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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ This is the latest development of my ork army (still building, i got a battleforce, ork boyz box and I made a scratch build a trukk so far)<br /> I wish it to be somewhat competitive but still keep the speedfreakky style of bikers and trukks<br /> Here it is:<br /> =================<br /> 12 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole)<br /> 117<br /> Trukk (Reinforced Ram)<br /> 40<br /> 157<br /> <br /> 12 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole)<br /> 117<br /> Trukk (Reinforced Ram)<br /> 40<br /> 157<br /> <br /> 12 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole)<br /> 117<br /> Trukk (Reinforced Ram)<br /> 40<br /> 157<br /> <br /> 5 Nob Cybork Bikers (Painboy, Powerclaw Bosspole, Powerclaw Waaagh Banner, Big Choppa Kombiskorcha, Big Choppa)<br /> 365<br /> <br /> Warboss (Bike, Cybork Body, Powerclaw, Kombiskorcha, Attack Squid )<br /> 155<br />  <br /> 991 points<br /> ===================<br /> Upgrade:<br /> ===================<br /> <br /> Big Mek (<span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Powerclaw, Cybork Body) <br /> 120<br /> 11 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole)<br /> 111<br /> Trukk (Reinforced Ram)<br /> 40<br /> 151<br /> <br /> 5 Lootas<br /> 75<br /> <br /> 5 Lootas<br /> 75<br /> 5 Lootas<br /> 75<br /> <br /> 1487 points (not sure what to spend the 13 points on)<br /> ===================<br /> <br /> The plan is <br /> Turn 1 to run up the board and spray with the lootas where needed, maybe even the nob bikers<br /> Turn 2 is where the plan is to shoot and charge enemy units (dependent  on the situation with 1 or 2 trukks on the target)<br /> The Big Mek has a powerclaw to safeguard against the squad being challenged out of a powerclaw<br /> The reasons why the nobs and the warboss have kombiskorchas (2 in total) is to oneshot squads in specific situation<br /> <br /> Going forward I would like to add 1-2 Dakka jets, maybe even scratchbuild a couple of looted waggons  but that is not in the near future<br /> <br /> <br /> Please share your thoughts. I have a limited budget to build this army and I dont want to make bad decisions before I commit]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 02:10:19]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ You are dumping a lot of points into <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>.  I understand, as that's one of the few ways Orks can open up AV14.  I've never played a trukk list but to my understanding if you are taking trukks you want, A LOT of them.  This will also give you more boyz.  Right now I count 43 standard boyz, I would say more is better.  I find that the lootas do better in groups of 10 (in your case I would try and get 5 more and combine them in to 2 groups of ten).  One unit I have found that is quite effective for very few points is kannons, you can field a unit of 3 kannons with 6 extra crew for 78 points and only fill 1 <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slot.  For a foundation list, what you have is pretty solid.  I realize some of my suggestions don't go with your theme, but since you said you are new, I thought I would give some overall pointers.<br /> <br /> Hope it helps!]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 12:03:24]]> GMT</pubDate>
				<author><![CDATA[ Lord Arturius]]></author>
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				<title>Re:Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ My own (limited) experience is that trukk lists are quite viable at low points levels. Your 1000 points list looks good, though I think it's a bit risky to limit your anti-tank capabilities to only powerklaws. Personally I might drop one of the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> bikernobs and the Attack Squig in favor of three rokkit buggies, to keep with the theme. That gives you a bit more flexibility and more targets for your opponent to sweat over while the nobs remain formidable.]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 12:11:46]]> GMT</pubDate>
				<author><![CDATA[ tgjensen]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Thanks for the feedback so far guys<br /> @Lord Arturius<br /> One of the bigger upsides of having trukks instead of big footslogging lists is to have more powerclaws, and as far as my research goes 3-4 is the optimal trukk count<br /> But the boyz count can go up as I go up the points, maybe add a couple battlewaggon with shootaboyz, not sure though thats a bit away for now.<br /> The Big Guns is a good idea and is something I am thinking of adding to my modelcount  going forward instead of the Looted Wagons idea, I will keep that one in mind<br /> As for small Lootas squads, the idea is that its baisicly like 1 15man squad that can split his fire and go to ground when needed, and cant be focused by enemy fire at once, I have seen this be done in battlereports and other articles<br /> @tgjensen<br /> I am not expecting too many AV14 in my area but your suggestion is quite cool, though arent Deffcoptas /w Twinlinked rokits alot better in comparison to rokkit buggies since they get a 4+ save and have 2 woulnds each ? like lets say 2-3 singleman squads of deffcoptas at 45 points each hmm. But still <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 isnt really reliable for destroying <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, and the Lootas can kill everything AV13 or bellow from across the map]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 12:32:24]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Re:Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Well I was only commenting on the 1000 pt list. Lootas are good anti-tank for less than AV14 of course, and hopefully you won't run into those in a 1000 pt game (if you did, I would bet on the power klaws over rokkit launchas, since you can actually penetrate the armor with those on the charge). In the 1000 pt list you won't be able to scrath AV12 from a distance, and only glance AV11. It's those mid-level armours I would like a ranged alternative against. As for koptas vs buggies, I would normally go with koptas. A bit more durable, and more flexible in their movement. I only suggested the buggies because they are a little cheaper, so it was easier to squeeze three of them in. If you can make it work, three koptas is perfectly fine too.]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 20:01:45]]> GMT</pubDate>
				<author><![CDATA[ tgjensen]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I've run Trukk lists up to 1850 and done well. They haven't gone up against Tau or <i>heavy gunline</i> type lists yet though so who knows how they'll fare there<br /> <br /> I'd say you want more trukks really. Instead of those 5 Nob Bikers you could add two trukks and have like 50pts spare.<br /> <br /> If you can run Forgeworld, Dread Mob can run a slightly different trukk list using Scrap Trukks (Slower, but armoured and free grabba klaw) and Burna equipped Meks instead of Nobs. Better for shooty trukks like what your running.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 01:57:59]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ well a part of why I am going for nob bikers is due to the ease of gathering them since 3 already come in the battleforce<br /> are the nob bikers not worth the points in a trukk army ?<br /> They seem really good  though. If they get focused that means the trukks are safe, if not, they still survive alot of beating, and when they come in the destroy entire squads in a blink.<br />  <br /> as for deffkotas i will try to get few of them and implement them, if not in the 1k list, then for sure in the higherpoints list]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 03:19:43]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ By having two different types of target in your army your opponent can use more of their weapons at full efficiency. For the same reason that one might say "take many battlewagons or none at all" you get an argument for not including the Nob Bikers<br /> <br /> In this case, Pie Plates and Large Blasts, the bane of most Ork builds, are somewhat nullified against trukks. But with the addition of Nob Bikers you give the opponent a very, very expensive target to bomb into oblivion. You'll save a trukk, but you'll lose 35% of your army in a few shots, especially against those S10 pie plates that are out there.<br /> <br /> Nob Bikers aren't rubbish, but sometimes you just don't have the points to absorb their cost. You drop 35% of your points in a unit, it's gonna need to perform amazingly well to make it worth it.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 03:58:50]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Well lets say I drop them completely, what should i add in their place and why ?<br /> also if i drop the bikers completely, i will have 3 bikes laying around doing nothing xD]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:09:18]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I'd suggest any/all of the following;<br /> <br /> &gt;KFF Mek (crucial to getting your boyz to the enemy line, especially since he affects those S3 ramshackle explosion hits if they're within range)<br /> &gt;Mega Warboss (<span class="glossaryitem" onmouseover='gp(107);'>PK</span>/2+/5++ <span class="glossaryitem" onmouseover='gp(19);'>CC</span> killiness, also a kombi-skorcha)<br /> &gt;Big Guns Batteries, Kannons or Lobbas are FANTASTIC for what they cost because of those crazy artillery rules (T7 3+ grots...)<br /> &gt;More Trukks<br /> <br /> If Forgeworld is allowed, good god you gotta try out Grot Bomm Launchas. At 35pts each they're a cheap addition that hard counters certain builds that Orks suck against (<span class="glossaryitem" onmouseover='gp(69);'>IG</span> Rain of Pain lists etc)<br /> <br /> Also man, you tried Slugga Boyz in Trukks? This is the one way of using boyz where Sluggas are a viable alternative to Shootas. Jury is out on which is better, it'd be a good idea to try both if you've got the models or proxy-friendly opponents.<br /> <br /> Edit; they'll only be lying about in 1000pt games, first thing I'd do at 1500pts is put them back in.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:38:45]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3704ec1c08874dade1c2474ed9f330a6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5914375.page"><b>Dakkamite wrote:</b></a><br/>;Mega Warboss (<span class="glossaryitem" onmouseover='gp(107);'>PK</span>/2+/5++ <span class="glossaryitem" onmouseover='gp(19);'>CC</span> killiness, also a kombi-skorcha)</div></blockquote><br /> <br /> In a Trukk list? A trukk is easily blown up, stranding the mega-armored warboss as he is unable to run. And while 2+ is very nice, you are comparing him to a T6 model with 4+ and Feel No Pain, who can't have his ride blown up. I would never pick a <span class="glossaryitem" onmouseover='gp(613);'>MA</span> warboss over a bikerboss in  a list that is built to be fast - not unless I was running a unit of meganobz as well.<br /> <br /> Bikernobs are <i>very</i> good, but also a points sink. I think 5 is overkill at low points. I usually run 4 of them with my bikerboss even in 2000 point games, and they are exceedingly hard to kill. They never disappoint me. I would very much recommend you hold on to them, but yeah, do trim them a bit. I think any 1000 point list would struggle to kill such a unit without a lot of luck.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 09:36:17]]> GMT</pubDate>
				<author><![CDATA[ tgjensen]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I'm comparing him to a T6, 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> model that is both more expensive, and needs a very expensive retinue to be a good choice<br /> <br /> If <span class="glossaryitem" onmouseover='gp(280);'>OP</span> keeps the Nob Bikers, by all means he should keep the Bikerboss, and I've never suggested otherwise. But what I'm doing is giving suggestions as to alternative stuff that the Nob Bikers could be swapped out for. And if they go, the Bikerboss needs to go too, or he's going to be a deadboss real soon, which means that the Megaboss becomes the best way to keep dem sweet S10 power klaw hits on the table.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 10:27:58]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I don't know how much help I would be with a Trukk Mob. <br /> Things I know<br /> a nob with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> isn't as useful as they sound<br /> Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> same thing - Burna has always been the better option, since it gives a shooting template attack.<br /> Nob Bikers are a complete point sink and if your opponent is more focused on exploding Trukks instead of Bikes, Bikers will bring the pain, especially if you can get them into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> for your opponents turn. I usually lose half of them to accomplish this.<br /> Regular WarBikes are half the cost and if you are not expecting to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, they will also do a tremendous amount of damage. For the same price of a warboss and 5 Nob bikers. You could take Gutsmek and 10 warbikkers. <br /> Lootas tend to bring the competitiveness to any list - More Dakka is always better.<br /> Battlewagons Rule, if you could take as many of these instead of Trukks I would - 20 Boyz is much better than 12.<br /> <br /> I certainly like your thinking, have them shoot everything at the Bikers so your trukks can get close. I would put the Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> in a Battlewagon /Defrolla with 19 boyz. ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 11:15:19]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ okay Roll with the trukks for your speed list and a nob biker death star is not a bad idea it does take a Lot of fire (which lets the trukks get thru ) Deffkoptas are nice with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-RKTs as they can scout or outflank as needed..to get the rear shots ( I normally take them in groups of 3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-RKT no frills and they pop a Leman Russ or equivilent while coming in from outflank or scouting up..Land Raiders and Equiv not so much ) <br /> <br /> (i seldom assult with deffkoptas more of a shoot and scoot strategy ..thou I have used them to finish off a group or two the turn after they come in from outflank or scout or to tie up a group for a turn till the boyz that have had thier trukks popped get there) <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If you are only running the deffkoptas in the fast slot and only have three to send then send them each seperate..and run them with big shootas as that is more effective than trying to get them all on the rear armour as seperate units ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 15:17:22]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I guess I could try something like this<br /> (Note both lists are with Slugga boyz, I am still not sure what is better with trukks, slugga boyz or shoota boyz. Please share your thoughts on this and explain why)<br /> <br /> 12 SluggaBoyz ( 1 Nob Powerclaw Bosspole) <br /> 112 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 152 <br /> <br /> 12 SluggaBoyz ( 1 Nob Powerclaw Bosspole) <br /> 112 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 152 <br /> <br /> 12 SluggaBoyz ( 1 Nob Powerclaw Bosspole) <br /> 112 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 152 <br /> <br /> 3 Nob Cybork Bikers (Painboy, Powerclaw Bosspole Kombiskorcha, Powerclaw Waaagh Banner) <br /> 255 <br /> <br /> Warboss (Bike, Cybork Body, Powerclaw, Kombiskorcha, Attack Squid ) <br /> 155 <br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> 45<br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> 45<br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> 45<br /> <br /> 1001 points <br /> ==================<br /> or If I would drop the bikers completly (and the boss) the 1k list would look like this<br /> <br /> 12 SluggaBoyz ( 1 Nob Powerclaw Bosspole) <br /> 112 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 152 <br /> <br /> 12 SluggaBoyz ( 1 Nob Powerclaw Bosspole) <br /> 112 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 152 <br /> <br /> 12 SluggaBoyz ( 1 Nob Powerclaw Bosspole) <br /> 112 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 152 <br /> <br /> 11 SluggaBoyz (1 Nob Powerclaw Bosspole) <br /> 106 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 146<br /> <br /> Big Mek (<span class="glossaryitem" onmouseover='gp(163);'>KFF</span>) <br /> 85<br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> 45<br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> 45<br /> <br /> 5 Lootas <br /> 75 <br /> <br /> 5 Lootas <br /> 75 <br /> <br /> Big Guns (3 Kannons, 4 additional grott crew)<br /> 72 points<br /> <br /> 999<br /> <br /> Thoughts ?]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 16:35:41]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Both Lists appear to be viable ...<br /> as to boyz in the Trukks ..Slugga is the main way to go ..they arnt going slow and shooting they are rolling up fast to get stuck in ..Give you two good solid Assult forces ..(rember two trukks on a target delivers a dead target one can be hit or miss ) <br /> Either list looks good ..enough distractions that if they ignore them will cause you opponent as many problems as having trukks in the face ...<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 20:16:23]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Keep the nob bikers. They are an all star unit and will wreck your opponents. If they arent shooting at your bikes, then the bikes will almost win the game for you. If they are shooting at your bikes, it will take a lot to get through 4+ armor/cover, 5++ and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> with 2 wounds each, and if they do put some dents there your trukks will have some clearance to get in.