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![[Post New]](/s/i/i.gif) 2015/03/22 15:22:17
Subject: Trukk Boyz - Extra Weapons?
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Ancient Space Wolves Venerable Dreadnought
I... actually don't know. Help?
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A simple question, Say I have a unit of 12 Slugga Boyz in a Trukk. Their only purpose is to drive as fast as possible to an enemy unit. Is it worth it to sacrifice an attack to be able to fire a Rokkit Launcha or a Big Shoota?
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![[Post New]](/s/i/i.gif) 2015/03/22 15:37:01
Subject: Trukk Boyz - Extra Weapons?
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Mutilatin' Mad Dok
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It depends on whether you have some extra points or not. I usually don't bother, but if you have 5 points to spare, why not?
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![[Post New]](/s/i/i.gif) 2015/03/22 16:07:14
Subject: Trukk Boyz - Extra Weapons?
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Nasty Nob
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If you have a challenge mek, you could give him a rokkit. Then give a boy a rokkit, then the trukk s rokkit.
Then you have a statistical chance to generate one hit on AV per turn.
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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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![[Post New]](/s/i/i.gif) 2015/03/22 17:47:33
Subject: Re:Trukk Boyz - Extra Weapons?
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Flashy Flashgitz
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I don't think it's worth. The trukk will move at max speed so even if you shoot you'll be firing snap shots. The points are better spent elswhere.
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![[Post New]](/s/i/i.gif) 2015/03/23 06:08:55
Subject: Trukk Boyz - Extra Weapons?
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Longtime Dakkanaut
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Slugga Boyz are for running and chopping - if they have time to shoot, then something's gone wrong, and one special weapon probably won't fix it.
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![[Post New]](/s/i/i.gif) 2015/03/23 06:12:16
Subject: Re:Trukk Boyz - Extra Weapons?
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!!Goffik Rocker!!
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There's nothing wrong with a rokkit in there if you have the points. Not necessery but it won't hurt.
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![[Post New]](/s/i/i.gif) 2015/03/23 09:12:31
Subject: Trukk Boyz - Extra Weapons?
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Flashy Flashgitz
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No. They need all 18. Moving 6 then firing or moving 12 then firing at a bs1 and making your charger even harder... Not worth it at all
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Warboss Troil
"Less chat, more splat!" |
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![[Post New]](/s/i/i.gif) 2015/03/28 19:21:50
Subject: Trukk Boyz - Extra Weapons?
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Lead-Footed Trukkboy Driver
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The only ranged weapon upgrade I would consider giving to my trukk boyz is a kombi-skocha for the nob to soften the enemy up before the charge. He has a power klaw, so he wouldn't get a bonus attack anyway.
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![[Post New]](/s/i/i.gif) 2015/03/30 14:41:37
Subject: Trukk Boyz - Extra Weapons?
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Sister Vastly Superior
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If this were the previous codex, then shootas would be an automatic choice. In the current codex, if you're shooting with your boys, then you are about to charge. Based on some quick probability calculations, the big shoota on is more likely to cause a wound than the extra attack would. However you often will be approaching an enemy unit on a WAAAGH! charge, making it useless.
It's really up to you, if you have points to spare take that big shoota.
Never take a rokkit launcha with a squad of boys, anything worth shooting with it, isn't something that you are generally sending your boys to charge. You are statistically more likely to cause a wound with your extra attack.
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2015/03/30 15:10:55
Subject: Trukk Boyz - Extra Weapons?
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Killer Klaivex
Oceanside, CA
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For 5 points, take the rokkit.
It isn't worth it for the BS2 shot, it's worth it for the BS1 snap shot, at FMC or vehicles.
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![[Post New]](/s/i/i.gif) 2015/03/31 11:26:16
Subject: Trukk Boyz - Extra Weapons?
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Stealthy Grot Snipa
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Im not even sure sluggas are required on trukk boyz. I ran them last game and charged a max blob on Nid gaunts and totally obliterated it. If you've got 10 dudes (so with a nob and mek too - however im not factoring those into this atm) then that's 40 attacks, personally i'm leaning towards shoota boyz even for super-assault based lists. As for 10 less attacks you get 20 shots and you can still chose to run and charge on the turn you waaagh. You can shoot on turns where your not flatout and have a nicer overwatch. Most armies strike before us, so in reality they thin the boyz mob before you even get to utilise the 4 attacks, thus again I feel you get more millage on the shoota as your thinning 'them' before you charge, so in fact you actually reduce the amount of boyz your going to lose and if you can prevent 3 boyz dying you in effect regain the 10 attacks you had for having choppas. Although im sure the 10 extra attacks can come in handy when your looking to kill something through volume of attacks and other circumstances. As for special weapons, I like to take a BS when with shootas just because... orks. MOar DakkA!
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This message was edited 1 time. Last update was at 2015/03/31 11:27:31
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2015/03/31 11:34:07
Subject: Re:Trukk Boyz - Extra Weapons?
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!!Goffik Rocker!!
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My arguement for taking sluggas over shootas for truckboyz is that it's often more important to kill an extra guy in mellee than with shooting or more reliably wreck a vehicle before exploding it with a PK.
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![[Post New]](/s/i/i.gif) 2015/03/31 12:05:58
Subject: Re:Trukk Boyz - Extra Weapons?
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Stealthy Grot Snipa
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koooaei wrote:My arguement for taking sluggas over shootas for truckboyz is that it's often more important to kill an extra guy in mellee than with shooting or more reliably wreck a vehicle before exploding it with a PK.
care to expand Koooaei,
Do you mean in terms of combat resolution?
As for vehicles? I suppose if your charging a vehicle and therefore striking rear armour that you can actually wreck it with the S4 charge and getting some 6's. Although you still need a 6 on the pen to get an explodes.
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2015/03/31 12:10:14
Subject: Trukk Boyz - Extra Weapons?
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Nasty Nob
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The boyz will swing before the powerklaw, not detonating the enemy vehicle, nearly wrecking it. Only takes 8 or 9 boyz to do 3 HP to AV 10.
In melee, the extra guy could mean not taking an Ld check.
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This message was edited 1 time. Last update was at 2015/03/31 12:11:10
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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![[Post New]](/s/i/i.gif) 2015/03/31 20:45:12
Subject: Re:Trukk Boyz - Extra Weapons?
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!!Goffik Rocker!!
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Solar Shock wrote: koooaei wrote:My arguement for taking sluggas over shootas for truckboyz is that it's often more important to kill an extra guy in mellee than with shooting or more reliably wreck a vehicle before exploding it with a PK.
care to expand Koooaei,
Do you mean in terms of combat resolution?
As for vehicles? I suppose if your charging a vehicle and therefore striking rear armour that you can actually wreck it with the S4 charge and getting some 6's. Although you still need a 6 on the pen to get an explodes.
Yep, combat resolution. This exra one dead guy might be a difference between win and draw or lose and draw. Usually, when you shoot something, one extra casualty means a ld test at best. But in mellee it means you might have to pass a ld test on your mighty ld<7 and than try to roll 1-3 to not get swept and potentially loose extra boyz to mob rule.
And about wrecking vehicles - every strike counts. Especially when you can't get everyone within a strike range. Statistically, you need 9 strikes to take off a HP from av 10. 27 strikes to take off 3 HP. That's allready 9 shootaboyz. And it's when you roll perfectly statistical. Quite often you just get off 1-2 HP and than the nob comes ahead laughing maniacally, getting 2-3 penetrates and than a 6 (5 for OT) to explode killing off half his squad.
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This message was edited 1 time. Last update was at 2015/03/31 20:47:15
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