not care, it has done its job, and as long as the truk does not explode, the ork does not care (you still need 6s to explode it so it is far more likely to just die from HP then explode unless you send antitank fire at it.

For the OP, the orks as played by your opponent will be quite usefull if you only have a few powerfull squads, as he will have more target then you can manage, so you need to use maybe some smaller units

You should also focus his battlewagon with your heavy antitank weapons if he has only one (as his big boss and nobz will likely do the heayvy lifting)

NB : @Big Blind, i had not seen your post, i agree with your view on the topic

This message was edited 1 time. Last update was at 2014/10/29 16:00:52


 
   
Made in us
Stabbin' Skarboy





Take heavy bolters. You'll eat through hard boys if he uses them. And they are cheap.
   
Made in no
Dakka Veteran




I shoot it with a Lascannon and thank my opponent for giving me First Blood.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





So would you perhaps suggest a Devastator Squad with 2x lascannons and 2x missile launchers?


They/them

 
   
Made in ru
!!Goffik Rocker!!






You know, i usually come across "How not to loose every truck i got 1-st turn" question and not the opposite. It's a nice fast and cheap transport. But quite fragile. Your average rhino marines should do fine.
Target priority is important for you. Fitst destroy trucks with PK nobz inside. Regular 10 strong boyz in trucks are not that killy and can be dealt with by pretty much anything.

This message was edited 1 time. Last update was at 2014/10/31 11:05:36


 
   
Made in us
Shunting Grey Knight Interceptor





Kamikaze101 wrote:
If there are no nobs toss some dreadnoughts at them.


Yes, this would be very effective. Without a Power Klaw, regular boyz have literally NO way to hurt the thing aside from the occasional rokkit hit.

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Made in us
Member of the Malleus






I would use either missles from dev squads or i would bring some las cannons or other long range artillery. Auto cannon dread can do well against this too. Heavy flamers are gonna be nasty as they hit everything in the trukk too.

The Emperor Protects
Strike Force Voulge led by Lord Inquisitor Severus Vaul: 7000 points painted
 
   
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Smokin' Skorcha Driver






^Ditto to heavy flamers.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Av10, open topped, no saves of any kind. Trukks have an average life expectancy of 1-2 turns, and most armies can easily pop 6 trukks per turn and still have guns to fire on the surviving ork passengers.

That said, in my experience one of the armies that struggles against trukks is Space Marines. In Eternal War, you simply don't have that many guns on the board, so you have to pick your targets wisely. Wrecking that Battlewagon turn 1 should be your primary concern. After that, let the trukks come to you, 10 boys are not that much of a threat, your rapid fire bolters and your I:4 Marines will turn the odds against them before they even get to swing.

Maelstrom can be tricky as well, but drop pods and rhinos can do the same as trukks. Only better.



War does not determine who is right - only who is left. 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

One good krak missile hit will in my experience take out a weapon or even destroy its drive and leave it stuck.

If it hits, its a strong chance of a high damage roll.
Be it devs, tacticalsa, land speeders, you can get a lot of long range weapons to hurt them before they get close.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

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Stabbin' Skarboy





 Agent_Tremolo wrote:
Av10, open topped, no saves of any kind. Trukks have an average life expectancy of 1-2 turns, and most armies can easily pop 6 trukks per turn and still have guns to fire on the surviving ork passengers.

That said, in my experience one of the armies that struggles against trukks is Space Marines. In Eternal War, you simply don't have that many guns on the board, so you have to pick your targets wisely. Wrecking that Battlewagon turn 1 should be your primary concern. After that, let the trukks come to you, 10 boys are not that much of a threat, your rapid fire bolters and your I:4 Marines will turn the odds against them before they even get to swing.

Maelstrom can be tricky as well, but drop pods and rhinos can do the same as trukks. Only better.

Unless the Trukks have Meganobs. It's what's inside that counts sometimes especially with orks.
   
Made in us
Blood Angel Terminator with Lightning Claws






All those who are saying how easy it is to wreck Trukks are missing the point. Once they move their 24" on the first turn, the Ork player DOESN'T CARE if they get wrecked or not. The trukks have done their job. Now you have a crapton of Orks in your face (and more than likely a few powerclaw nobz) that are now in rage to shoot and assault whomever they want.

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Killer Klaivex




Oceanside, CA

 Ferrum_Sanguinis wrote:
All those who are saying how easy it is to wreck Trukks are missing the point. Once they move their 24" on the first turn, the Ork player DOESN'T CARE if they get wrecked or not. The trukks have done their job. Now you have a crapton of Orks in your face (and more than likely a few powerclaw nobz) that are now in rage to shoot and assault whomever they want.


Then you need to combat squad. If they flat out near you, walk up with the flamer and combi-flamer and toast the trukk. 2D6 S4 hits on the boyz inside will leave a noticable dent in a 10 man squad.
The other half the squad should be else where taking pot shots with it's heavy weapon.
It's 170 points for a missile launcher, a flamer, a combi-flamer which is split between two 5 man combat squads.
If you want to get fancy, throw in a razorback with twin-assault cannons. It very effectively lights up the orks, their trukk, or just about anything else that is orky.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
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Krazed Killa Kan






State of Jefferson

Not sure if serious?


Automatically Appended Next Post:
I don't think there is a gun less than S4 in a spacemarine army... How can you not kill truck spam in this current meta?

Shoot the truck.
If you wreck it, the boyz assault you on their turn if the turbo boosted.

If you explode it.
A little less than half the boyz will die in the explosion.
Then they take a pinning test. If they fail... they're pinned. If they pass, they might kill another 3 boyz due to mob rule.

If you exploded it,
by the time you blew some up, and then they were pinned (or weren't) they killed each other some. No they have to take ANOTHER leadership test. If they pass, they'll assault you on their next turn in reduced number. If they fail, they'll probably either run away or kill some more of themselves in the ensuing squabble.

I suspect that your problem is that you are advancing into no mans land with orks there. Don't.

backwards.... shoot.... repeat. Then assault if possible or be assaulted while you are in terrain.

This message was edited 1 time. Last update was at 2014/11/03 02:33:17


 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 doktor_g wrote:
Not sure if serious?


Automatically Appended Next Post:
I don't think there is a gun less than S4 in a spacemarine army... How can you not kill truck spam in this current meta?

Shoot the truck.
If you wreck it, the boyz assault you on their turn if the turbo boosted.

If you explode it.
A little less than half the boyz will die in the explosion.
Then they take a pinning test. If they fail... they're pinned. If they pass, they might kill another 3 boyz due to mob rule.

If you exploded it,
by the time you blew some up, and then they were pinned (or weren't) they killed each other some. No they have to take ANOTHER leadership test. If they pass, they'll assault you on their next turn in reduced number. If they fail, they'll probably either run away or kill some more of themselves in the ensuing squabble.

I suspect that your problem is that you are advancing into no mans land with orks there. Don't.

backwards.... shoot.... repeat. Then assault if possible or be assaulted while you are in terrain.

Deadly serious.
Most of my bolters from my thirty Tactical Marines are in Rhinos, which limit how many I can actually fire. Also, 8 bolter shots at the Trukk per squad I don't think will wreck or explode it. And that's if I disembark. So at best, a wrecked Trukk, with ten boyz in charge range. All I have to shoot them is overwatch. I'd rather have that Tactical Squad fire last at the boyz who survive the damaged Trukk, so I need a strategy to eliminate the Trukks.


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