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"Orky Rulz Question: Trukk Disembarking" Topic


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TheGaffer07 Dec 2014 3:09 p.m. PST

New to 40k and was trying to figure out the Orky Roolz.

How do Trukk rules work for Orks?

The vehicle can move up to six inches and the orks can disembark?
Or b/c the truk is Fast, does it move 12" and the ork Disembark?

When the orks disembark they must remain within six inches of the exit point from the vehicle. (?)

They can or cannot charge in that turn?

Thanks.
Khanz

15mm and 28mm Fanatik07 Dec 2014 8:08 p.m. PST

The orks can disembark only if the Trukk moves no more than 6", since a fast vehicle only means that it can move an additional 6" (up to 12") if it decides to go flat out. However, the orks can charge after they disembark from the trukk because it is open-topped (open-topped vehicles count as Assault Vehicles, which allows their occupants to charge after they disembark). Futhermore, all points of the Trukk count as access points because of the open-topped feature.

So in effect the trukk-borne orks can move up to 18" into base-to-base contact with the enemy (the trukk's 6" move plus the 12" charge by the disembarking orks).

Mardaddy07 Dec 2014 9:43 p.m. PST

Do the latest rules do away with the 2d6 for charge or is it just a straight "12in" now?

Otherwise he'd still have to roll boxcars to get that 18in charge.

Tactically, my opinion – Trukks suck for orks. Not worth it. Think about it – Odds are orks will NOT be taking first turn, so you're using up TR slots with *12* orks each instead of 30 and putting them in an EXTREMELY fragile vehicle that can be taken out by the vast majority enemy (SM's) basic infantry gun fairly easily before it even moves, never mind all the heavy or anti-armor weapons that will come your way, making you march those 12 (if they all survive the wreck) across the table.

Better off saving the points and with mobz of 30 in those TR slots and taking their chances running across the field.

Non-tactically, for orky flavor – I love Trukks and just wish there was a better chance for the ramshakle result when they are destroyed for the chaos it provides.

15mm and 28mm Fanatik08 Dec 2014 8:57 a.m. PST

It's still 2D6 for charging, so it's up to 18" if you roll the max. I agree that trukks are vulnerable even to small arms fire, and the open-topped feature is a double-edged sword since it adds +1 to the damage chart. And I believe if the truckk is destroyed by overwatch fire the surviving orks can't charge.

Mithmee08 Dec 2014 2:15 p.m. PST

Tactically, my opinion – Trukks suck for orks. Not worth it. Think about it – Odds are orks will NOT be taking first turn, so you're using up TR slots with *12* orks each instead of 30 and putting them in an EXTREMELY fragile vehicle that can be taken out by the vast majority enemy (SM's) basic infantry gun fairly easily before it even moves, never mind all the heavy or anti-armor weapons that will come your way, making you march those 12 (if they all survive the wreck) across the table.

That is why with Orks you throw out that stupid Force Composition Chart and go Unbound.

Then you can have as many 12 Ork Squads mounted in Trukk's that you want and not just the lousy 6 total troops that stupid Force Composistion Charts allows.

You also drive full out and see if your opponent can destroy some which with the low model count most armies run now days that will only be a few.

Because your opponent will have to make choices shoot the Trukks or shoot the Loota's or several other things that you will have on the table.

Plus even if your opponent did destroy a Trukk it does not mean that the Orks in it would all be killed.

Oh and unless they blew it up you leave it on the table and now it is blocking terrain and cover.

Mardaddy08 Dec 2014 2:53 p.m. PST

Mithmee – a lot of assumptions there.

The odds just do not work out tactically in my opinion.

I'll give you unbound – but in my defense, that is the new rules and I gave up on playing 40k before they came out.

Hard to drive full out when you are not likely to get first turn anyways. It's great if you DO get it, but again, the odds are you will not.

Targeting choices – here the mobz of 30 work in my favor, not the trukks; hard for an enemy to decide to use those pie plates or other firepower on lootas when there are 3? 4? 5? 6? (or unbound 7? 8? etc.) mobz of thirty coming their way that those small model counts of theirs you referred to cannot bring enough dakka to bear.

