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Made in ca
Squishy Squig






I've been looking through the codex and I have a question about the Stormboyz.... using them as a main attack source. Good idea or Bad?

I plan on getting a Mek with KFF (cause that seems to be what is suggested to a lot of people for HQ choice) and possibly a Warboss. Also a mob of Nobz and then boyz, boyz, boyz. I'm still debating on the trukk for some quick transport, but my bank account weeps for its lost innards every time I look at the Warhammer 40k section at the hobby shop. I also have a gretchin group with a Runtherd (haven't put it together... can't decide of the prod or the grabber.... though prod seems to be the best option if i bring them along)

Anyways, Thanks ahead of time!

WAAAAAAGH!
   
Made in us
Stabbin' Skarboy








Bad. Stormboyz are an edge case unit and lack versatility. If you're just starting out stay far away from them.

The AOBR box you appear to have is a decent start. Trukks aren't necessary at this point so don't bother. Buy a few boxes of lootas, add them to your Black Reach box and you're on your way.

   
Made in ca
Squishy Squig






Ahh. Awesome, thank you! I wasn't 100% sure... i just saw that they could move an extra d6 and thought that for something that gets right in and can start brawlin that they may have worked good. The lootas were on my to buy list in full squad quantities, so that will be covered this weekend after pay day

ORKS ORKS ORKS ORKS!  
   
Made in gb
Grovelin' Grot




storm boyz are best uesd as a unit that stops enemy fast atack hiting your lines because of the extra movement.
espetialy enemy jump infantry
   
Made in ca
Squishy Squig






Ahh... so maybe i will take a unit of them. I'll have to get my list up when i get home tonight.

ORKS ORKS ORKS ORKS!  
   
Made in us
Stabbin' Skarboy







piezzz wrote:storm boyz are best uesd as a unit that stops enemy fast atack hiting your lines because of the extra movement.
espetialy enemy jump infantry


This is a scenario where you could conceivably use them but 90% of the time Orks are moving across the table to attack not holding a line. Jump infantry that run into a 20 or 30 strong boyz unit are probably going to lose that assault anyway.

Vanilla Boyz cost 6 points and die easily without a cover save.

Storm Boyz cost 12 points and die easily without a cover save and the vast majority of the time cannot achieve cover without a dangerous terrain test.

So basically you're paying twice the points for increased movement but you're doing it a for a unit that is even more fragile than a regular boy when taking shooting and identical in assault.

As I said before there certainly are uses for them as an edge case but you probably won't find any in a 1000 or even 2000 point list. 2500 points or more? Possibly as a utility choice but if I'm starting an ork army they're gonna be one of the last units I actually buy.




   
Made in ca
Squishy Squig






Alrighty I think I have a starter list taken mostly from the AoBR set. I am at work at the moment so I don't have my codex to double check points and whatnots but I'll update when i get home.

HQ:
95pts Warboss- PK, TL shoota, 'eavy Armour.

Troops:
111pts 10 Slugga Boyz (+1 Nob w/ PK, 'eavy Armour, Bosspole)
111pts 10 Slugga Boyz (+1 Nob w/ PK, 'eavy Armour, Bosspole)
45pts 10 Gretchin (+1 Runtherd with prod)

Fast Attack:
45pts Deffkoptas- TL rokkit
45pts Deffkoptas- TL rokkit
45pts Deffkoptas- TL rokkit

497 points?

How does that look? I took the advice to not use the Stormboyz but if I get playing bigger games (those 2500+ ones) I might get them stuck in. I have a box of lootas i want to put together, and more nobz... maybe a mob of nobz?

This message was edited 2 times. Last update was at 2009/04/01 02:44:37


ORKS ORKS ORKS ORKS!  
   
Made in us
Fresh-Faced New User




I find that boyz mobs that are low in number are fairly weak, as they die easily without a cover save. Although you've only got 500 pts there, so it's hard to fit them in. For 500pts, that looks fun enough.

You would probably benefit the most from more boyz before anything. A mob of 30 boyz w/ a hidden powerklaw is extremely intimidating if it gets close, and fairly difficult to take down if you get them a +4 cover save somehow (screen them w/ the grots or KFF gives a +5). Not to mention, it's only 225 pts for 30 boyz and a decked out nob. I tend to always start armies with two big vanilla scoops of slugga boyz and add sprinkles on top.

If your boyz are dying before they get into melee, the solution is more boyz, am I right?
   
Made in ca
Squishy Squig






Ahh. Well, as it stands I will probably ust test this one out in my first game. Other than that thank you. I'll be looking forward to getting more boyz then and pumpin them up. I do want to play casual fun games so I'm not too much for Uber tactics yet. Maybe when my buddies start getting bigger armies too.

ORKS ORKS ORKS ORKS!  
   
 
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