Switch Theme:

[750] - Orks - Trukk Spam  [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 us
Regular Dakkanaut





Eureka, CA


++ Battalion Detachment 0CP (Orks) [40 PL, 7CP, 750pts] ++

+ Configuration +

Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)

Clan Kultur / Specialist Mobs: Evil Sunz

Detachment Command Cost

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 65pts]: Grot Oiler

Weirdboy [4 PL, 1CP, 75pts]: 3. Da Jump, Follow Me, Ladz!, Scorched Gitbonez, Warlord

+ Troops +

Boyz [4 PL, 90pts]: Tankbusta Bombs
. Boss Nob: Killsaw, Slugga
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [4 PL, 90pts]: Tankbusta Bombs
. Boss Nob: Killsaw, Slugga
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [4 PL, 85pts]: Tankbusta Bombs
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [4 PL, 85pts]: Tankbusta Bombs
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Dedicated Transport +

Trukk [4 PL, 65pts]: Big Shoota

Trukk [4 PL, 65pts]: Big Shoota

Trukk [4 PL, 65pts]: Big Shoota

Trukk [4 PL, 65pts]: Big Shoota

[b]++ Total: [40 PL, 7CP, 750pts]
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

I do like the army as it sits, it's just that you'll be lacking a few things compared to other armies. Even if the list are going to be limited at 750pts.

There are so Tau list that can easily keep you at bay because of their more reliant supply of ranged firepower. So you're either going to lose two, or even three Trukks getting into combat. Likewise any army with access to dedicated heavy firepower, or even MWs so that they spill over as much as possible. Psychic powers being one of the obvious ones.

I think you're just missing out on a lot of things with how limiting Ork's troop choices are and with how you don't have 20 boys to a squad. It really sucks to miss out on that extra attack profile.

Maybe a warboss to replace the weirdboy?
You could really benefit from the more prominent melee options and they make very affordable beat-sticks that buff your boys.

I know that this means you'll be missing out on "Da Jump" from getting units across the board. But the RNG for Weirdboys have you suffering perils at unopertune times, and you don't have a painboy nearby to help soak up those wounds.


One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in us
Battlefield Professional





New York

If you're going for a trukk spam your HQ should serve a solid purpose - supporting your speed. I present to you this list I call "Shell Game" - A trukk spam with a slight twist you wouldn't expect.

Evil Sunz Battalion, 5 CP, 750 points on the dot

HQ:

Warboss on Warbike - Da Biggest Boss, Da Killa Klaw, Might is Right, Warlord

Weirdboy - Visions in the Smoke

TROOP:

11 x Slugga boys, Boss Nob with 2 Killsaws

11 x Slugga boys, Boss Nob with 2 Killsaws

10 x Slugga boys, Boss Nob with 2 Killsaws

HEAVY:

Smasha Gun


To explain, think of your trukks as Killsaw delivery systems! your goal is to crash into enemy units with those sweet sweet killsaws. You'll be jammed into their face on turn 1 with their stupid movement. Trukks going 13" + d6 advance +charge from the warboss aura.

Now I know what you're thinking... A charge? And I'd say YES! If you can get in range, and in most tables you probably will be. You now have 2 options: Back cap or Cruise Missile!

You have 3 units which can either back cap (disembarking before the move) or act like a cruise missile and stay in the truck chasing your objective or whatever.

I actually kind of like the idea of disembarking the unit to back cap then charging with the truck to get in the face of the opponent. It's a massively annoying number of units to grind through and move around. The Smasha Gun can go after hard targets and your warboss is almost unbeatable at that point level.

Now for the surprise - You brought that weirdboy git along not only for the amazing Evil Sunz spell but for psychic objectives like mental interrogation. With the small table that should be an easy one to pull off and keep the weirdboy toward the back of the line. In this list and at that point level I'd be pretty confident pulling off mental interrogation at least a few times.




Current Armies:

Warmachine:
Shae Pirate's Life 50
Durgen attrition 50

WH40K:
Orks (5,000 pt Apoc Kan Wall, 1850 Bikerz)
Grey Knights (1850 Crowe Purifiers, 2500 'Ard Boyz Draigo)
Sisters of Battle (Seraphim spam)

WHFB:
2400 Empire
3000 Tomb Kings 
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

That's a rather interesting build.
I can't help but be reminded of all those days of scraping by on what little extra points that you can dig up. Because that's usually how low point armies will boil down to.

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
 
Forum Index » 40K Army Lists
Go to: