Nick Neophyte
Posts: 9 Join date: 2008-08-19 Age: 20 Location: Cincinnati
 | Subject: Ork Trukk configuration Sun Jan 25, 2009 8:25 pm | |
| I'm looking into starting a speed freeks army and was wondering what options to select for my trukks. I know red paint job and extra armour are a must but what other options are worthwhile? Any advice would be great. |
|
Sexiest_hero Initiate

Posts: 399 Join date: 2008-12-05 Age: 31
 | Subject: Re: Ork Trukk configuration Mon Jan 26, 2009 9:05 am | |
| Drop extra armor and get a reinforced ram. zipping through D. terrain is a must. and if something hits your truck it's a gonner anyway. |
|
Bojesphob Forum Moderator

Posts: 1200 Join date: 2007-12-14 Location: West Side!
 | Subject: Re: Ork Trukk configuration Mon Jan 26, 2009 9:35 am | |
| Yeah, I would agree, drop the extra armor. All it does is counts a "crew shaken to a crew stunned", and from my experience with trukks, I don't think that crew shaken is going to happen all that much, especially since most weapons will kill it outright (lascannons, rocket launchers, etc), and it can be destroyed by bolter fire.... Definitely take the red paint job, though, free movement is always good  Uh, tell you the truth, that's the only thing I tend to take on a trukk, myself. _________________ I used to be indecisive. Now I'm not so sure. I never finish anyth Circle Orboros: 1-2-0 Khador: 0-3-0 Close game with CJ!  |
|
Carl_Dillon Forum Moderator

Posts: 378 Join date: 2008-04-08 Age: 37
 | Subject: Re: Ork Trukk configuration Mon Jan 26, 2009 9:40 am | |
| I would say keep the extra armor so that when not if you are shot you can keep moving forward to drop da' boyz off. I think the red paint job and extra armor is aoubt all you need. Its helped me out in the games ive used the trucks. _________________ 1-1-1 Dark Eldar 2 - 3 Dark Elves "Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." G.K.Chesterton
|
|
Makari (Sean Pittman) Supreme Forum Overlord

Posts: 2570 Join date: 2007-11-10 Age: 34 Location: Milford, OH
 | Subject: Re: Ork Trukk configuration Mon Jan 26, 2009 12:10 pm | |
| It all depends on the role of your trukks.
1. If they are the delivery system, take only red paint and armor, It needs to move so if it does get penetrated or even glanced and tehy roll low it can still move.
2. If you are playing an all trukk army consider taking a big Mek with a kustom Forcefield taht will roll with one of the mobs and it can help with the penetrating shots to the vehicles.
3. Reinforced ram is funny as hell if you flat out ram a tank! Terrain eh just stay away fom it not really an issue I have run into!
4.The grot rigger if you have spare points may not be bad but eh. _________________ The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH! New times calls for new Records: Orcs & goblins (3-1-2)5th Place at EGC out of 10 Empire (0-0-0) Orks (6-3-0) Went 3-0 @ EGC Tourney Marines (1-2-0) EGC Tourney Tyranids (4-1-0) Martial Law Con, DOOM! |
|
krak_kirby Neophyte

Posts: 128 Join date: 2008-04-23
 | Subject: Re: Ork Trukk configuration Mon Jan 26, 2009 3:19 pm | |
| I ran several trukks yesterday with just the reinforced ram and a big shoota. The ram is most useful for running through difficult terrain with near impunity. Most opponents won't anticipate you shooting trukks through ruins and woods, to their detriment...
You can also tank shock past or into units to contest objectives or hit enemy units your opponent might be trying to screen. They can death or glory, but with front armor effectively 12, you still have great odds of making it.
The red paint job is great as well, but if you call the waaaaaugh, 12" trukk move, debark 2", fleet and assault, it's not critical.
Finally, to parrot Makari, take a big mek with a KFF and watch your opponent gnash his teef as all the trukks within 6" get a 4+ cover save, hurr huuurrr! |
|