<br /> <br /> Also lets not forget that their shooting is good too. you have 6 bikes there. that's 18 twin-linked shots with str5/ap5 that can fire on the assault.<br /> <br /> I would get a small unit of gretchin or boyz to sit on a backfield objective.<br /> <br /> I run a similar force.<br /> <br /> at 1500<br /> <br /> I run the same bikerboss nob squad you posted, a few minor differences, but essentially the same<br /> two 20man boyz squads with 'eavy armored nobs, <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and <span class="glossaryitem" onmouseover='gp(260);'>BP</span> with 2 big shootas<br /> two battelwagons with deff rollas<br /> 5 lootas with a big mek/shokk attack gun.<br /> kommandos with boss snikrot and flamers<br /> deff dread with 2 big shootas.<br /> <br /> My bikes do the heavy lifting, my boys bog down infantry and other troop choices. the lootas are supporting fire, the kommandos are backfield flamer annoyance. and the deff dread is just a points filler for me. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 21:23:10]]> GMT</pubDate>
				<author><![CDATA[ Icculus]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Nob Bikers are certainly good, and run in smaller numbers than you originally had could be very viable here. My issue with them earlier was that you were dropping over a third of your points on the one unit more than that this unit isn't any good.<br /> <br /> Personally I'd say take list #2, drop the deffkoptas and spend those points on more Lootas or Big Guns. If your set on keeping them, they can make a great escort/outflanking delivery system for a Bikerboss and some (such as myself) would argue that the big shootas on them are far better than the rokkits for killing almost anything.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 00:03:47]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Shootas 18" str4 ap6 assault 2 - on charge 3 Attacks <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4<br /> Slugga 12" str4 ap6 - on charge 4 attacks <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4<br /> <br /> the Boyz units are 11 or 12. one boy should becomes a Big Shoota. They will get shot at, usually losing their trukk - depending on how far they have to footslog, they could easily lose their numbers before any contact. They will get overwatched and on int3 most other units will eat them before they attack.<br /> <br /> I think they are even on number of attacks and strength as far as what your intention most people cater either way. I personally only take shootas. the 18" usually gets enough into shooting range after the first move and I would rather have them at least shoot before they are just cannon fodder.<br /> <br /> But forcing them to shoot at Bikes, <span class="glossaryitem" onmouseover='gp(186);'>Def</span> Dread, Lootas, or Battlewagons can allow sluggas to be useful but not always. They are an easy target for first blood and if they don't choose the bikes, you will lose all your slugga units before they will do anything. Leaving you with a very powerful, yet limited unit to hold the entire game together for you.<br /> <br /> A small nob bike unit, can and probably will be taken out 1st turn. Defeating its purpose leaving you with a very small window for you not to end the game in defeat.<br /> <br /> Trukks are open top and if they are within 18" they should be shooting. 12" and half the fire power makes them basically sit in the trukk another turn, waiting to shoot half the number of rolls.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 03:08:04]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Make da trukks go fasta with them 13pts also I wouldn't give the bikers to many guns cus the <br /> Dakkaguns are good enough! But I like it I miss <br /> Speed freaking!]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 04:24:27]]> GMT</pubDate>
				<author><![CDATA[ Orkimedezz]]></author>
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				<title>Re:Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ You forgot that in extended combats, the ones that last more than one round,  <b>Slugga boyz are 50% more choppy than Shoota gits</b><br /> <br /> If you want to compare the units man, do it fairly. ]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 11:04:07]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3704ec1c08874dade1c2474ed9f330a6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5918159.page"><b>Dakkamite wrote:</b></a><br/>You forgot that in extended combats, the ones that last more than one round,  <b>Slugga boyz are 50% more choppy than Shoota gits</b><br /> <br /> If you want to compare the units man, do it fairly. </div></blockquote><br /> But the problem with trukk boyz is that they lose their fearless really fast so they dont stick into combat really well past the charge right ? the whole point in trukk boyz is to demolish a squad as best as possible in the charging turn<br /> also shoota boyz can dakka well from the trukks and are better in comparison to sluggaboyz when they are getting charged (double the overwatch shots)<br /> atleast this is the impression that i have]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 16:44:08]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Re:Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3704ec1c08874dade1c2474ed9f330a6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5918159.page"><b>Dakkamite wrote:</b></a><br/>You forgot that in extended combats, the ones that last more than one round,  <b>Slugga boyz are 50% more choppy than Shoota gits</b><br /> If you want to compare the units man, do it fairly. </div></blockquote> Fair is fair, but with 12 boyz extended combat usually doesn't happen. In fact I have found that with 10 or fewer in a unit in melee. If they last 2 assault rounds they are very lucky, without a clear victory from the charge, the second assault round, they are almost always defeated. But you are right, running the trukks with sluggas head long into the enemy lines is their only option. Taking the attention off the Bikers is about all this tactic is good for. With Shootas at least you can change up your tactic a bit, they will still be killed, but hopefully before you are pulling them off the board, they got a chance to do something. 