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Made in us
Regular Dakkanaut





Eureka, CA

I got 6 trukks and hoping to create a trukk rush list.

I have a hard time deciding which clan to use but here are my thoughts:

I have a weirdboy to jump 30 shootas for backup.

I have 3 deff dreads to teleport for backup too.

I got 6 deffkoptas to tie up some anti-vehicle units.

Also have 20 stormboyz.

My 15 Lootas can benefit looting a blown up trukk that gets blasted turn 1

To throw in the trukks I got 5 squads of 12 slugga boys with Pk nobs & a Warboss

I have 6 meganobs to help keep order in a trukk too

I got 10 grots to camp on an objective

With so many troops to secure objectives I figure Deathskulls is unnecessary

I don't plan on bringing KFF's which would make Blood Axe Kultur seem tempting for the cover saves & help deepstrike a few trukks too.

Evil Sunz would help with movement with everything in the army. Trukks aren't kult of speed. Sunz seems like a default choice though but if I had more speed freek units it would seem more mandatory.

Bad Moons help my Lootas, KMB Dreads, Deffkopta Rokkits & the Shootas.

Snakebites FNP could offset the lack of KFF's a little bit and make Meganobs slightly more survivable.

Thanks!


This message was edited 1 time. Last update was at 2019/06/09 05:37:05


 
   
Made in ca
Gargantuan Gargant






Honestly, a trukk rush list is difficult because we have few units that can make the most of trukks given that tellyporta and da jump are generally more efficient ways of mobilizing our forces, and trukks have terrible damage output in general.

If you must go for it, trukk rush lists actually work out best in a deffskullz brigade. Get 3-6 trukks with 11 Ork shoota boyz each with a rokkit launcha and (if your area allows index options) a rokkit launcha equipped on the trukk. Then have 3 regular mekboys with a KMB to fill in the last open slot in those trukks. This maximizes the rerolls that playing Deffskullz gives you since you'll get a re-roll to hit and wound (and damage with the KMB!) with three S8, relatively high AP and DMG weapons per trukk. Any leftover trukks you don't want to use can then be for the Meganobz you have.

You can then use the 20 stormboyz alongside the deffkoptas to fill out the FA slots, the 3 deffdreadz work out for filling out your HS alongside your lootas (who really should be on foot to be able to use stratagems on, like wreckerz, and can use the grotz as a screen and the grot shield stratagem).

This message was edited 1 time. Last update was at 2019/06/09 19:54:30


 
   
Made in us
Regular Dakkanaut





Eureka, CA

Would teleporting the dreads with da jump on the shootas with deffkoptas rushing not be enough distraction to keep the heat off the trukks?

Also it seems bad moons would work with shootas in a trukk as well if I am unable to take index option for the strength 8 spam.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I think you'd be best off filling your Trukkz with either Tankbustas or Flash Gitz, and let your Shoota Boyz stay outside. If you have the points for it, at least. The Gitz can get a 3+ Save after Looting, which actually makes them fairly survivable. I've found that Freebooterz works really well in lists with Open Topped Vehicles as well, since the +1 to hit can be transferred to the unit inside them. As long as you have units outside that can proc that +1, atleast.
   
Made in ru
!!Goffik Rocker!!






Trukk rush is kinda pointless for mellee units. Trukks are relatively fine for utility units that are not supposed to kill much like grots or 10 boyz. Another option is to put something shooty and squishy inside like tankbustas or flash gitz.
In my experience, just 10 grots in a trukk are probably the best utility unit. Cheap-ish, can score, tie things up, score, provide grot shields where needed, score.
Also tried deffskull boyz with a rokkit in a rokkit trukk. Clocks at around 150 pts which is no longer that cheap but is not too bad if you're using them to score and clear weak chaff. Rerollable rokkits are also quite nice. Don't expect much though.
Tankbustas are the most obvious unit to put inside a trukk. Just be aware of how expensive and squishy this combo is. However, they are a legit threat vs vehicles. Might be worth it to put a smaller squad inside to keep it's points down. Or large one and try to hide it.
Tried meganobz + kommandoez. Pretty pointless. Meganobz want to be in a 10-man deepstriking squads. Kommandoez aren't too bad due to grenade and a 5 man squad but they have no shootas, so wantto be up close fast and trukks ain't good for it. Besides, small squishy squads aren't gona work too well either.
Theoretically, all combishoota nobz could work. Havrn't tried tho.

This message was edited 1 time. Last update was at 2019/06/11 07:08:45


 
   
Made in hk
Steadfast Ultramarine Sergeant




I think the best unit to fit in there would be Tankbusters. Rush the trukks upfield and unleash as many rokkts out of the wagon as possible. Should you be able to get close enough, use "stikk bomb" to throw Tankbuster bombs out of the trukk.

Just remember to add some Big Mek on bike with force field to make your trukk tougher than Rhino.

This message was edited 1 time. Last update was at 2019/06/11 07:43:16


 
   
Made in ru
!!Goffik Rocker!!






I think there was an arguement that you can't use strategems on embarked units
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

You can't. It's in an FAQ.
   
Made in fr
Mekboy Hammerin' Somethin'






I’ll soon try 3*10 nobz in three trucks, as soon as I get my 23 nobz I Ordered. I’ll tell you all how it went. I think evil sunz is the way to go so as to stay out of rapid fire range with the trukksss until unloading the angry nobz + warboss advancing and shouting waaaagh

This message was edited 2 times. Last update was at 2019/06/11 13:34:27


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Regular Dakkanaut





Eureka, CA

Why would melee units be pointless in a trukk?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Trukk has Open-Topped, so generally you want shoot units in it. I wouldn't say melee units are pointless in it... but you won't fit enough in there to really make a difference once it pops or they disembark. Better off putting then in a Bonebreaker or Battlewagon, where you can fit a decent amount.
   
Made in ie
Norn Queen






Dublin, Ireland

Would teleporting the dreads with da jump on the shootas with deffkoptas rushing not be enough distraction to keep the heat off the trukks?


Teleporting is turn 2 minimum iirc.
30 boys with the jump is a nice(ish) distraction but hardly something to truly quaver at.
Koptas are fast but not that fast. They wont get deep into an enemy dep zone especially on maps like hammer and anvil. If you use scoutin ahead its turn 2 minimum again.

Point being, lots of armies have turn 1 alpha/shooting capability that will blow dem trukks away.
Dont get me wrong, I think you should try it as trukks are cool imo but you'll need a better plan for distraction units.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Regular Dakkanaut





Eureka, CA

 flandarz wrote:
Trukk has Open-Topped, so generally you want shoot units in it. I wouldn't say melee units are pointless in it... but you won't fit enough in there to really make a difference once it pops or they disembark. Better off putting then in a Bonebreaker or Battlewagon, where you can fit a decent amount.


Do bonebreakas have the same transport capacity as trukks?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Yes. Battlewagon: 20. Bonebreaker: 12. Trukk: 12.


Automatically Appended Next Post:
Guess you get the same amount in a BB as a Trukk, but it's more survivable and is a beast in CC. So, I guess it's up to you whether you want a more expensive, but better transport, or a cheap one that's only real use is gonna be moving your troops.

This message was edited 1 time. Last update was at 2019/06/12 23:23:22


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Boris420 wrote:
Why would melee units be pointless in a trukk?


First off, a unit in a transport will not be charging before turn 2, so you are prone to suffer through one or two shooting phases. If your trukks get destroyed your unit is stranded somewhere where it will have no effect on the game and you actually paid additional points for that.

Second the only true melee units that can fit inside trukks (or bonebreakas or battlewagons) are nobz and MANz. Boyz, kommandoz and burnas in units of 12 are not going to do any meaningful damage anywhere. If MANz lose their transport, they will struggle to reach anything for the rest of the game, so that's just too many points you are putting at risk. Nobz work way better, but in the end, the additional costs of a transport make them bad again. In addition, neither nobz nor MANz hit as hard as other good melee units, like blood letters or shining spears.

So bottom line, jumping and tellyporting puts our melee units right where we want them and keep them safe until that time, cost less or no points and can be used on mobs of 30 boyz.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Regular Dakkanaut





Eureka, CA

Thank you Jidmah! Puts things into perspective. What about tankbustas or Lootas in a trukk?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

TBs are fine, but Lootas? I wouldn't if I were you. If you move them at all, they'll be hitting on 6s. Can't even use Moar Dakka to get your 5+ back, because you can't use Stratagems on units inside of Transports. You'd be better off using Da Jump if you need to get them to a certain spot.
   
