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![[Post New]](/s/i/i.gif) 2010/05/14 05:18:13
Subject: Deepstriking Stormboyz
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Screamin' Stormboy
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So I'm having a bit of a dillema right now. I want to try Stormboyz out, and I have decided against Zaggy. Yep, no Initiative Powerklaws for me!
Still, I want ro run them due to their speed. I have a nice 15 man unite with a tooled out PK Nob. The works. Here's the question however, how do I deploy them?
On the one hand, Deep Striking is lots of fun, really cool, and lets me get to places I really REALLY need to go. The problem is that its both unpredictable, relies on those all too terrible Dice, and more than that, I could loose an entire unite before they even hit the board if it all goes wrong! D:
So my question is this. Should Stormboyz use those rocket packs to get from one side of the board to the other or should they go straight for the throat. Without Zaggy I have flexibility, but the fact I can't assault after hitting the board, and all I've got are those....Sluggas...is a bit disheartening.
So Jump-slogging or Deep Strike?
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Time ta make sometin' fun! |
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![[Post New]](/s/i/i.gif) 2010/05/14 08:45:10
Subject: Deepstriking Stormboyz
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Crafty Clanrat
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It really depends what mission you are playing, what type board you are playing on and what you want them to do in that particular game.
For instance, if you were facing an IG gunline you could deep strike them behind a tank (hopefully also behind cover) then next turn assault the tank's rear with te PK Nob to pop it before running into the next target, provided you don't get killed by the explosion.
Stormboyz aren't that point efficient but they sure are Orky! Just consider who you are fighting and what they will be needed to accomplish and the answer should become apparent.
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![[Post New]](/s/i/i.gif) 2010/05/14 13:21:26
Subject: Re:Deepstriking Stormboyz
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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False dilemma.....
If you don't have Zagstruk, you may not deepstrike.
If you have Zagstruk, you must deep strike.
Your only deployment issue is to put them on the table or hold them in reserve to come on from the back (which has no point). IE, jump-slogging as you call it.
Their most effective use is running them up the field behind trukks or battlewagons; preferably massed trukks for speed conformity.
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![[Post New]](/s/i/i.gif) 2010/05/14 16:32:14
Subject: Re:Deepstriking Stormboyz
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Longtime Dakkanaut
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Standing by for an FAQ reference but:
Stormboyz are listed as Jump Infantry in Orks current codex.
5th Edition main rulebook says in the Jump Infantry section:
"All jump infantry units may enter the battle by 'deep strike', as exaplained on page..."
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![[Post New]](/s/i/i.gif) 2010/05/14 19:05:29
Subject: Deepstriking Stormboyz
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Mekboy Hammerin' Somethin'
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I have tried this in the past, but found their performance similar to that of outflanking kommandos...
There are only so many spots you can deep strike a 15 man squad and not get assaulted, or double tapped to death...
However you do have that 19-25" assault range so it may not hurt to deep strike about 25" away and run toward what you are aiming at. Then you could assault it by moving 12" plus an extra d6", then 6"...
Points wise, you get better boy to point ratio by using trukk boyz... until you hit 20 stormboyz as the price is comparable to 20 boyz in a battlewagon...
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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