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Made in de
Shunting Grey Knight Interceptor






So, the big problem with trukks is that they die so easily, and in the process explode so easily that they kill too many of the relatively small number of models being transported, which in turn causes even more casualties or makes them run away due to mob rule.

It's a big shame because a cheap, fast, open topped vehicle is ideal for orks to get their cheap cc units into combat.

My question is, with the relatively cheap addition of the reinforced ram making dangerous terrain tests much less of an issue, does the extra protection afforded by cover and LoS blocking terrain make trukks worth taking?

It certainly helps against being glanced to death, and allows trukks (possibly without passengers) to nab objectives more easily. Trukks with passengers probably only need to survive one turn of enemy shooting if heading directly across the table.

Any thoughts are appreciated!
   
Made in us
Nasty Nob





United States

Rams are the only upgrade you get if any. It also let's you tank shokk which is what the truck can do after it makes a delivery.

You might also consider a rookie.. Or not.


Automatically Appended Next Post:
Rams are the only upgrade you get if any. It also let's you tank shokk which is what the truck can do after it makes a delivery.

You might also consider a rookie.. Or not.

Edit.. Rokkit.. Auto correct fail

This message was edited 2 times. Last update was at 2014/11/23 12:30:19


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
Krazed Killa Kan






Unless spamming trukks to the point of maximum target saturation, I think trukks are best used for manz missiles, giving an extra 6" movement when going first for things like tankbustas, or being taken as an empty trukk to cap objectives, give cover, and draw fire (basically a fast version of grots).

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in ru
!!Goffik Rocker!!






I use truck as a delivery for my 'ard boyz. They work great. And i alwayz take a ram. It's really important cause you don't have time to maneuvre around terrain. It also allows tank shocks which are a huge thing.
   
Made in us
Slashing Veteran Sword Bretheren






ALWAYS take a ram. It is very important. I only have two trukks right now, mainly because I own 3 battlewagons, but I would love to run a 7-8 trukk list. especially in 1000-1500 point games.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in nz
Regular Dakkanaut






Rams are a must. They let you hide for cover saves and take the most direct route (a straight line). Another thing I do with my list with 4 trukks is take an Orkgis Defence Line to make sure my trukks get cover first turn when I have to go second and the ram means that 97% of the time the trukks can drive straight over it.

Rokkits are another good upgrade (I always take it) because both the big shoota and rokkit launcha are never going to do much the rokkit can be so clutch (S8 AP3), especially when there are 3 or 4 of them.

The only other upgrade worth considering is the boarding planks, but they are quite expensive and often won't do anything as the trukk will go flat out turn 1 and then die before the boys can charge out turn 2.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

Trukks are great for being a bit deceiving. They, on the surface, seem to be just some fragile vehicle with little to no offensive capability whatsoever.

Yet, they can hold 12 models (Unless Bulky), move insanely fast, can ride through cover fairly easily with the ram, and they cost so few points that it's almost laughable if the vehicle itself blows up.

For 35 points (With ram) , you can field a LOT of them. Even if you go second, if you bring enough, you should still have a couple left to cruise up the field. If you go first, you should STILL have a few left, and by turn two, they should be close enough to get out and charge, or just flat out into their deployment zone.

Trukks tend to be the go-to transport for MANZ. They can take the explosion hits with no penalty, and benefit the most from 24 inch movement each turn, as they are ungodly slow if they are on foot. (And Battle Wagons feel like a major waste for small MANZ missiles. Too many points for so few models, and not fast enough despite being more resilient).

Hug cover or LOS blocking terrain. Git in der fast and 'ard!
   
Made in ch
Flashy Flashgitz





For Orks, mobility and speed are the key (beside footslogging armies ofc). Therefore Trukks are great for that. But not for all our units. MANZ and 'ard Boyz are the best passengers they may have, as they can soak up the explosion if the Trukk is blown up.
Otherwise, BW is you friend, great Boyz load out, and the lovely AV14.

And I ALWAYS field my Trukks with Ram and RL. Other options don't really matter, and you want to keep them cheap.

