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Offline adamscurr

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July Unit of the Month: Transports!!!
« on: July 1, 2012, 05:18:21 PM »
This month we will focus on transports, dedicated and otherwise.  We want to know…
•   What transports you plan to run in 6th edition?
•   How do you use your trukks, battle wagons, etc?
•   What weapons are best for each variety?
 
Post your pics, your favorite memory krushing something with your battle wagon, and your best tactics, etc…!

Same as last month, those who post pictures most likely will be awarded favoritism teef, and any really good tips or tricks might get some teef thrown at them as well.  Even better would be a link to battle report or fiction story with your transports represented!

Any ork transport is fair game...  That means Trukks, Battlewagons, Mekboy Junka (IA8 ), Scrap Trukk (IA8 ), & Looted Wagon (IA8 ).  Even a Skullhamma if you feel the need!

So, lets see what you got...


« Last Edit: July 1, 2012, 05:21:31 PM by adamscurr »


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Offline Baron Wastelands

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Re: July Unit of the Month: Transports!!!
« Reply #1 on: July 1, 2012, 06:02:08 PM »
Dusting off the Orks again for 6th, so took some new photos while sorting; transports number 5 at present. Yet to get a game of 6th in, so I'll hang fire on any tips right now til I have any gametime logged;  but here's the convoy to date (looted wagon, battlewagon, 3 trukks):



And one of just the trukks.


Settled on the following configurations in 5th: Trukk of Shoota boyz, Trukk of Slugga boyz, Trukk of Nobz, Looted wagon of Tankbustas, Battlewagon of Burna boyz.
Just seems appropriate to me that Tankbustas would ride in a looted wagon, so that's likely to stay - will try the three trukks out for a bit, but it may be that I need another helping of shoota boyz in 6th. Burnas still seem mandatory at this stage, so they'll probably retain the BW (albeit without the big gun, which is removable); however, with the improvements to flash gitz, and the fact that I still have a unit to finish modelling/paint up, I can see myself either swapping out the burna boyz sometimes for BW-mounted gitz, or else getting another BW entirely for the purpose. Interesting times . . .

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Offline SKEETERGOD

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Re: July Unit of the Month: Transports!!!
« Reply #2 on: July 2, 2012, 09:33:19 AM »
I too vote for trucks as the best, but a close runner up is the IA8 junka with built in death rolla. And somewhere in between is the illustrious battle wagon.

As it is still too early to tell about new tactics as I only have one game under the new rules, I will withhold tactic coments until later in the month.

Now, I must go see where she who must be obeyed put my camera. 
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Offline travisb7

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Re: July Unit of the Month: Transports!!!
« Reply #3 on: July 2, 2012, 12:25:06 PM »
I, too, have yet to play a game with the new rulebook (mine will arrive today! Woo!) However, I feel like our Trukks will do just fine. We gain an additional 6" of movement to blast between cover and block line of site. This benefits our Battlewagons as well!

Our BS is normally 2, and now its a 1 if we go way too fast (any such thing?), so not really something I'm worried about. Snap fire shooting makes our Battlewagons with four Big Shootas pretty nasty.

I've always used our transports just to get units to the front line quickly. If I can get them close but in cover on turn one, empty them on turn two, add in Waaagh and the 2d6 assault move and we'll be assaulting pretty hard while still having lots of shooting beforehand, even if slightly less accurate.

Though I mainly run a Green Tide, I love speed as well, so I'll be scratchbuilding all of my Battlewagons and Trukks over the next few months (I'm doing the Star Wars Ork blog, not sure exactly how to do all these). I plan on using bikes alongside specialist units in trukks/wagons to get to the front quickly with a tide following closely behind until in krumpin' range.

Offline adamscurr

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Re: July Unit of the Month: Transports!!!
« Reply #4 on: July 2, 2012, 11:03:20 PM »
I have to say that my favorite transport by far is the battle wagon...  They are mean, hold a lot of boyz, and can kill just about anything with the deff rolla.  I use my battle wagons as rolling fortresses, rushing at the enemy and dropping their payload of boyz, manz, nobz, ect off...  Then I happily deff roll until they are destroyed... 

One of my favorite memories is using three battle wagons to ram a land raider crusader on three sides...  My opponent and I didn't know about emergency disembarking, so we counted his unit as destroyed as there was no way for them to get out!  That was about 750 points of LRC, terminators, and IC's down the drain for them! lol

Truely though, the BW is a great armored transport.  With high armor combined with a cover save from the KFF (albeit a less effective one now), it make wagons very survivable.  Sure, melta will kill it pretty easy, but by the time they get close enough to use those, the boyz are krumping them!