Made in us
Regular Dakkanaut





Eureka, CA

I was thinking of using the trukk for wound absorption for the Lootas and not moving it unless needed late in the game if they are still alive. They can also loot the trukk if destroyed. Grot shields by Lootas are cheap but they are stationary whereas the trukk can reposition them for better LoS

This message was edited 1 time. Last update was at 2019/06/16 20:07:46


 
   
Made in ca
Gargantuan Gargant






 Boris420 wrote:
I was thinking of using the trukk for wound absorption for the Lootas and not moving it unless needed late in the game if they are still alive. They can also loot the trukk if destroyed. Grot shields by Lootas are cheap but they are stationary whereas the trukk can reposition them for better LoS


I guess it depends on the terrain your local gaming community uses, but in my experience, its not hard to have a terrain piece in your deployment zone where you can place lootas in an elevated position to see the majority of the battlefield. Don't get me wrong, I understand that the condensed footprint for a trukk is better than a spread out unit of lootas on terrain, but you're investing a significant amount of points just to prevent them from being shot at, when you have 10 grotz anyways to use as a screen and grot shield. Lootas in a trukk are also more susceptible to enemy charges since its harder to screen a trukk more effectively (being in elevated ruins, for example, can be easier to space out gaps your enemy can use and add additional inches to their chage range) and you only have the big shoota for overwatch on the charge, meaning your opponent can just charge it even with fast chaff units to prevent you from shooting effectively with the unit.
   
Made in us
Regular Dakkanaut





Eureka, CA

Ah I thought the Lootas could overwatch as well when they charge their trukk
   
Made in ca
Gargantuan Gargant






 Boris420 wrote:
Ah I thought the Lootas could overwatch as well when they charge their trukk


Yeah, unfortunately no, that's something from the previous edition that didn't carry over for open topped vehicles. Since they're not the actual target when declaring what units your opponent is charging and they're not counted as being on the board, they cannot overwatch in conjunction with the trukk when it is charged. It's another reason why the burna wagon is no longer a thing.

This message was edited 1 time. Last update was at 2019/06/17 03:02:22


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Boris420 wrote:
I was thinking of using the trukk for wound absorption for the Lootas and not moving it unless needed late in the game if they are still alive.

Seriously? If your lootas are allive for three or four turns you have probably won the game, don't plan for what comes afterwards. You can also just cast da jump on them when your boyz mobs are gone.
Even more important, lootas aren't actually that awesome when you aren't at least throwing Moar Dakka on them, which you cannot do while they are embarked anywhere.

They can also loot the trukk if destroyed.

I wouldn't waste a CP on giving a kill-on-sight unit a 5+ save. Once they are out of the trukk, they are dead.

Grot shields by Lootas are cheap but they are stationary whereas the trukk can reposition them for better LoS

Grot shields can also tank as a lot more wounds as it can eat up as many gretchin as you have nearby. They also don't care for multi-damage weapons, while a trukk dies very quickly to missiles or lascannons and kills an average of two lootas when it does.

If you want something loota-like inside a trukk, flash gits are the orks you are looking for. Even after moving, they keep BS5 and their shooting is just as deady as our loota's. When they loot their trukk, they get 3+ armor and they can bring two ammo runts to take explosion casualties.
Last, but not least, if you have them in a free-boota army, the bonus BS from the trait transfers from the trukk to the gits.

So in general, I don't lootas belong in a trukk, never have. As a stationary long-ranged unit, they should be deployed in an elevated position to improve LOS and make charging them more difficult. Most of their prime targets (vehicles, monsters, jetbikes, planes) have a hard time staying out of LOS anyways and worst case, they can still move 5" to get into sight. They gain next to nothing from the trukk, but lose a whole lot.

This message was edited 1 time. Last update was at 2019/06/17 11:17:33


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Regular Dakkanaut





Eureka, CA

Great points Jidmah! What would you propose for 3 units of 5 Lootas to take advantage of the deathskulls trait? Use grot mob shields like normal? (Could get CP expensive) also if theres only 1 good vantage point for 5 Lootas would you then mount the rest in a trukk or battlewagon or would they not be worth it?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

You're gonna wanna do a 15-man squad, rather than 3 5-man squads. Grot Shields can only protect one of those Loota Mobs a turn. That leaves the other two vulnerable to being targetted. Obviously, DS isn't the optimal Kultur for a large mob, but I'd still take the improvement in survivability over a potential extra wound or two. At 17 ppm you REALLY don't wanna watch 10 of them get chewed up on T1 before they can fire.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I agree with flandarz. More Dakka on 10 additional models easily outperform the four rerolls you get by splitting up, especially when facing an army that can easily protect valuable target with -1 to hit.
Keep in mind that grot shield can only be used once per shooting phase.

I'm running lootas as bloodaxes (because that's how my orks are painted), but they still do ok. Blob is the way to go.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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