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Gargants and Stompas

 Post subject: Gargants and Stompas
PostPosted: Wed Mar 03, 2004 8:15 pm 
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Looking at the Gargant and the Stompa mob (3 Stompas and a Supa-Stompa) it seems that the Stompas have superior firepower and close combat capabilities for significantly fewer points.
The only thing which actually sticks out about the Gargant seems to be the Power fields and number of hit points.
Are the Gargants best used as damage sponges and does that justify an extra 175 points?

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 Post subject: Gargants and Stompas
PostPosted: Wed Mar 03, 2004 8:56 pm 
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One thing to remember is that as soon as you start taking damage with your Stompa mob, your firepower downgrades, whereas the Gargant will probably have all its firepower every turn of the game - unless your opponent is really set on destroying it. Remember it only takes 1 blast marker to suppress all a stompas firepower.

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 Post subject: Gargants and Stompas
PostPosted: Wed Mar 03, 2004 8:57 pm 
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Popular opinion seems to be that if you are just looking for raw, brutal, fire power the Supa Stompa and mob is a better deal than a standard gargant.

For all other purposes, the gargant is either as good as or better than the stompa mob. For example, its high number of damage points, 3+ FF and 3+ CC make it better in an assualt.

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 Post subject: Gargants and Stompas
PostPosted: Wed Mar 03, 2004 11:41 pm 
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I see, the stompas are more of an all round unit then.
At present I am working towards this horde:

Ripskar's Warhorde:

Ripskar's Raiderz; [840]
4 Nobz, 16 Boyz, 8 Grotz, 4 Gunwagonz, 2 Battlefortresses

Gutsnik's Kommandos; [500]
2 Nobz, 6 Boyz, 2 Grotz, 12 Kommandos

Stormboyz; [250]
10 Stormboyz

Stormboyz; [250]
10 Stormboyz

Gorwazza's Bikerz; [350]
12 Warbikes, 4 Skorchas

Ghazdreg's Blitzerz; [520]
8 Gunwagonz, 2 Gunfortresses

Coggy Da Bastid's Stompas; [475]
3 Stompas, 1 Supa-stompa

Dregmag's Kannonz [475]
15 Big Gunz, 3 Oddboyz

Wizzdakka's Fightaz; [200]
4 Fighta-bommas

Urgwaaa's Fightaz; [200]
4 Fighta-bommas

Landa; [200]

Landa; [200]

Gargant; [650]

Gargant; [650]

Total: [5760]

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 Post subject: Gargants and Stompas
PostPosted: Thu Mar 04, 2004 8:20 am 
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Both formations have their uses. Don't underestimate how useful the extra damage capacity is on a gargant.

Extra damage capacity gives more than just making it hard to kill:
Increases number of CC attacks
Increases number of FF attacks
Increases the amount of blast markers it can absorb before becoming supressed\broken
Increases how many models it can engage in CC
Increases how many models it can barge aside in CC

Combined with the boost the toughness the extra DC and power fields give, gargants can absorb heaps of damage, meaning it won't go down unless your opponenet makes a concentrated effort to take it out.

Also remember that since supa stompas are warengines, they can be picked out from a stompa mob. And if the supa stompa is killed in one turn, that would inflict enough blast markers to break the remaining stompa formation.

Then again, a stompa mobz plus supa stompa is 475 points and gargants are 650, and the stompa mob has more firepower. Depends how much points you have spare and how you're going to use the formation.


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 Post subject: Gargants and Stompas
PostPosted: Thu Mar 04, 2004 4:02 pm 
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Certainly, the aspect I missed were differences in FF/CC dice rolls. 2 Gargants are definately appearing in the Horde.

Revision of Armylist, according to available minis.

Ripskar's Raiderz; [840]
4 Nobz, 16 Boyz, 8 Grotz, 4 Gunwagonz, 2 Battlefortresses