I currently own two battle wagons and a third lifta wagon that I can press into service if needed...  They make for a 'ard trio!

Adam


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Offline SKEETERGOD

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Re: July Unit of the Month: Transports!!!
« Reply #5 on: July 3, 2012, 08:40:16 AM »
Well then let us start with my most numerous transport: The Truck


Next up is The Battle Wagon


Then the gun wagon


Then there is the Big Trakk (and I made mine really big)


And Lastly a set of Junkas; the KFF

And the smart rockits


You can never have enough transports, and in case nobody noticed, I am a big fan of red paint  ;D in the new edition it is going to get you two extra inches of movement instead of one, as the "turbo boost/flat out" now happens in a different phase than the moving phase the bonus of red paint will be used twice in a turn instead of once.  8)

For trucks I always take a reinforced ram, allows you to go through terrain instead of around it. The next best kit for trucks is still red paint (see above).
Then there is the illustrious boarding plank that can be used to attack a dreadnought without getting out of the truck and without getting hit by the dreadnought, just such good stuff, of course you can use it for attacking other vehicles too, and under the new rules we will be hitting vehicles on a 3+ ( :o ) rather than the the 4+/6+ of the old rules, making the boarding plank even better.

Lastly Codex trumps rule book, so when a truck takes its last hull point and is destroyed, or they roll an explode result on the penetrating table, we still use the ramshackle table (page 41 of the codex in case you missed it) which is far more preferable and may even get you a "bonus" move towards the enemy and a free disembark.

As I find more little goodies about ork transports I will make sure to add it here so that all you budding speed freaks will be sure to use them to your gaming advantage and to go faster (thats what we do)  :)
« Last Edit: July 3, 2012, 08:49:33 AM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
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Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Ginger farseer

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Re: July Unit of the Month: Transports!!!
« Reply #6 on: July 3, 2012, 02:57:33 PM »
Well, I very rarely play with transports, but when I do I use Battle wagons. I only have one model (will post pics eventually) but sometimes counts as land raiders as wagons, so I can use a good few. They have always been fun, if not super competitive (although that is probabally my lack of expriance. So, my vote goes to the traditional ork map battle wagon. (with deff rolla of course)
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Offline SKEETERGOD

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Re: July Unit of the Month: Transports!!!
« Reply #7 on: July 6, 2012, 05:05:05 PM »
This is a mini tactica on using the truck under the new rules. I also hope to get one on the BW as well just as soon as I get it figured out.

The truck can move faster than ever with red paint. On your movement phase you move 13", then on your shooting phase you "flat out" another 13". The penalty from last edition  is gone now, so you can enjoy going fast again. I suggest moving at an angle across the front of your enemy to try to stay out of their charge range, as assaulting a vehicle has very little penalty for fast movement anymore.

On your next turn you move 7", and the boys get out with their move of 6", and since all open topped vehicles are also considered to be assault vehicles, you can roll your charge distance with the average being 7". That is a 20"+ threat range on the turn you plan to assault. With your previous turns movement, and this turns assaulting you should be close enough to the enemy that even if you roll poorly for your charge distance you can still make it into assault.

The ram still works wonders for going through terrain instead of around it, and has the added benefit that the truck can now ram and tank shock after it has deposited the load of boys into a fight. This gives it something to do, and usually ends up changing your opponents target priority from something else you might not want shot at to the truck that is now disrupting his lines.

The boarding plank is still a valuable add on, allowing the embarked nob to attack without having to dismount. This is great, as now you can lean over the rail and kill an enemy vehicle, and since the explosion will hit the truck and not the boys inside it, your boys will still be free to assault any squishy stuff that might have been riding in the enemy vehicle.  Another great thing about the plank, is that it allows you to assault dreadnoughts without them being able to fight back. This is a great boy saver especially against those BA death company dreads that can chop up a whole squad of boys before you can even land a blow,, as well as Ironclads that usually can't be hurt.

Keep your trucks in a phalanx formation when you start the game, keeping them within range of the KFF. The phalanx formation looks a lot like how the offence on a football team lines up at the start of the play. After turn one, all bets are off, so don't rely on the KFF too much after the first turn to keep trucks safe.

Always keep in mind that the trucks are expendable, their main job is to deliver boys into combat. Anything extra is all bonus stuff. Use them to block charges, to tank shock enemy troops moving them closer to your boys so they can be assaulted, and all sorts of tricks that you can think of. In the event they get destroyed after dropping off the boys, no big loss. If they get destroyed before the boys get put into combat then they at least kept the boys from getting mowed down.