6" additional range and 2 shots, I have found in 6th is always better than the single 12" shot for an extra attack in melee.<br /> So yes they certainly hit better in melee about half the time, instead of the 3rd hits with shooting, but if you lose half of the unit getting them into melee, it's just not worth it because you lost your edge against the shooting attack.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 23:39:13]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Donno looking at all the comments I am starting to lean twoards the Nob Bikers again<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>:<br /> Warboss (Bike, Cybork Body, Powerclaw, Kombiskorcha, Attack Squid ) <br /> 155 <br /> Big Mek (<span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Powerclaw, Cybork Body) <br /> 120 <br /> <br /> Troops:<br /> 12 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole) <br /> 117 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 157 <br /> <br /> 12 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole) <br /> 117 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 157 <br /> <br /> 12 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole) <br /> 117 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 157 <br /> <br /> 5 Nob Cybork Bikers (Painboy, Powerclaw Bosspole, Powerclaw Waaagh Banner, Big Choppa Kombiskorcha, Big Choppa) <br /> 365 <br /> <br /> 11 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole) <br /> 111 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 151 <br /> <br /> Fast Attack:<br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits <br /> 45 <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits <br /> 45 <br /> <br /> Elites:<br /> 5 Lootas <br /> 75 <br /> 5 Lootas <br /> 75 <br /> this is where i am at <span class="glossaryitem" onmouseover='gp(258);'>atm</span><br /> the deffkoptas are to skirmish and pick off tanks, might even go into reserves in some games<br /> the lootas are there to dakka as support<br /> the trukks would go up the middle (with the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> trukk wrapped around with the other trukks) and rush the board<br /> and the nobs to skim on one of the sides and go for important targets or deathstar some unit out of existance]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 01:20:52]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Again, Nobs with <span class="glossaryitem" onmouseover='gp(107);'>PK</span> are expensive and not very useful. A nob in a Boyz unit cost 10 points for another wound, it would be better to just take more boyz. Nob doesn't improve leadership and you will probably never use the powerclaw.<br /> <br /> Bikes do not need Kombi-Weapons, it's better to just rely on the Dakkagun for all of their shooting. The Warboss with a powerclaw is very useful, the nobs aren't and it's better if they attack on 3 anyhow.<br /> <br /> Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, I always give the Burna to, this way he has a template shooting attack.]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 04:06:55]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7bede9c037a382ec3a971b32675a1375.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5920987.page"><b>Sleg wrote:</b></a><br/>Again, Nobs with <span class="glossaryitem" onmouseover='gp(107);'>PK</span> are expensive and not very useful. A nob in a Boyz unit cost 10 points for another wound, it would be better to just take more boyz. Nob doesn't improve leadership and you will probably never use the powerclaw.<br /> <br /> Bikes do not need Kombi-Weapons, it's better to just rely on the Dakkagun for all of their shooting. The Warboss with a powerclaw is very useful, the nobs aren't and it's better if they attack on 3 anyhow.<br /> <br /> Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, I always give the Burna to, this way he has a template shooting attack.</div></blockquote><br /> The nob brings a bosspole in the unit so effectively it does improve their leadership<br /> as far as powerclaws go, the whole point in bringing many trukks is having more powerclaws as far as i know, since you can multiassault with 2 squads and as Dan from MWG said on many occasions, a boyz squad many times is a powerclaw delivery system. besides with multi-assaulting, and even having the poor big mek have a <span class="glossaryitem" onmouseover='gp(331);'>PC</span> (hence why the <span class="glossaryitem" onmouseover='gp(331);'>PC</span> over the Burna), you get to refuse a challenge and still have a powerclaw in the squad/s. Not to mention that it gives you another canoppener, and orks so sorely need canoppeners.<br /> <br /> the kombi weapons (one on the boss, one on the nobs) is just a 10 points investment, and its not used always, but when the opportunity arises, the 2 skorchas can drown a squad in woulnds, and still get to shoot with the rest of the squads dakkaguns. I have seen what this can do first hand<br /> <br /> So yes, I totaly disagree with you, but thank you for the comment. It is always good to have the opposing opinion, even if i reject them]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 13:31:12]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I have found that if you are using your bosspole, the unit is pretty much lost and you might delay their demise for only a short while (the next assault phase). If you are challenged and refuse, that becomes one assault phase that the nob gets to watch the rest of the unit get removed - ending the usefulness of having the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> in the first place. Without a Nob, boyz cannot be challenged, so watching your opponent 'look out sir' is always fun or with Choas that like to challenge with the Sarge instead of Khorne - this takes that off the table.