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post #1 of 16 (permalink) Old 10-25-08, 04:55 PM Thread Starter
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Default Orks - Trukks vs Footsloggin

Hello!

Quick question, what is your opinion on the following,

Is an Ork army better off bringing boyz up in squads of 12 with trukks or is it better to footslog boyz in squads of 30? (assuming all the standard nobz, pk, etc)

Thanks,
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post #2 of 16 (permalink) Old 10-25-08, 05:13 PM
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I would always go with more footsloggers, but its more my play style really, lots and lots and LOTS of footsloggers, so that even your slow speed isn't a hinderence as the enemy never has enough guns

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post #3 of 16 (permalink) Old 10-25-08, 05:53 PM Thread Starter
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I would always go with more footsloggers, but its more my play style really, lots and lots and LOTS of footsloggers, so that even your slow speed isn't a hinderence as the enemy never has enough guns
Do you not worry about lots and lots of pie? Basically, each plate fired is going to remove 6 models or so. Scatter isn't going to matter and most will be wounding on 2+. I know with my Tau list, 3 Railheads /w SMS are going to be removing, on average, 24 boyz a turn.

However, I guess the same could be said about shooting the solid slug at a trukk. Although I feel that since plates always hit now and the slug may miss, less trucks would be destroyed. Also, there is a chance on a trukk being destroyed that it goes 3d6 towards the enemy.
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post #4 of 16 (permalink) Old 10-25-08, 06:15 PM
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Do you not worry about lots and lots of pie? Basically, each plate fired is going to remove 6 models or so. Scatter isn't going to matter and most will be wounding on 2+. I know with my Tau list, 3 Railheads /w SMS are going to be removing, on average, 24 boyz a turn.

However, I guess the same could be said about shooting the solid slug at a trukk. Although I feel that since plates always hit now and the slug may miss, less trucks would be destroyed. Also, there is a chance on a trukk being destroyed that it goes 3d6 towards the enemy.
the only people who use that many plates play in GW, and I don't play in GW's any longer, so its not a problem, the most I come across these days is probably 2, even against guard

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post #5 of 16 (permalink) Old 10-25-08, 07:08 PM
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I find a good balanced mix is nice.

The Trukk Mobs get up there sooner for soem early-game assaulting, while the foot mobs plow closer

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post #6 of 16 (permalink) Old 10-25-08, 07:40 PM
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comsidering its quite tough to kill trukks going 24 inches a turn , they do there job even if they crash as chances are even if it gets destroyed not a single boy can drop dead.

The prob with foot sloggers is that its easier to kill them , as they are mostly a pretty obvious target.

Red wunz go faster !!
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post #7 of 16 (permalink) Old 10-25-08, 08:26 PM
 
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I like the idea of 12 'ard boys in a trukk with maybe another trukk of boyz and then the rest foot sloggers, and even foot sloggers nowdays your still getting stuck in turn 2~3 so footslogging isnt really that slow anymore, especially with the waaaagh for orks and the run rule
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post #8 of 16 (permalink) Old 10-25-08, 10:36 PM Thread Starter
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Originally Posted by Spot The Grot View Post
comsidering its quite tough to kill trukks going 24 inches a turn , they do there job even if they crash as chances are even if it gets destroyed not a single boy can drop dead.

The prob with foot sloggers is that its easier to kill them , as they are mostly a pretty obvious target.

Red wunz go faster !!
How do you get a trukk to go 24"? Most I can see is 19" with a rpj. Unless I'm missing something
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post #9 of 16 (permalink) Old 10-26-08, 06:49 AM
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With the new run rule and the waagh it doesn't take a footslooging horder nearly as long to get across the board for a possible turn two assualt. Still I like a little balance and having a couple of trukks gives you some fast elements and other things to worry about.


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post #10 of 16 (permalink) Old 10-26-08, 03:58 PM
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i would recommend 30 boys footsloggin.

more cheap heavy/assault weapons.
more boyz for better leadership.
more wounds for them to eat up till they get to the Nob
better staying power for your troop choices that claim table quarters.
running makem go fasta
a good comander can spread hiz boyz out in a line soz da pie plates dont hurt so much
gretchin now provide a 4+ cover save. and they can claim objectives.
gretchin act as my forward gun line, so all tanks shooting pis plates at my boyz get a 4+

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