So if you run a truck or six in your army you will see that they are a great addition to the ork army and like all things ork, the more the better.
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline angel of death 007

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Re: July Unit of the Month: Transports!!!
« Reply #8 on: July 7, 2012, 05:38:08 PM »






Being a mostly kan wall / dreadbash kinda Boss, many Gitz come up to me and ask, Hey AOD why dont's we ever see ya ridez.    Well my fellow greenskins, that is mostly because my boss only brings out the big guns in the big battles. 

Since I don't play transports in most normal games, I will attack transports from an Apocalyptic standpoint.   

-trukks.   These can be used in several different formations in apocalypse from a trukk convoy to a loota wrecking crew.  Working best in teams of two you can use trukks for a forward push or a decent rear support element.   Able to quickly move up and plug the gaps, where support is needed.

-battlewagons.  I equip mine for a forward push.  Often accompanied by rokkit buggies and nob bikers.  Equipped with AP, GR, and a deff rolla these can make for a very strong obsticle for your opponent to engage.  The extra capacity of the battlewagon usually packs enough boyz to handle most situations or counts as a regular transport for nobz.  All around a very nice option and one of the few things that can cause extreme damage in the movement phase via the deff rolla.     

-big squiggoth.  Well having a lighter transport capacity then other transports, it offers all the benefits of being a monsterous creature.  Able to take a heavy weapon it can work for a great defensive shooting platform that packs its own defense.   My favorite is to load this up with lootas and set them somewhere.  Talk about fire support.  While it still suffers from movement penalties for transported units with heavy weapons, it keeps the transported unit from being able to be targeted.   Not to mention the ringer.....  NO shaken or Stunned results!   Meaning the precious lootas get to be protected from being targeted, protected from being assaulted, and can shoot every turn they are embarked and not moving.   Huge win-win.

-stompa.  Ah yes a transport after this walker-lovers heart.  Able to field as many boyz as a battlewagon and having structure points makes this one tough transport indeed.  Fitted with an arsenal of guns and a Titan CCW it can spell destruction for your opponent whether near or far.   The only real down side is this guyz speed and the fact that he isn't open topped. 

-kustom battlefortress.  Though this could be played as a skullhammer one look at the kustom battlefortress loadout is enough to make any warboss jump for joy.  Great armor value, 3 big TURRENT mounted guns, able to field a max squad of boyz, open topped, and has a deff rolla.   Where do I sign up.   This thing can trade off some transport capacity to take the BIG gunz as well.  Now I am not talking kannon or zap guns, but Supa Kannons, Big Lobbas or what not.  This thing is nasty and  can be kustomized anyway you see fit.  Given the rules for apocalypse this thing is a massive rumbling menance and a thorn in any opponents side.   (best part that big green crystal thing and inside the kannon barrel of mine light up).   

So just to remember it is always good to make sure you have the right tool for the job.

Offline Ork E Nuff

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Re: July Unit of the Month: Transports!!!
« Reply #9 on: July 16, 2012, 11:43:24 AM »
Well,  it's mid-month, and I thought I'd throw my hat in the ring and talk about my successes and failures with transports.

When I really started playing orks, back in the dark ages, there weren't any transports available from GW.  FW had a few, but who could afford those?  When the GW ork trucks became available, I was like a little kid at his birthday; excited to see something new, but then disappointed that the box with the red bow wasn't a pony or an alligator...yeah, I know, it's still wierd.  Anyway, after putting together a GW truck model, I couldn't get my head around the size.  How could something that small possibly deliver 12 + orks/nobz/a warboss?  So, I built my own:




I have had a modicum of success with this truck.  It was primarily used to deliver my WB and Nob retinue (old codex) into battle.  Red paint helped get it to where I was going and the reinforced ram didn't hurt either.  As per the usual transport gods, I often experienced this truck being turned into a wreck and therefore cover, obscuring terrain, etc...but, it accomplished the job it was created for, delivering rampaging, CC death to stunned SM, IG, E, DE...I still use it today, though not as often.  There's something less than gratifying in seeing your dedicated transport vaporized by lance shots, targeted by a plethera of storm bolters, etc, in turn 1 before you even get out of the gates. 

Now, I also have the infamous BW.  Again, I began scratchbuilding this prior to the release of the official BW from GW.  This is my transport of choice.  I use it to deliver my WB and Nobz into combat (imagine that).  I find it gets the job done and usually stands a better than average chance of actually getting across the board, disembarking, and going off to either cause mayhem or contest an objective.  I opt for the hard case variety, reinforced ram, kannon, and big shootas.  Red paint is a must, never know when that extra inch might actually work out for your plans.





