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![[Post New]](/s/i/i.gif) 2012/12/04 16:41:07
Subject: Simple questions about Ork trukks in 6th ed.
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Infiltrating Broodlord
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So Ork players on Dakka, I'm curious about the Trukk transports in 6th ed. Are they worth it still? Or in this edition is it better to stick with the Green Tide?
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I refuse to join any club that would have me as a member. -Groucho Marx
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![[Post New]](/s/i/i.gif) 2012/12/04 18:26:28
Subject: Simple questions about Ork trukks in 6th ed.
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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ShatteredBlade wrote:So Ork players on Dakka, I'm curious about the Trukk transports in 6th ed. Are they worth it still? Or in this edition is it better to stick with the Green Tide?
Best build i use them for is Meganobz and nothing else personally. The truks let you flat out 24 collectively which is abour 4 rounds of foot sloggin when you can't afford to give the enemy that much time. Normally Ram shackle shouldn't hurt you too bad for forced kareens and then last it's open topped so the next round you should be able to garantee an assault range by moving 6 more inches piling out within 6 of the front of the trukk and then assualting with a bunch of I:1 S:9 Ap 2 attacks.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/12/04 18:56:29
Subject: Simple questions about Ork trukks in 6th ed.
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Growlin' Guntrukk Driver with Killacannon
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I have managed to steal some wins in 6th with my trukk horde, but mostly due to opponent inexperience. Against a skilled foe with the right toys (pie plates, flamers, etc.), I'm usually out of the game by late turn 3.
The problem is not quite with the vehicle itself, though. 12 boyz are just not enough to claim the buffs 6th ed. provides for orks. Now that being fearless is more an advantage than a drawback, losing it after three wounds really hurts.
However, as Wurrzog said, the trukk really shines as a Meganob delivery system. Their high resilience combined with the trukk's speed makes the good old MANz missile a cheap alternative to the nob biker squad.
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War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2012/12/04 19:47:55
Subject: Simple questions about Ork trukks in 6th ed.
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Lead-Footed Trukkboy Driver
Oklahoma
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Don't forget that blowing up a Trukk is still a str 3 hit as the ramshackle rule specifically says str 3 vs the standard str 4.
I stopped taking battlewagons as they are usually blown up buy melta rapidly and I lose half (usually about 8) my boyz from the resulting explosion.
Trukks are a perfect MANZ delivery system. Since I use them for my anti-tank, I hide them if my opponent gets first turn, then on my turn zoom them up, let it explode then the manz proceed to crack open all those vehicles (i use a megaboss so i can divide their assaults) by the time they go down, its usually paid for itself and much more.
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![[Post New]](/s/i/i.gif) 2012/12/04 20:28:03
Subject: Simple questions about Ork trukks in 6th ed.
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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They can move 24(25)+2d6* per game turn
Units inside can have max threat range of 7+2d6+2d6**
Only str 3 when they blow up too bad they blow up.
Big shoota is not a bad weapon.
*assuming you blow up
**assuming you blow yourself up
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Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2012/12/04 20:40:21
Subject: Simple questions about Ork trukks in 6th ed.
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Ultramarine Master with Gauntlets of Macragge
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They're really not much more mor less durable than they were before, and while you can't charge out of them after moving full speed, the generally increased movement speed (courtesy Flat Out) and increased charge distance balance that out. They're still pretty good, just fragile as they were in 5th.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2012/12/04 21:41:18
Subject: Simple questions about Ork trukks in 6th ed.
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Decrepit Dakkanaut
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Illuk - S&P has no effect on your movement distance any longer, so it is 7" + 6" +2D6"
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![[Post New]](/s/i/i.gif) 2012/12/05 16:43:08
Subject: Simple questions about Ork trukks in 6th ed.
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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nosferatu1001 wrote:Illuk - S&P has no effect on your movement distance any longer, so it is 7" + 6" + 2D6"
I'm not talking about S&P. I'm talking about Kareen. If you manage destroy your own trukk in your turn (ie blast scattering) the kareen result of ramshackle can move the trukk towards enemies 2d6". A bit unlikely but possible.
Thats why I added the **
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Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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