This message was edited 1 time. Last update was at 2014/11/25 07:09:29


 
   
Made in us
Bonkers Buggy Driver with Rockets






everyone here already stated the best upgrades (ram and rokkit). ive used truks in all my games and never did they disappoint. you just have to make sure that your army has other fast, survivable models that agro the opponents attention (bikes, wagons are good choices) (defkpotas are my favortie since they are both survivable and frikin fast with scout).

my opponents i fight most often are imp guard and tau, so ive somewhat learned how to avoid high intensisty fire. my favorite experience with a trukk was an example of my brother not paying attention to it.

i was fighting his tournament tau list (riptide and misslesides). his riptide just decimated my small band of bikers with bike boss (and lucky stick), but behind them was a trukk (empty, already dispensed its boyz on an objective). my ttrukk would move and shoot a rokket, hardly a threat to the mighty tide. he learned the hard way what a ram on a trukk could do the next turn. i tankshocked him, and sure enough he decided to hold his ground and melta the gak out of my trukk. he got one penetrating shot on my trukk (an explodes result). i remembered the ramshackle rule and in slow motion i let the d6 fly from my hand. it was a six, reducing the pen to a glance. i could only imagine the shock on the tide's pilot when his melta rounds flew right through the rambling ork transport, but the last thing he ever heard was the sound of "waaaaaaghhhhKrunch."

it is one of my best experiences ever playing this game, and all it took was a 35pt model (definitely painting the name "tide krusha" on the model now).

also i bought a riptide so i can orkify it into either a morkanaut or kustom meka dredd. my narative for my army is that my bigmek warlord "geargutz" took the remains and turned it into his own personal walker. i cant wait to see my brothers face when i bring that against his tau (the riptides head would be put on the hood of the "tide krusha").

This message was edited 2 times. Last update was at 2014/11/25 10:48:47


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Screamin' Stormboy



Stuck in wit da boyz

If you get lucky with warlord traits you can infiltrate trukks of tankbustas and let loose the bomb squigs.

If brute force doesn't do it, you're not using enough.  
   
Made in de
Shunting Grey Knight Interceptor






Good to know trukks aren't a complete write-off then
Sounds like the idea is to keep 'em cheap and numerous.
   
Made in ch
Flashy Flashgitz





Absolutely, moreover with the price increase of the BW.
And sometimes, an empty Trukk is a good cover as well
   
Made in us
Krazed Killa Kan






State of Jefferson

ram = universal
   
Made in us
Yellin' Yoof on a Scooter



Spearfish, SD (ass end of nowhere)

Five trukks may be the magic number. Filled up with boyz and moving flat out, lose a couple and still deliver 36 angry slugga packing boys on top of whatever you want by Turn 2.

In a high point battle fill them with burnas and watch their eyes bug out when one template over 5 of their guys translates to 70 dice for wounds. Eat that tyranids.

Everything will burn if you get it hot enough. 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Me Like Burnaz wrote:
In a high point battle fill them with burnas and watch their eyes bug out when one template over 5 of their guys translates to 70 dice for wounds. Eat that tyranids.
True it is fun, but sadly you can no longer allocate wounds beyond the range of the Template anymore.
   
Made in de
Shunting Grey Knight Interceptor






Hmmm... So presumably you could tank shock (with ram) in to a blob and then toast everything within an 8" bubble. Plus 70 dice for wounds will overcook heavy infantry.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 pocketcanoe wrote:
Hmmm... So presumably you could tank shock (with ram) in to a blob and then toast everything within an 8" bubble. Plus 70 dice for wounds will overcook heavy infantry.
Yep, a tankshock will help bunch them up, but you can only move a max of 6" if you want your passengers to shoot.
   
Made in us
Yellin' Yoof on a Scooter



Spearfish, SD (ass end of nowhere)

 grendel083 wrote:
True it is fun, but sadly you can no longer allocate wounds beyond the range of the Template anymore.


Yeah, but anything under that template is going to be nothing but little bitty bits of ash. Even Armor Save 2+ will roll a 1 now and again. Drop 30 to 40 wounds on them and see how long it takes until they all have rolled 1s and are toasty bits.

Like I say, anything will burn if you get it hot enough.

Everything will burn if you get it hot enough. 
   
 
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