Tactica- Ork Trucks

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IVEATCH


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TRUKKS


Trukks can be seen and used in many ways. They can be used to transport a Warboss and/or a Nobz Mob. Or be used to transport a mob of twelve Ork boyz.  It also can be used as a roving big shoota/Rokkit Launcha platform and last but not least, being used as a transport in a Kult of Speed (KOS) army. Orks (unlike any other 40K army) can simply load back up into the nearest Trukk and take off. They DO NOT have to return to their original transports. One advantage of being an open topped vehicle is that there are now exit doors that you have to worry about being blocked.  The whole idea of  Trukk mounted Orks is to get some big and nasty Ork models into your opponent's face right quick. With a current typical maximum range of 21.0 inches per turn (13.0" Red Paint job Trukk movement, 2.0" deployment and 6.0" assault) they are wickedly fast. The entire idea behind the Trukk is basically the same used in the "Rhino Rush" school of thought. Tie up units (preferably shooty ones) in combat straight away. The Power of the Waaagh can also add an additional D6 number of inches per movement on a turn as well.


Strengths - Fast, very fast. Usually have something nasty inside. Favored method to get a 2+ armour save Mega Armoured Warboss into Hand to Hand real quick without the downside of potential slow movement from the Mega Armour (always moves as if its in difficult terrain).


Weaknesses - The Fourth Edition rule about units that have their transport destroyed are considered "pinned" for a turn has some Ork KOS players feeling doomed. I don't think its that bad. They (Ork Kult of Speed players) will just have to use terrain more effectively and take and extra turn to get where they want. The new rumored Fifth edition may make fast vehicles (which the Trukk is currently listed as) limited to no more than 18.0" in movement.  While I do not believe that this will affect the 12.0" range for unloading troops, I am not sure at this point.

Armour on a Trukk is 10 all the way around. Use whatever ever you can to stop the Trukk and make the Orks inside WALK. This should give you a couple of turns to shoot up the Trukk's occupants. Trukfs are not to be underestimated. 12 Ork models in the right place at the right time can be murder!
 




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