Recently, I enjoyed a lot of success at my lgs using this BW.  It was the Tanksgiving event in Nov, and I came out the winner.  I notched up 5 baneblade kills, and a couple of other elder tank kills as well.  Using a reinforced ram and tank shocking/ramming never felt so good...Just something about destroying something exponentially more expensive than yourself that makes it worth getting up in the morning...

I had also used a looted vehicle, more extensively with the last codex than our current one.  I enjoyed the looted rules more.  I had a looted chimera and (with the last codex), had it full of burna boyz.  My favorite tactic was to roll around the table for about 3-4 turns, then turbo boost to a table quarter and sit.  Next turn, disembark burna boyz to seize or contest an objective.  I actually won a game in tournament play using that simple tactic; of course my opponent was less than pleased and gave me low marks for sportsmanship...evi dently I was suppose to just roll over and play dead for other players...Go figure.  Unfortunately, I have no pictures of this vehicle, which was a chimera chasis with a rebuilt, orky turret, and large plates welded to the sides.  Someone at a local tournament event a couple of years ago decided that they liked it more than I did and it sprouted legs and waltzed away all on it's lonesome.

Anyway, for the past couple years, I've been primarily an infantry based force, mostly due to economics and time; but, after reading and  re-reading IA8 and 6th ed, I think it's time to give all this transporty thing a go again.
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Offline Log

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Re: July Unit of the Month: Transports!!!
« Reply #10 on: July 21, 2012, 05:13:24 AM »
Coming up to the end of the month and o realised I haven't pit my 2p in yet. Too busy planning over the planet maps of the 2 campaigns waaaghmaster Rork is about to embark on!

I use a mixture of trukks, bws and and looted wagons in my hoard. Usually 1 of 3 types of army; fire base and 3 trukks to rush a flank, 2 bws holding the center and a swarm of trukks and causing havoc or just 6 trukks and more looted wagons that just gun it across the battlefield and hit like a meganob shot out of a shock attack gun.


Although only having had one game in 6th I've got a lot to try out. My first new additions to consider will be red paint as it now gives 2 inches rather than just 1 and a grabbing claw for killing flyers on a 4+ :)

(pictures to follow)

Offline adamscurr

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Re: July Unit of the Month: Transports!!!
« Reply #11 on: July 22, 2012, 08:31:34 AM »
I had not considered the grabba klaw...  I suppose it can grab a flyer...  And if the flyer cannot fly, it dies right!  Good times...

Adam


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Re: July Unit of the Month: Transports!!!
« Reply #12 on: July 22, 2012, 09:24:14 AM »
Exactly :) worth a few points for the crack if you ask me! Going to model one as a anchor being shot out of a cannon

Offline adamscurr

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Re: July Unit of the Month: Transports!!!
« Reply #13 on: July 23, 2012, 08:15:15 AM »
That is a fantastic idea!  I might loot it! lol

Adam


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Offline CheesyRobMan

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Re: July Unit of the Month: Transports!!!
« Reply #14 on: July 23, 2012, 10:49:10 AM »
Well about time I put some pics of my transports up here I guess  :)



Standard Trukk konvoy.



Stompa can transport 30 Orks!



Room for 6 Orks in the back of the Dakkawagon if the pesky Grots would move over...



And room for another 6 in the back of the Lifta Wagon  :)

So far my favourite/most fun moment was courtesy of the Lifta Wagon which in one game managed to throw/destroy *every* enemy vehicle at least once each!
« Last Edit: July 23, 2012, 10:55:37 AM by CheesyRobMan »
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Offline adamscurr

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Re: July Unit of the Month: Transports!!!
« Reply #15 on: July 24, 2012, 03:02:13 PM »
Thanks to everyone for their imput...  I wanted to ask everyone how they compare the....



Yep...  The battle wagon verses the trukk...  Both have some unique strengths and weakness... And both are standard codex implements, so no need for formalities like opponents permission.  I mean, who wants to ask something of the person you are about to krump (or perhaps not loose too, as Skeet describes it)

Let's hear about your opinions...

Adam

On a side note...  I wanted to share my Big Trakk...