<br />  <br /> Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> can not shoot, he will basically be an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> that just sits there and does nothing, because with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> he is just as useful as a nob and I have found it's not very, especially for a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 3 attack weapon that can only glance a land raider.<br /> <br /> Only the Warboss with an attack squig makes having the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> a must do. <br /> <br /> Bikes will never use their Kombi Weapon, the Twin-Link Dakkagun is better on every attack, even close up, even on overwatch. A Choppa is better than a d3 in melee. If anything take a Big Choppa for 5 points. If you find that you would rather use the (one use) Skorcha over a Dakkagun, then something is seriously wrong with how you are attacking.<br /> <br /> I've run the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> delivery system a bunch of times and for me (probably only me) this has only ended in an Ork loss. As soon as I changed the Nob for numbers (<span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole are worth 5 more boyz)  they stand up better against Meltagun and tank busting units.<br /> Yes, the demon prince is no longer wiping out units and moving them as it see fit. 6th has really changed to a shooting game and Orks with very small assault units really do not stand a chance.]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 02:48:10]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ You are obviously against trukk lists, aka small but fast squads of boyz, with tons of kill points, seen from all your posts so far in this thread.<br /> Here is the thing with Trukk Boyz<br /> lots of times you are assaulting a single target with 2 trukkboy squads, since one squad is not enough to win some of the fights. It is the hardest point to learn with Trukk armies... When do I assault with one squad, when with two<br /> And with trukk boyz in an assault you have to hit with a powerclaw most of the time, So when you know that it is beneficial for your opponent to challenge you out, dump two powerclaws in that combat, so even if they challenge one of the nobs the other will still get to hit<br /> As for hurting landraiders, on the charge a powerclaw on a nob/bigmek is <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 with 4 attacks, so it glances on 5s  So even though they are not as reliable as a warboss, they still can hurt <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, and that is still something that must be taken into consideration since <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 is a real problem for da boyz.<br /> As for the kombi skorchas, have you seen what a kombiskorchas can do ? str4 ap4 flame template, drowning a squad in something like 15+ autohits lets say, it makes the dakkaguns look like toyguns in comparison in those situations, and you still get to attack with the rest of the nobs with the dakkaguns.<br />  It is true that they are a specific situation upgrade, but for 5 points a pop, an upgrade that can swing a game out of nowhere is well worth <span class="glossaryitem" onmouseover='gp(72);'>imo</span>]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 15:30:43]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ One thing to note: Drop your lootas into terrain and let them do their job by moving them as little as possible.  Remember that you have a 48" range with the Deffguns that will tag pretty much anything on the board at setup time for any standard deployment with the exception if you're doing long board.  I would probably consider combining the three squads into two just on the off chance that they come under fire and have to start taking leadership/morale checks.]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 15:42:19]]> GMT</pubDate>
				<author><![CDATA[ DieselJester]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4df5bde009073d3ef60da64d736724d6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5930732.page"><b>DieselJester wrote:</b></a><br/>One thing to note: Drop your lootas into terrain and let them do their job by moving them as little as possible.  Remember that you have a 48" range with the Deffguns that will tag pretty much anything on the board at setup time for any standard deployment with the exception if you're doing long board.  I would probably consider combining the three squads into two just on the off chance that they come under fire and have to start taking leadership/morale checks.</div></blockquote><br /> Yep that's the plan <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> The reason why they are split into small squads is twofold.<br /> As small squads they can both focus on a target or split their fire, and when they are getting shot at they can go to ground since they are not fearless.<br /> Also even with a 15man squad, if the opponent drops the hurt on them, or they get assaulted, they will be wiped out immediately, while with smaller squads spread out a bit they are a much harder thing to deal with, even though it brings in more killpoints on the table.<br /> The idea to make them into two squads (of 7 lets say) is ok but I still think 5man squads might be a bit better, but im not sure<br /> I will try this when I get to play though, thanks for the input ]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 16:04:47]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/043db762643018997bae7916496375bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5930817.page"><b>Delevarius wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4df5bde009073d3ef60da64d736724d6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5930732.page"><b>DieselJester wrote:</b></a><br/>One thing to note: Drop your lootas into terrain and let them do their job by moving them as little as possible.  