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Orky Stompas http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=8318 |
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Author: | CyberShadow [ Thu Jan 11, 2007 12:00 pm ] |
Post subject: | Orky Stompas |
I have always been a fan of these things, ever since the Stompa boxed set. So, if I wanted to build a Stompa force, where would I start? Are these things considered balanced at large numbers, and what sort of theme could I have - Stompas, SupaStompas, Dreads and Kans only... Meks? Grots? Vehicles? Thanks. |
Author: | J0k3r [ Thu Jan 11, 2007 1:10 pm ] |
Post subject: | Orky Stompas |
As far as I know there is nothing stopping you from fielding a fully stompa mob based army. Thinking of my experiences with stompa mobs I would say the following: 1) Setting the mobs to be really shooty seems a good idea but you really need to sustain fire to hit anything, leading to actvation issues. Ive never tried a CC kitted mob, but imagine the sped would limit them getting into combat on your terms. 2) Supa stompas are great value for money, but the soppa gun is not as effective as a supa zapp gun- particularly if doubling where your to hit goes down to 5+/6+. Ive dropped a 6BP MW barage on a clumped marine tac formation and failed to hit ANYTHING. On sustain fire though these things are REALLY mean ![]() 3) Dreads are worth their weight in gold for protecting your stompas from assaults and taking BM. ---- If I were planning on a stompa based army I would go for: -2-3 shooty supa stompa mobs (ie 3-4stompas, 1 supa stompa plus some flak wagons and maybe killa kans for shielding). - ~3-4 assault stompa mobs loaded with dreads and possibly a couple flak wagons. Double the supa stompa mobs to establish a base of fire then sustain in turns 2-3. You should get ~2 out of three mobs passing the sustain action each turn (particularly if using reroll). The assault mobs would then double into assault range and take the objectives. I would also have some KOS to act as a fast reserve and aid in the assault on objectives. One of the problems I have had with stompa mobs is that they can be easily outflanked and out maneuvered. I have started Keeping a fast asault mob like a KOS or stormboys mob nearby to help them out. EDIT- should probably add that since a squad of terminators managed to shred a large-ish stompa formation of mine ive become rather paranoid about stompas being assaulted- its a most un-orky way to act ![]() |
Author: | nealhunt [ Thu Jan 11, 2007 3:13 pm ] |
Post subject: | Orky Stompas |
If you're house-ruling your army list like you have done in the past with other armies, I would rip the formations from the OGBM list. In particular, the Snappa Mob would be fun. The 2.0 version isn't in the vault at last check, but formation costs will be: Supastompa - 275 Stompa Mob (3 Stompas) - 225/400/575 for normal/big/uge Snappas (2 Dreads, 2 Kanz) - 150/250/350 I would count on the following changes or something very similar being integrated into the core Ork list in the eventuality that the rules review is completed: Stompa Mob - 225/500/675 for normal/big/uge Supastompas - 300 points Some stompa-oriented mobs I've used under the core list: 3 Stompas, 2 Dreads, 2 Kanz - 345 points Warband, 2 Stompas, 2 dreads (or Kanz) - 420 points (400 w/ Kanz) |
Author: | Chroma [ Thu Jan 11, 2007 3:44 pm ] |
Post subject: | Orky Stompas |
(J0k3r @ Jan. 11 2007,12:10) QUOTE 1) ?Setting the mobs to be really shooty seems a good idea but you really need to sustain fire to hit anything, leading to actvation issues. Ive never tried a CC kitted mob, but imagine the sped would limit them getting into combat on your terms. One of the great thing about Stompas is that they can be garrisoned! So, CC Stompas are already "half-way there" when the game begins. I like to mix the types of Stompas in a mob... it's just more Orky! WAAAAAGH! |
Author: | tneva82 [ Thu Jan 11, 2007 3:45 pm ] |
Post subject: | Orky Stompas |
(nealhunt @ Jan. 11 2007,14:13) QUOTE Stompa Mob - 225/500/675 for normal/big/uge Odd pricing. Big formation cost more than double stompas(why not just add 3 stompas manually without going for big?) and uge is precisely tripple. Usually the formations get slight discount... I'll take it 500 is typo and should be 400? And if that also applies to uge then that would be 575? In any case In those prices big stompa mob would be usefull(incidently is what I'm using in my ork army list) and uge would be...Pointless. Unless it too is typoed. Too expensive for the extra 3 stompas and the ability to have 3 times restricted updates than 2 is just not worth it. |
Author: | tneva82 [ Thu Jan 11, 2007 3:47 pm ] |
Post subject: | Orky Stompas |
(Chroma @ Jan. 11 2007,14:44) QUOTE One of the great thing about Stompas is that they can be garrisoned! ?So, CC Stompas are already "half-way there" when the game begins. Yep. Nothing like half a dozen big orky walkers and some dreads/kans halfway across board stomping toward suitable objective ![]() You need to be single minded though as you can't afford to be distracted with them. Give them a goal and STICK with it unless there's bloody good reason. They are too slow to start wandering around... Number of times I have engaged distraction formation with them and lost ability to take objective with stompa mob...Ugh. |
Author: | nealhunt [ Thu Jan 11, 2007 4:25 pm ] |
Post subject: | Orky Stompas |
(tneva82 @ Jan. 11 2007,14:45) QUOTE I'll take it 500 is typo and should be 400? And if that also applies to uge then that would be 575? Yep. I typoed it. Fixed. |
Author: | CyberShadow [ Thu Jan 11, 2007 6:56 pm ] |
Post subject: | Orky Stompas |
If you're house-ruling your army list like you have done in the past with other armies, I would rip the formations from the OGBM list. In particular, the Snappa Mob would be fun. I must be getting predictable! ![]() I must admit that I like the idea of a Stompa army - only Stompas, Supa Stompas, GrotNoughts, Dreads and Killa Kanz. Has anyone tried converting the old Warden Imperial Knight with tracks into GrotNoughts, or the Crab Paladin? I will probably build this as a variant of my 'standard' Spanna Spidaz Ork Clan. I like the idea of a 'ded shooty' walker force, wound up and released in the direction of the enemy. |
Author: | nealhunt [ Thu Jan 11, 2007 7:41 pm ] |
Post subject: | Orky Stompas |
You might consider allowing Oddboyz to be added to Stompas. Same deal as normal - replace a big gun with soopagun or zzap - just on a Stompa instead of a Fort or Wagon. |
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