Gutsnik's Kommandos; [500]
2 Nobz, 6 Boyz, 2 Grotz, 12 Kommandos

'Uge Warband; [575]
6 Nobz, 21 Boyz, 9 Grotz

Warband; [250]
2 Nobz, 6 Boyz, 2 Grotz, 2 Killa Kanz

Warband; [250]
2 Nobz, 6 Boyz, 2 Grotz, 2 Killa Kanz

Warband; [250]
2 Nobz, 6 Boyz, 2 Grotz, 2 Killa Kanz

Stormboyz; [300]
12 Stormboyz

Gorwazza's Bikerz; [350]
12 Warbikes, 4 Skorchas

Ghazdreg's Blitzerz; [520]
8 Gunwagonz, 2 Gunfortresses

Coggy Da Bastid's Stompas; [475]
3 Stompas, 1 Supa-stompa

Dregmag's Kannonz [475]
15 Big Gunz, 3 Oddboyz

Wizzdakka's Fightaz; [200]
4 Fighta-bommas

Urgwaaa's Fightaz; [200]
4 Fighta-bommas

Fightaz; [200]
4 Fighta-bommas

Landa; [200]

Landa; [200]

Landa; [200]

Gargant; [650]

Gargant; [650]

Total: [7285]

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 Post subject: Gargants and Stompas
PostPosted: Thu Aug 11, 2005 10:50 pm 
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Hello from a new member! i have a question about the rules. I don't know if this is the place to put it, so if it isn't please move this thread to wherever it's ok.

If you have a unit which only has (or can only use) weapons wich require a 2+ to hit roll, does the Sustained fire action serve them, or it's a foolishness to give them that order? i say it because the rules state that an unmodified roll of 1 is always a failure, so the +1 to hit which the Sustained fire action is useless... maybe the Sustained fire action could make these units to repeat those unmodified 1 rolls or something else...

Your comments, please ?:blush:

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 Post subject: Gargants and Stompas
PostPosted: Fri Aug 12, 2005 4:00 am 
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Quote (Yuber Okami @ 11 2005 Aug.,22:50)
Hello from a new member! i have a question about the rules. I don't know if this is the place to put it, so if it isn't please move this thread to wherever it's ok.

If you have a unit which only has (or can only use) weapons wich require a 2+ to hit roll, does the Sustained fire action serve them, or it's a foolishness to give them that order? i say it because the rules state that an unmodified roll of 1 is always a failure, so the +1 to hit which the Sustained fire action is useless... maybe the Sustained fire action could make these units to repeat those unmodified 1 rolls or something else...

Your comments, please ?:blush:

Well if they're shooting at something in cover it would make sense. Infantry standing still, buildings, armoured vehicles.. well  - there are plenty of ways for inf to be in cover so I guess this will be the most obvious reason for the unit to sustain.

If they wanted to do indirect fire they'd have to be on sustained too.

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 Post subject: Gargants and Stompas
PostPosted: Sat Aug 13, 2005 1:27 am 
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I often have titans in forests/ruins to claim cover from them.

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 Post subject: Gargants and Stompas
PostPosted: Tue Aug 16, 2005 11:41 am 
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I would use sustained fire or overwatch if I wanted them to stay still. I think you're right about a 1 always being a miss BTW.

Remember if your enemy shoots at a unit on overwatch they're -1 to hit.


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 Post subject: Gargants and Stompas
PostPosted: Tue Aug 16, 2005 2:29 pm 
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Only infatnry gain cover bonuses on OW, not vehicles.

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 Post subject: Gargants and Stompas
PostPosted: Tue Aug 16, 2005 4:13 pm 
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Neal is correct !  And to paraphrase the E:A rules, "apply the cover bonus liberally" ... :D

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 Post subject: Gargants and Stompas
PostPosted: Thu Aug 18, 2005 5:51 am 
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OK, thanks for the comments, as i didn't remember the -1 to hit due to overwatch (it's an order my enemies rarely use). All this matter remembers me another question: if an infantry stand is in contact with a tank/vehicle, you get a -1 to hit it because it's supposed that the infantry unit gets behind the tank when it's under fire. My question is, do they get this bonus if they are in contact with a skimmer vehicle (like an eldar waveserpent or gravtank)?

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 Post subject: Gargants and Stompas
PostPosted: Thu Aug 18, 2005 1:25 pm 
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Yes.  Any AV counts.  Incidentally, LVs do not count.  They are too small and/or use too much maneuver for infantry to use them for cover.

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 Post subject: Gargants and Stompas
PostPosted: Fri Aug 19, 2005 1:35 pm 
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Quote (nealhunt @ 18 2005 Aug.,13:25)
Yes. ?Any AV counts. ?Incidentally, LVs do not count. ?They are too small and/or use too much maneuver for infantry to use them for cover.

What!

I must have misunderstood that part... that means you can't hide behind or next to a squiggoth... but that you can do it next to a orkeosaurus.

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