Remember that you have a 48" range with the Deffguns that will tag pretty much anything on the board at setup time for any standard deployment with the exception if you're doing long board.  I would probably consider combining the three squads into two just on the off chance that they come under fire and have to start taking leadership/morale checks.</div></blockquote><br /> Yep that's the plan <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> The reason why they are split into small squads is twofold.<br /> As small squads they can both focus on a target or split their fire, and when they are getting shot at they can go to ground since they are not fearless.<br /> Also even with a 15man squad, if the opponent drops the hurt on them, or they get assaulted, they will be wiped out immediately, while with smaller squads spread out a bit they are a much harder thing to deal with, even though it brings in more killpoints on the table.<br /> The idea to make them into two squads (of 7 lets say) is ok but I still think 5man squads might be a bit better, but im not sure<br /> I will try this when I get to play though, thanks for the input </div></blockquote><br /> <br /> Also remember that you still get D3 shots on overwatch! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  I've overwatched squads to death with the Deffguns before and you have a better chance at them surviving 15 strong than you do at 5 strong.  Just some food for thought there.  Lemme know how it works for you.<br /> <br /> WAAAGH on!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 18:18:48]]> GMT</pubDate>
				<author><![CDATA[ DieselJester]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4df5bde009073d3ef60da64d736724d6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5931304.page"><b>DieselJester wrote:</b></a><br/><br /> Also remember that you still get D3 shots on overwatch! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  I've overwatched squads to death with the Deffguns before and you have a better chance at them surviving 15 strong than you do at 5 strong.  Just some food for thought there.  Lemme know how it works for you.<br /> <br /> WAAAGH on!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"></div></blockquote><br /> Depending on the enemy I guess can change up  my setup and maybe even put all 15 lootas in 1 squad if it is better<br /> but generally smaller squads have bigger upsides, and only fewer disadvantages <br /> still thanks for the input <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> WAAAGH !]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 18:47:23]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/043db762643018997bae7916496375bb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5930679.page"><b>Delevarius wrote:</b></a><br/>You are obviously against trukk lists, aka small but fast squads of boyz, with tons of kill points, seen from all your posts so far in this thread.</div></blockquote><br /> <br /> I'm not against trukks, though they have never worked well for me. It's not a matter of learning them, it's more about what I usually face: Meltaguns are outright devastating to a Trukk Army. I've tried to be very clear about things that work for me and things that don't.<br /> <br /> The advice on the Bikers (they are not trukks) is the same - Kombi weapons are a waste of points that could be better used elsewhere. Nob boss or Big Mek in a Boyz unit, again the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> usually doesn't make up for it's cost even with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> delivery system. your frontline of Trukks will never use the <span class="glossaryitem" onmouseover='gp(107);'>PK</span>. The Big Mek's Trukk is usually target number one, sure it's the difference of 5 points, but the burna attack before the charge will do more damage, than hoping you survive til the next assault phase. Also with the Burna the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 doesn't matter.<br /> <br /> Again, nothing to do with being for or against the Trukk list, Just giving an opinion about utilizing your points better. If it helps, your welcome. If it doesn't, I'm sorry, but could you please tell me why it doesn't work for you?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4df5bde009073d3ef60da64d736724d6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5931304.page"><b>DieselJester wrote:</b></a><br/>Also remember that you still get D3 shots on overwatch! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  I've overwatched squads to death with the Deffguns before and you have a better chance at them surviving 15 strong than you do at 5 strong.  Just some food for thought there.  Lemme know how it works for you.<br /> WAAAGH on!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"></div></blockquote><br /> 15 Lootas can not 'go to ground', it's better to take them in packs of 10, so you can 'go to ground' from the first shots fired at them.]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 21:36:53]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ then why play trukks at all if i am not going to put claws and they die from meltas ? they will lose every combat without a claw and will not be able to hurt anything above AV10....<br /> I have seen what powerclaws do in a trukk army both with sluggas and shootas, and in both cases the powerclaw is the crucial tool that makes the difference between winning and loosing a combat... I do not see how it is not worthed]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 00:12:00]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ Hmmm. Well <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s means rushing into, <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. The meta right now prefers shooting.  And if you rush straight at the enemy, your tricks get targeted and killed. Trucks, exposed and up closer are easy enough to take down with basic weapons leaving the heavy stuff to target harder targets.