It is built off of the chimera chasis with a scratch built/bitz raided turrent that I am using as a flakka gun...  I run 6 lootas inside and it is a great little anti-transport unit, that can deal with flyers and just about anything AV 13 or less...  In most games, it's been ignored on turn 1 as there is a lot of trukk boyz that tend to gather attention...  No one really focuses on the little dakka wagon in the back! lol
« Last Edit: July 24, 2012, 03:23:28 PM by adamscurr »


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Offline Ork E Nuff

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Re: July Unit of the Month: Transports!!!
« Reply #16 on: July 24, 2012, 03:39:41 PM »
@adam:  First, great backdrop for your big trakk; Thomas the Tankengine never goes out of style...he's rather popular in my house as well...

Anyway, the question at hand:

I tend to believe the BW has the tactical edge on the truck.  Yes, both are fielded with extreme predujice, but the BW has a survivability factor that I can't ignore.  My luck with trucks has been low lately, they never last past turn 2.  My BW lasts an entire game, unless I'm playing those dastardly DE and their lances.  Also, there are the weapon variations that are open to the BW.  I use to run a BW with a zzap gun (last ork codex version), and I was the bane of several races and their armor.  I use a kannon now quite frequently, if only to give the impression that I have an extremely dangerous ranged weapon; you see, perception is everything in wargaming.  When I ran the truck, the only upgrade I enjoyed was again from last ork codex, upgrading a BS with a skorcha.  It was fun running around and flaming units in a drive by while my nobs (all with big shootas) shot out the back with abandon...again, good times.  I have a boarding plank on my BW now that I'm itching to try against a certain SM and his dread or rhinos...

Just my 2 teef....
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Offline adamscurr

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Re: July Unit of the Month: Transports!!!
« Reply #17 on: July 24, 2012, 04:08:00 PM »
Ork enuff...  I have twin 3 year old boys...  So Thomas the Tank Engine is a popular figure around my house as well! lol

I agree with the issue of survivability...  The BW is just about as resiliant an ork vehical as you can get.  With proper placement, you can force your opponent to focus on the front armor, which combined with the KFF is very tough...  I know, the KF got nerfed, but it is still tough... 

The trukks on the other hand, offer affordability and speed, at the cost of resillence.  If someone looks at them wrong, they blow up.  But if you get the first turn, they can literally be in the opponents deployment zone when they do...  Since their cost is so little, it's not as crucial when they blow compared to the BW...  There is the transport number though...  12 orks is not a lot...  The BW definitly has an advantage there...

Adam


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Re: July Unit of the Month: Transports!!!
« Reply #18 on: July 26, 2012, 11:30:39 AM »

Yep...  The battle wagon verses the trukk...  Both have some unique strengths and weakness... And both are standard codex implements, so no need for formalities like opponents permission.  I mean, who wants to ask something of the person you are about to krump (or perhaps not loose too, as Skeet describes it)

Let's hear about your opinions...

Adam


I have to admit, from playing trukk heavy in 5th ed, I'm now learning towards BW's this ed. The downside is less variation of units and less scoring units as a whole, but with the trukks being easier to kill this ed coupled with the introduction of overwatch, small units of boyz seem to fall apart pretty quickly now.

A BW gives the opportunity to carry bigger, more durable groups of boyz, that are also able to overwatch more effectively themselves. The BW is also harder to kill with its tough front armour, and a deathrolla is always a useful ace to have up your t-shirt save sleeve.

This is just speculation for now though, I need to try a BW heavy army before I can make a propper comparrision for my play style.

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Re: July Unit of the Month: Transports!!!
« Reply #19 on: July 26, 2012, 12:43:26 PM »
I have found so far this edition that the trucks are actually more durable. With hull points taking the place of a roll on the damage table for glances the trucks actually last longer.
    In the last edition getting hit with a glance (-2) but being open top (+1) and AP 1 weapons (+1) and so on, the truck would usually die on the first successful glance.
    With hull points you can take three glances before rolling on the ramshackle table.  8) Then with KFF that rules out at least one in three hits it makes them even more durable.

As for Battle Wagons, they are now more shooty. In last edition you could only shoot one weapon if you moved X amount, and no weapons for a full move. In this edition even moving at full speed you can still shoot with the full compliment of weapons, albeit at a slightly reduced ballistic skill, but four big shootas can put out an impressive amount of shooting. I haven't tried the four rockits loadout yet, but it sounds really good.

My experience so far is that trucks are still my favorite transport, and if you go over to the thread about 6th ed lists you will see my first list has lots of trucks and did really good. When I went to less trucks and went to some static defense lines my winning streak was broken. It may have just been me playing them wrong, as the flash gitz survived every battle, but I was not the clear winner in every game.

Like everything expendable, more is better. So I will be going back to my plethora of trucks army, with the BW for the burna boys. If the points get high enough again I will add in a BW with my flash gitz.  ;D
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