Tuesday, September 07, 2010

Trukks Suck

Below is Stelek's short and simple list on why Trukks are the worst transport vehicle...
Trukks fail for these reasons:
  1. AV10.
  2. Open-topped (and can't be upgraded to closed).
  3. Carries 12 Orks, who lose just enough when you blow it to not be fearless anymore.
  4. Randomly go in a direction when destroyed. Random and competitive do not mix...
  5. Are not really 'fast', and gain no save of any kind when advancing.
  6. Are removed from play on most destruction results instead of remaining, meaning you get no terrain from it. Bye bye something to provide a cover when being shot or assaulted.
  7. Don't get twin-linked weapons so really can't hit anything. They are Orks anyway...
  8. Ramming makes trukks detonate.  See points 3, 4, and 6.
  9. Do not block LOS for multiple model units like Rhinos do.
  10. Are part of the Ork Codex. Outside of Lootas and twin-linked weapons you need to advance within assault range to reliably hurt vehicles.
They just suck.
If they were:
  • Closed topped,
  • given twin-linked,
  • Upgraded to AV11 on the front,
  • Able to block LOS effectively with a 'closed top' kit,
  • Just destroyed like every other vehicle,
  • Able to carry effective Orks (meaning Orks with 4+ armor saves).
Maybe they'd not be the absolutely worst vehicle in the game.
Seriously, the absolute worst.  There is none worse than this--period.
- Stelek in Trukks: Why they fail
Read the discussion to get the in depth reasoning.

4 comments:

  1. Why would you want an assault platform to be close-topped?

    Also, I don't understand why he thinks that the vehicle ceases to exist. Here is the rule, verbatim:

    5-6 Kerrunch! Something vital gives, but the Ork passengers bail out of their vehicle before it falls apart with a noise like a Meganob falling down a spiral staircase. The Ork passengers take no damage but must immediately disembark. The Trukk is then *wrecked*.

    The last sentence is the most important. The only part that describes the trukk falling apart is in the fluff section. The part that's relevant says that it is wrecked. Just like anything else.

    The ramshackle table is fine since 1/3rd of the penetration rolls would normally cause it to explode, but now one essentially gets a 33.3% chance to merely be wrecked. Then again, the reverse also sucks in that 2/3rds of all "wrecked" results then become explosion results.

    Only goofy part is the random movement one, but if you place units nearby (since it stops when it hits a friendly or enemy unit) it shouldn't move much. Plus, you can CONTROL the movement if you roll a hit, meaning you can move closer to the enemy if you prefer.

    A 40 point model that can tank shock up to 18" is really nice for late game objective denial (if the vehicle is still alive then), or mid game tank shocking shenanigans. Sure if they pass the morale check and you're dumb enough to move the model at a model with the ability to kill the trukk its gonna die, but you can probably avoid that. Plus there's no guarantee that the trukk gets killed (remember its AV12 with a ram) and you can net big kills from failed death or glories. I once killed Maugan Ra AND Eldrad in ONE tank shock! :)

    In any event, I think the Trukk is fine for 35 base points and a bargain at 40 with a reinforced ram.

    -fluger

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  2. Back in 4th Edition when the humble Rhino was 50 points the Ork Trukk was better priced. Now that there is the 35 point Rhino it is starting to show the design flaws.

    Stelek never says that all ramshackle results lead to Trukks falling apart. He is pointing out that the odds of a wreck get worse... which mean you suffer explosions more often PLUS you don't get the wreckage 2/3 of the time.

    With only a side AV of 10 it isn't hard for medium strength guns like Autocannons to get a penetrating hit. And because it is open-topped it is easier to get a Destroyed or Explodes result...

    In the hands of a competent general, like yourself, it is a dangerous weapon. But against an equally competent general the design flaws become more apparent.

    Messanger

    p.s. sorry for late reply. I've been on clinical placement the past two weeks.

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  3. Not leaving a crater was most likely an oversight in the rules. The upside is that the Orks will not be in difficult terrain for their next move. Even though they have no cover they only take str 3 wounds instead of str 4 from the explosion result.

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  4. Lack of cover is bad because they are exposed to shooting from all the other guns... first open up the aluminium can then you smush everything that comes out.

    Messanger

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