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Meganobz
Solid INF unit, a decent boost to warbands. Reduced speed means I'm not sure what is the best role for them yet. Garrisoning or Blitz guards potentially, but personally I'm leaning towards using mobs of Megadreads or Dreads/Kans for these duties.
Not used in this game.
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Kommandos
I think with the Warkopters this is a great value formation. Can see them being used as a mobile reserve, able to ZoC large areas of the board, grab/contest objectives which are a long way away, initiate firefights from distance which otherwise this list will struggle to do.
Performed really well. Broken by the end of the game, but this was after snatching the Guard blitz and forcing Nat to deal with them. Another great use was using their speed and relatively large numbers (for scouts) to ZoC several Guard formations in one go.
I deffo want to model some more Kommandos to run 2-3 of these formations.
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Bommer
Bit of a glass hammer this one. Potentially able to drop a decent amount of BP, but very fragile. I'd be reluctant to use this against forces with decent/lots of AA. The 6+ armour save just makes it very lightweight IMO.
Able to transport 6 stands of Stormboyz, so those of us used to smashing a Landa through a flakscreen, into our opponents face, unloading a decent combat force, and having a shot at still winning the assault will have to learn to adjust to this less optimal air assault combo
Not used in this game.
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Megadreads
I'm starting to really come round to these little fellows, and am less concerned about the lack of Stompas now. Another formation which I think is pretty good value, and (with the addition of flakgunz) could make a decent Blitz guard/garrison force. With the Ripper Claws chosen, it will make people think twice before launching into combat.
Did fairly well. Having so many formations of them (and the GG) meant that they weren't subject to too many MW shots. Their slow speed meant that the formations which operated in pairs performed well, but the ones that I deployed away from the main force on objectives did struggle somewhat.
It was Nat's first game in a long time, and I think had he been more aggressive that I would have struggled to stop them being isolated and wiped out.
With 4+ RA I was confident enough to attack in pairs with them, first formation going in close to lay down some BMs, and a second moving in for a Firefight. While they aren't great in FF, their RA did mean that losses were minimal, and I was able to call on the supporting fire of the first formation.
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Mekboy Stompas
A funny one these. I think these are well costed, and decent firebases, especially if ran in pairs to increase the BP levels. However in order to get them, you need to purchase a warband too, which puts the effective formation cost up by 200pts straightaway.
Also, I don't think they are great transport choices, which is odd given their role in the Stompy list as transport for the foot sloggas. When choosing transport, you're generally looking for decent speed, or increased protection (ideally both!). The Stompa has the same speed as the Inf (meganobz aside), so the increased protection is the main appeal. However, with only four transport slots each, you need THREE of these to transport just a small warband, as the meganobz take 2 slots each. Suddenly that becomes prohibitivly expensive.
Granted you could take two and the remaining two boys walk, touching the Stompa to take advantage of the cover bonus, but personally if I'm going to spend hundreds of points on transport, I'd want more than -1 to hit.
That said still, I like the unit and am looking forward to working out how to best use it.
Not used in this game.
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Kustom Stompas
This is one unit I'm not a fan of. IMO the firepower it packs is poor, and a lack of any sheilds means it isn't that durable. I think the Kustom stompa would be better placed as an upgrade to the Megadread formation maybe.
The only unit which I can't envisage ever taking
Not used in this game.