Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2008/08/26 19:32:39
Subject: How to use Stompa's correctly?
|
 |
Fresh-Faced New User
|
For all those Ork players out there.
I custom built a Big Mek Stompa and a Klawstompa for an up-coming Apoc game and I'm looking for tactics to use them to their full compacity.
The Big Mek Stompa I imagine can stay further back out of range of some of the enemies weapons and out of CC.
The only weapon that you can really count on doing lots of damage is the Gigashoota due to it's high rate of fire
The Deth Kannon and Lifta-droppa being awesome as they are and Orky, will only hit 1/3rd of the time due to BS2.
The Klawstompa would be awesome in CC with 12" movement due to being a walker, and can also assault 12"  (Klawstompa special rule)
So if I got first turn, I could assault any tank with in 24" range and have a good chance at destroying it.
But is then exposed to every enemy heavy weapon including powerfists.
Also if the Klawstompa used it's huge flamer on enemy infantry units, it's then not able to assault any enemy tanks (you can only assault the same unit you are shooting at)
To keep these stompa's alive a turn or 2 more I was thinking about having a Big Mek with KFF riding inside to make both Stompa's obscured all the time.
The Big Mek Stompa has Force fields (not sure what they do don't have apoc book) but KFF should add double protection.
If I missed any thing please let me know.
I'm just looking for tactics to use these 2 stompas since this will be my first Apoc game.
Thanks
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/26 20:33:51
Subject: How to use Stompa's correctly?
|
 |
Drone without a Controller
|
The lifta-droppa doesn't need to roll to hit, so it is fairly reliable, and my enemies usually have a tough choice between the supa-gatla and lifta-droppa when they get a weapon destroyed, as I usually roll good with the lifta-droppa, and worse with the supa-gatla, so they are about even. Another thing to note rules-wise is that the supa-gatla is co-axial with the deff-cannon, so they both have to fire at the same target.
In terms of stompas in general (or actually super heavies) they are very survivable. They more or less have the 5th edition chart with vehicles, but only with the glancing and strength D modifiers. Stompas in general, however, do not put out as much damage as you pay for. They are more fire magnets that can take out a light vehicle and a heavy vehicle a turn (on average), with a peppering of anti-infantry coming out from it. The KFF riding in them would be nice, I usually had them leading a Dred mob, which did the same thing, but it gave them obscured in 4th (I haven't done it yet in 5th). The power fields are basically 2 void shields that don't come back. I don't have personal experience with the normal stompa, but I do think it would be great at killing (stationary or slow moving) vehicles.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 00:55:05
Subject: How to use Stompa's correctly?
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
I kept my reply general, but what I have to say effects Stompas as much as Warhounds. Take Titans, of any type, for the toys they are.
If you want competative please remember that you cannot field a titan that can survive its points value in anti tank squads, broadsides, obliterators, devastators etc for a single turn. The only way around that is to hug your deployment area and rely on the superlative range of your big guns. If you stray within 48" or worse 36" of enemy infantry expect to be lascannone to death. Still this is of no defence against Broadsides.
What a titan can do, and the ork ones are no exception, is to put a mark of death on just about any non titan unit they can see, and they can see just about anything because of the range. This is the real benefit of your monster warmachine; see a tooled up enemy squad that must die, it dies. The key here is to realise that if you need to get within 48" of too much of the enemy army to make the kill the titan is the one going to die. Therefore do not overvalue your short range weapons, no matter how impressive they sound unless you hold back your titan for much of the game, and bring it up forward only after the enemy ranks are thinned enough to limit return fire.
|
This message was edited 1 time. Last update was at 2008/08/27 01:20:03
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 01:15:14
Subject: How to use Stompa's correctly?
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
Also look out for Fire Dragons, if you see them or suspect a transport is carrying some, that unit must die.
Second think to watch out for are EMP/Haywire grenades. The odd melta gun is easy to spot, a Devilfish full of Fire Warriors on the other hand often blindsides you. Noone really expects Fire Warriors to be any good as assault troops, with good reason, until a 'fish drives up close, unleashes a dozen suicidal Fire Warriors who then EMP your titan. Sure the Fire Warriors will die, but they will get on average 2 penetrates and 4 glances in the process. Fortunately this is easy to spot, as there are scant other reasons to start manoeuvering mobile Tau as if they were mobile Eldar.
|
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 01:20:46
Subject: How to use Stompa's correctly?
|
 |
Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
|
How do you use two Stompaz?
Accept the fact that one of them will not make it to turn 2, and try to keep the other one alive 'til the end of turn 3.
BYE
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 01:59:46
Subject: How to use Stompa's correctly?
|
 |
Furious Fire Dragon
|
for the supa gatler, when you roll 2d6 for the amount of shots and say you rolled a 3 and a 2. Then you rolled a 3 and a 5, would this count as doubles or does it only count if it is 1 roll and you get doubles like a 4 and a 4?
|
Homer: Your mother has this crazy idea that gambling is wrong. Even though they say it's okay in the Bible.
Lisa: Really? Where?
Homer: Eh, somewhere in the back |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 08:20:42
Subject: How to use Stompa's correctly?
|
 |
Speedy Swiftclaw Biker
Sydney
|
Charge
|
Shake this square world and blast off for kicksville. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 12:41:01
Subject: Re:How to use Stompa's correctly?
|
 |
Fresh-Faced New User
|
I'm pretty sure that the supa-gatler stops shooting when you roll a double when rolling 2D6 to hit when targeting any single unit after the first. So once you roll doubles for an example  &  or  &  , then the weapon stops immediately. This weapon is awesome but for only one round of shooting. I'm actually thinking of replacing one of the large klaws on my Klawstompa to the Deff kannon & Supa-gatler to use it as the normal Stompa instead. It would still have the CC capability but just not as good as before. I don't want either Stompa in CC anyways and I plan on using them too soak up heavy weapons shots so that the rest of my army will make it in CC. Both Stompa's are still WIP and I will add pics when I get a little further along.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 16:38:36
Subject: Re:How to use Stompa's correctly?
|
 |
Fresh-Faced New User
|
For the Normal Stompa version, do you have a choice not to shoot the co-axial Psycho-Dakka Blasta weapon? So for a couple turns you could just shoot the Supa-Gatler weapon (2D6) and not run out of ammo when rolling a double to hit? And when the time comes, when you final do shoot the Psycho-Dakka Blasta weapon and run out of ammo and not have the option to use the Supa-Gatler for the rest of the battle. A 2D6 str 7 ap 3 weapon is damn nice to keep firing without having it run out of ammo for the rest of the battle on the first turn. Or does everyone jump too the first opportunity to use the Psycho-Dakka Blasta weapon?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/27 22:27:09
Subject: How to use Stompa's correctly?
|
 |
Hardened Veteran Guardsman
|
use the out flank strategem and fill the thing with either lootas, cyborks, burna boyz or stormboyz. then be ded kunin and wait till turn 2 when some of the better stuff is dead and then charge on from the side, unload cargo of boyz and ammo, then use that titan close combat weapon on th nearest super heavy tank you can find. that should make back it's points.
oh and always shoot the super gatler on the first opportunity or you'll probabaly never get to shoot it.
|
Vompire, welcome to Dakka. Please use punctuation in the future. You’re arguments will be sign with greater merit and you’ll avoid people calling you on it.
Jfraz (MOD)
Jfraz thinks this phrase is 'more gooder'. |
|
 |
 |
|