<br /> <br /> It's better in my experience, when running a full truck army to bob and weave.  use cover and mobility, to isolate targets and shoot em up.  The goal is to have as little return fire and possible, and not leave trucks exposed.  Assault weakened  units after you've shot then up.  Fewer claws, means more boyz, though eliminating them altogether isn't a good idea either. Unless you otherwise have lots of anti tank, usually with lootas, rokkits or maybe looted wagons.<br /> <br /> I've run a 5 truck army, all shootas, with wazdakka and bikes.  The bikes had the claws, the trucks didn't.  It worked really well.  Though I've also run trucks with balls and chain and <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s in units, with deffrolla wagons and Lootas.  Ok, but well I might have just had bad luck but, lost or tied with it every time.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 04:00:56]]> GMT</pubDate>
				<author><![CDATA[ firmlog]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ And how do nob-less trukk mobs fare against infantry-based lists and armor-based lists ? I am asking since I have never seen a nob-less trukk list in action]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 05:21:59]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ I feel it would be useless to have nob less trukk squads. 12 slugga boyz is no where near as frightening than 11 + nob with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>. Keep the nobs. They will always help. A nob with <span class="glossaryitem" onmouseover='gp(107);'>pk</span> and a single ork boy can easily take out a five man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad in assault. I have done it many times. With the trukk squads I would say expiriment on how many squads charge a unit. Remember you want the combat to go on until the enemies assault phase, then that is where you want to wipe them. After that you get consolidation and more movement on your turn.<br /> The nobs shouod not fear being challenged. The nob cannot be challenged f he is unengaged and since he piles in at <span class="glossaryitem" onmouseover='gp(74);'>init</span> 1, its pretty easy to deny a challenge on the first round of combat. The first round is where you do the most damage due to furiius charge. I don't have problems with nobs or challenges and I run a 5 trukk 2 bw list. Hope it helps.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 18:47:39]]> GMT</pubDate>
				<author><![CDATA[ PotionsN'Balms]]></author>
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				<title>Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b8ee00e850bd94529d0d55a4bc72f10.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543997/5938311.page"><b>firmlog wrote:</b></a><br/>Hmmm. Well <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s means rushing into, <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. The meta right now prefers shooting.  And if you rush straight at the enemy, your tricks get targeted and killed. Trucks, exposed and up closer are easy enough to take down with basic weapons leaving the heavy stuff to target harder targets.<br /> <br /> It's better in my experience, when running a full truck army to bob and weave.  use cover and mobility, to isolate targets and shoot em up.  The goal is to have as little return fire and possible, and not leave trucks exposed.  Assault weakened  units after you've shot then up.  Fewer claws, means more boyz, though eliminating them altogether isn't a good idea either. Unless you otherwise have lots of anti tank, usually with lootas, rokkits or maybe looted wagons.<br /> .</div></blockquote><br /> <br /> I wish <span class="glossaryitem" onmouseover='gp(3);'>40k</span> supported this style of play, but it does not. Units have very long range, and can shoot your trukk through even the tiniest gap in cover. On top of this, most boards have very little cover<br /> <br /> Trukks are there to hurl <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nobs into the fray, nothing more.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 20:42:02]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:Ork Trukk army (1000 and 1500 points)</title>
				<description><![CDATA[ <div style="margin-top:5px; margin-bottom:10px;">
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12 ShootaBoyz (1 big shoota 1 Nob Powerclaw Bosspole) <br /> 117 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 157 <br /> <br /> 12 ShootaBoyz (1 big shoota 1 Nob Powerclaw Bosspole) <br /> 117 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 157 <br /> <br /> 12 ShootaBoyz (1 big shoota 1 Nob Powerclaw Bosspole) <br /> 117 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 157 <br /> <br /> 3 Nob Cybork Bikers (Painboy, Powerclaw Bosspole, Powerclaw Waaagh Banner) <br /> 250<br /> <br /> Warboss (Bike, Cybork Body, Powerclaw, Attack Squid ) <br /> 150<br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits <br /> 45 <br /> <br /> 5 Lootas <br /> 75 <br /> <br /> 991 points <br /> <br /> Big Mek (<span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Powerclaw, Cybork Body) <br /> 120 <br /> <br /> 11 Shoota Boyz (1 Big Shootas 1 Nob Powerclaw Bosspole) <br /> 111 <br /> Trukk (Reinforced Ram) <br /> 40 <br /> 151 <br /> <br /> <br /> 1 Deffkopta <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits <br /> 45 <br /> <br /> 5 Lootas <br /> 75 <br /> <br /> +2 Nob Cybork Bikers (2x Big Choppa)<br /> 110<br /> <br /> 1492 points
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</div><br /> This is where I am at right now<br /> I still do like the Powerclaws on the trukkers<br /> Going up to 1850 I am thinking of adding more lootas (atleast another 15man squad) and some big guns (lets say two kannon units) and maybe a dakkajet]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 22:16:35]]> GMT</pubDate>
				<author><![CDATA[ Delevarius]]></author>
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