A TRUKKER'S LIFE
So is there still a place in the Waaagh! for smaller units of Boyz? You better zoggin-well believe it!

nits of 12 or fewer Boyz can ride in style aboard a brand new, super-fast Trukk. As a fast vehicle, you should have no problem opening up the throttle and getting behind some cover in preparation for a charge next turn. If possible, try to take advantage of any roads for an extra 6" of movement. The Ramshackle nature of Ork Trukks means that even if your opponent does destroy the Trukk, there's a good chance most of the Boyz will be able to get out, and thanks to the Mob Rule, they can avoid getting entangled. It's a good idea to give these mobz a Nob with a Boss-pole to keep the ladz in the fightin' just in case they are reduced to below 11 Orks during the game.
There are so many bits of gubbins you can add to the Trukk that the vehicle upgrades deserve a special mention. With a red paint job, a Trukk full of boyz using the power of the Waaagh! can potentially engage a unit in close combat that was 27" away from the Trukk in the beginning of a turn. No one's safe from a good kickin' now! If your Nob is armed with a power klaw, then he can use a boarding plank to attack vehicles without even having to get out of his Trukk. There's no denying it – Trukks are dangerous, with or without their green cargo, and if your opponent ignores your Trukks after they've dropped the ladz off, make him regret it! Zoom around the board and create mayhem amongst the enemy. For a few points extra, you can get a giant wreckin' ball, perfect to go and destroy those puny 'umie tanks with a Strength 9 hit. Or how about welding on a reinforced ram? Just the job if you want to Tank Shock enemy infantry. After much cursing and frustration, your opponent will probably target and terminate your Trukks, but oh well, plenty more where they came from...
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