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alright...so one of my friends has recently been complaning a LOT about the 4th edition rules...
this has something to do with the fact that he had a nearly unbeatable speed freak army in 3rd edition and now with the entanglement rules he is having problems....
heres his list in a nut shell
10 ard boys
10 ard boyz
3 squads of truck boyz
all with a burna and nob powerklaw and truck
a squad of 9 truck boyz with t eh warboss a burna and a truck
10 bikes with nob iwth klaw
zapp gun truck
deathkopta mek with kustom force field
fighta bomba raid
he used to field 6 squads of trukk boyz but has recently switched to the warbikes and dropped a zapp and a mek...how can he improve this army or help alleviate some of his entaglment/4th edition woes (and help eliviate our tired ears which are sick of the whining
He can use some terrain.
really helpful there...thanks
Originally Posted by MiketehFox
orks with no trukk boyz?? if he did that hed have an army with 40 orks in it.....
(my space marines would almost outnumber him 2 :1 )
The person who said he can use some terrain is right even though his post is one of those "I need to increase my post count" one liners.
With the new entanglement rules you absolutely HAVE to play tactically with Orks. First off, begin the game with them completely out of view. Do not keep even one Trukk out where your opponent can see it.
Why? Because you can't guarantee first turn, unless you have Lord Solar Macharius in your army or something else that gives you first turn.
Next, When moving said Trukk Boys, hug the terrain to keep them out of LOS for as long as possible. If I remember correctly, Trukks move as fast vehicles, which means they have incredible range each turn and if you give them the Red Paint upgrade, then they can move even faster. With all of that movement, the player should easily be able to stay out of sight for at least the first two turns.
One other thing your friend can do is keep four of the Trukk Boy squads and drop the rest. Then put the rest of the Orks into a giant Mob on foot. Again, try to hug terrain with them for those cover saves. The point of this is that they will give your opponents weapons something else to shoot at that can't be entangled.
The bigger the Mob, the more intimidated your opponent will be, and he may just forget about a Trukk or two, which will put them right inside charge range.
Just as a last point, if your friend is complaining that his Trukk Boys suck because of the 4th edition rules, then politely remind him that he has only one of two armies that can still charge from a moving vehicle. (Three if you count that points sink called the Land Raider) That's one HELL of a bonus for Orks, so he really has no reason to complain.
He should drop one of the trukk boy squads for a burnaboy squad with a mekboy and kustom force field. If he keeps the other trukks within 6", he just increased their survivability a ton, particularly if he tosses in a 5 point armor upgrade on each of them. He'd have the same odds of ignoring a lascannon hit completely as of it destroying one of his trukks.
if you are planning on using cover the first turn and 2nd, i'd consider throwing some turbo boostas on there for an extra 1-6". might mean the difference between getting a 2nd turn assault in, or having to wait till turn 3.