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Made in fi
Andy Hoare




Turku, Finland

I'd really like to make a mechanized list, last friday I used 90 footslogging boyz + stuff and it was a total pain to deploy and move them, even though I found the maxed shoota boy squads highly effective (one shoota boy squad held two objectives basically by spreading out from deployment zone to deployment zone) I didn't really like moving them and most of the army did nothing intelligent, they just watched the warbosses kill everything. So I thought, screw the normal nobs they're not worth the huge points cost and since the warbosses are such beasts they don't need elite help.

I don't have the models for this ,I'd have to convert two bike bosses, get more deffkoptas and convert them to having KMB's which I prefer to rokkits due to AP2 and lower point cost, get the wagons, meganobz and 3 trukks and buggies. My other idea was to turn my army into a fully shooting army by ditching the Nobz and getting 9 Zzap guns and more lootas.

The biker Warboss duo is deployed with the Deffkoptas because I read somewhere here that work, outside of that the koptas serve anti-armour/mc duties with the buggies. If the enemies are really powerful in CC I'd attempt to overwhelm them with multiple units, if they're shooty I'd just attempt to catch them with anything. I really like Meganobz, they seem so cheap to me, or rather normal nobz with any options seem overly expensive to me when Meganobz just have PK's, TL Shootas and 2+ saves for 40pts apiece. They're the threat that should draw fire to the AV14 Battlewagons.

Is this a terrible idea this edition? I really like it on paper. I also dig a walker army, those models are so cool.

HQ

2x Warboss - Warbike, Attack Squig, Kybork Body, Bosspole, Power Klaw = 155

TROOPS

2x 5 Meganobz / Kombi-Skorcha = 2x 205
2x Battlewagon / Zzap Gun, Deff Rolla, Grot Riggers = 2x 130

2x 12 Slugga Boyz / Nob / 'Eavy Armour, Power Klaw = 2x 112
2x Trukk = 2x35

2x 12 Shoota Boyz / Big Shoota = 77
2x Trukk = 2x 35

FAST ATTACK

2x 5 Deffkoptas / Kustom Mega-Blastas = 2x 200

3x Warbuggy / Twin-Linked Rokkits = 105
1848

"Eagles may soar high, but weasels don't get sucked into jet engines." - Lord Borak
 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

 Rautakanki wrote:


Is this a terrible idea this edition? I really like it on paper. I also dig a walker army, those models are so cool.



Yes.

You're too much of a paper tiger. Battlewagon spam is the only way to mech up. AV14 wall all with Deffrolla for S10 and ignore terrain, RPJ for the extra 1", and a single Big Shoota so you don't get immobilzed from a weapon destroyed result. Fill em' with boyz and flat out T1. T2 you're assaulting out of them. It doesn't always work but this and Nob biker spam are at least the Rock-Paper-Scissors lists Orks have. You'll simply meta bust certain lists.

Rule #1 is Look Cool.  
   
Made in us
Beast Lord





Trukks really aren't that bad, especially if you go first. It's not like Battlewagons are invincible, either. A Lascannon is exploding them on a 4+, and the side armour of 12 isn't exactly hard to see.

Trukks are good because they are 1/3 the price of a Battlewagon, yet it does the exact same job of moving up your Orks (and moves them farther). They only hit your boyz with a Str 3 explosion instead of Str 4, and they have a chance of either not exploding at all, or flying towards the enemy. But, remember you need to roll for ramshackle even after being stripped of hull points, so a trukk always has a risk of explosion.

The real disadvantage to running trukks is all your boyz are only in squads of 12. They'll quickly lose their fearless, and if you do get an unlucky explosion, it will really hurt. It requires a different playstyle than the usual mobs of 20+ orks.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Trukk Groups get use from the nob ..but no need to PK the nob ..for the Slugga Trukks a Nob,BC,BP is good enough ..and half the cost of the PK Nob..but still lets you reroll to keep them there ..

Better option than 4 trukks is two more Wagons ..easier to get them across the field ..

I had not considered the KMB option will have to try that myself this weekend..to bad it is not twin linked that would make it a no-brainer

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in mk
Regular Dakkanaut





I disagree, Tukker lists are still awesome, fun, and very capable of winning games, but with 6th edition trukker lists are even harder to play right, It is so easy to charge a squad of boyz into a suicide mission.
Powerclaws in trukk lists are essential since trukkers will be mostly charge a single target with two trukks most of the time. Also 4 trukks is a good number to be at, especially if you compliment them with other units (meganobs in a BW, Shoota Waggons, Nobs in a Wagon, Nob Bikers, etc)
The issue I have with this list is the fast attack choices
Deffkoptas work terrible in large squads, since they flee the first time they get shot at, and Kustom Megablasters are so unreliable that they are not worthed
I would recomend to you making 2-3 1man squads of Deffkoptas with TL Rokkits, use them to run around the enemy army and poke down vehicles or squads (instakilling SM is always awesome)
also a Big Mek Kustom Forcefield is a must imo in any trukk/BW army
and the last thing i can think off is drop one of the meganobs squads to get 20 shootas in one of the wagons (also allowing you to go full sluggas in the trukks since that battlewagon will dakka as it runs around hitting stuff), and put the warboss with the meganobs (either taking Mega Armor or just cloth and claw on him) since if he is solo riding his bike he will probably get himself killed really fast
ou yes, and i'd probably drop the zapgun on the battlewagons. zappguns and kustom megablastas are just so unreliable when orks are shooting them. I'd probably just put a couple of rokkits or even better just baisic big shootas on the battlewagons (if anything at all past the deffrola, since thats the only important upgrade)
Also I would look into adding some lootas to any list. They are the most competitive unit orks have atm. They just provide such great supporting fire, allowing your boys to handle troubling units by waddling them down, and dealing with lightly armored units from a far
In any case keep the trukker waaagh rolling Hope my comment helps you get some ideas
   
Made in nz
Disguised Speculo





I used to love trukks, but I've recently seen how much they rely on first turn to be any good.

I mean really, not getting first turn is a massive disadvantage for everyone, but for trukks its crippling.
   
Made in us
Beast Lord





Battlewagons aren't the epitome of durability, anyone with a good amount of anti tank can easily laugh them off the board. They're still pretty vulnerable to getting 2nd turn. Only now when your battlewagon explodes, you just lost 10 boyz instead of 3-4.
   
 
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