You know the orks have terrible ST… so yes, when a trukk goes boom, more than likely (again – odds) that 12 will not survive as a full mob – and their morale sucks, and they cannot "mob-up" like in days of old – so all an enemy has to do is whittle you down to 50%, not hard when you have only 12. With mobz of 30, even at 50% casualties, they make their check due to Mob Rulez (unless that changed too.)

Blocking terrain and cover creates fire lanes, enabling enemies to concentrate their fire in certain areas as choke points. With their larger numbers and horrible saves, orks are better with an open field to spread out and overwhelm.

Of course – YMMV, have fun and do what you want. I am limited by my own experiences and observations – under the older rules and older ork codex. Maybe there are other rules tweaks I don't know about with the newer books you have not brought up that make the "Trukk Rush" a far more viable thing now after all!!

MKGipson08 Dec 2014 3:35 p.m. PST

Just have fun with them and stop being so "tactical" with Orks! Go crazy, do something wild and insane and horribly aggressive. That is Orks! If it blows up in your face just keep charging!

Mithmee08 Dec 2014 7:05 p.m. PST

A smart Ork Player does not put his Fast Attack or Fast Vehicles on the table.

No you keep them in reserve and then drive on all out on one of your opponent's flanks.

or

You make sure that the table is cover in terrain.

But I seen the army lists from 6th Edition to 8th Edition and a Smart Ork player will out number most of their opponents.

I say most because they would need to field close to 200 models to out number my Imperial Guard army at 2000 points.

When I mentioned blocking terrain the intent on the side of the Ork is to block off those fire lanes of your opponent and cause him to move.

Oh and I also stop playing 40K back at the end of 3rd Edition but I keep tabs on what is happening and that is large models and flyers.

TheGaffer09 Dec 2014 8:36 a.m. PST

Well we played a small 300 point skirmish and I wiped out my Imperial guard opponent without the charge rule. I deployed my trukks on eithe flank with my gretchin in the center. He deployed second. I used flat out to move my trukk on the left to the right out of range. I then went flat out to some rocky outcrops that gave me cover. I then went flat out right up to him. Next turn, jumped out and let him have it with my shootas. Next turn charged and it was the battle of New Orleans.

So if i had used the charge rules i would have wiped him out a turn sooner😜
How does mortar fire affect trukk troops? Are the hits against the vehicle first? And do you still get the side armor bonus?

15mm and 28mm Fanatik09 Dec 2014 9:52 p.m. PST

Yes, you could have charged them in the same turn you 'let him have it' with your shootas since shootas are Assault 2. You can charge in the assault phase of the same turn you shoot in the shooting phase.

Mortar fire are resolved on the vehicle just like any other weapon. The trukk is a transport vehicle and the mortar will have to roll for scatter to see what part of the vehicle is hit just like any other template weapon.

TheGaffer10 Dec 2014 6:35 p.m. PST

Trying to classify my vehicles i'm bashing. I have looted chimera, would it count as a trukk or a wagon. I'm also bashing up a 1/35 scale WW2 Grant tank. Would it count as a wagon with options? Or is there a Tank page somewhere to figure out points?

15mm and 28mm Fanatik10 Dec 2014 11:48 p.m. PST

If it's kitbashed you can call it whatever you want. Though a trukk would probably be open-topped since it's an assault vehicle, and a battlewagon would be more like an enclosed halftrack or tank.

Codex Orks should have rules on looted vehicles and their costs. Like how they can use looted Leman Russ tanks with BS 2. The point cost is cheaper than the Imperial Guard version.

Bob Runnicles12 Dec 2014 7:41 a.m. PST

Codex Orks regrettably does NOT have rules on Looted Vehicles and their costs, however the outcry over this omission lead to their being included in a White Dwarf (don't recall which one, sorry).

TheGaffer12 Dec 2014 8:57 a.m. PST

The chimera hull is from a basilisk SPG so it is open topped.
I'll check the shop this weekend and see if i can find ithe WD article.
Thanks.

It was #21 from June
link

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