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Made in za
Drop Trooper with Demo Charge





South Africa

Hi all.

Recently played my first few games with my orks (got the army from a friend, long story ). And I am struggling to use the stormboys. I dont know how to use them, or were to place them ect.

If any of you could give me tips on what to do with these mad buggers, the emperor will bless you.

Lost my old page, so check out Ricekake87 for all my old stuff
1500 and growing 2000+pts 3000+pts
 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

How big is the unit you have?

I'd suggest just getting a maxed out squad and flying them directly towards the enemy. Effectivly they are just normal boy's with jump packs, so I'd use them as a 1st wave in a green tide sort of list.

Then your opponent they have to shoot at first, this will allow your other units to get forward more easily.

   
Made in us
Regular Dakkanaut





They're not very good, and depending on who you talk to (myself included), I would say they're not competitive, because they're overpriced.

I'm of the opinion that you need Zagstrukk for them to be good, because you can assault with them out of the deepstrike with non-I1 powerklaw attacks - it's great.

If you don't take him - meh. They come in, do nothing, and get shot up with awful saves and high point costs.

If you keep struggling with them, write them out of your lists, and use the jumpacks as Rokkit Launchas for your other squads: and if you want to, in a fun friendly game, use them as Stormboyz again. The beauty of the Orks is that you can do pretty much anything without fear of losing $ because of wasted models.

Armies | Orks (2000 - Magna-Waaagh!) - | Blood Angels (1500 - Sylvania Company) - | Dark Eldar - (1500 - Kabal of the Golden Sorrow) - | Salamanders (1000 - Vulkan Ravens) - | Chaos (1500 - Wisdom and Wrath) -  
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I've seen them used effectively against aggressive opponents. The speed that they can hit is equal to trukk boyz but the squad size of 20 can work to your advantage.

The problems- as noted - is the cost. It is really a commitment to them when you figure it costs you 120 bonus points for that 20-man squad. That can be a battlewagon or 2 or 3 trukks that you cannot field.

They are not a game winner and if they hit unsupported they will die, but if you time it so they hit 1 turn before your main assault, they can keep da boyz relatively unscathed until the waagh turn.

2000
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WIP
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Made in cn
Shas'la with Pulse Carbine





Hong Kong

They are good. You need 15-20 and jump them from terrain to terrain. They are good but they are expensive. Get them around the flanks and behind trukks if you have them. Leaving them in reserve for saving your objectives later in the game work to. Just leave them behind terrain and wait. They have jump packs so they can move over terrain and assault 18+d6. Don't get zagstrukk. He just makes them even more overpriced.

Stormboyz are the fastest foot units in the game so don't overrule them so fast. A lot of people over the internet say they are good so look around.

I suggest you look in the dakka articles as well for ork tactica. They have a good entry for storm boyz. Im not sure about the previous poster's experiences with stormboyz but trust me they are good.






 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Stormboyz. I love Stormboyz. They are probably my favorite Ork unit that I own. They can be tricky to use, but are incredibly effective when used properly. I view them as a counterattack mob with a huge threat radius. They're not a dedicated assault unit, and that's where a lot of people use them incorrectly. Counterintuitively, Stormboyz should not be in the first wave of mobz hitting the enemy. They are there to back up any mob struggling to deal with its target.

Never take Zagstruk. You're paying 45pts over the Nob to gain the ability to assault after deepstrike and have an Init order PK. This is not worth it because to make use of the deepstrike assault you must land within 6" of the enemy unit with no way to reduce scatter. Also, if you fail to wipe the unit you assault, you lose that PK entirely and have to try to win with a bunch of S3 Orks. Zagstruk just makes you deepstrike aggressively and risk mishaps to maybe hurt a squad before you get wiped due to lack of Power Klaw.

Always take max mobs. Your Stormboyz will get shot on the way to the enemy and you need extra bodies to take those bullets.

Stormboyz are not a unit you can just throw into any list and watch them go, like Lootas. You have to design your list to support your Stormboyz so they can perform optimally. I suggest screening them with Trukks and a KFF. They can move as fast as the Trukks and once the boyz get out, the Stormboyz can start counter-assaulting. Alternatively, you can keep them in reserve (not deep-strike) and use them as area denial to defend your deployment zone.

Always keep your Stormboyz in cover, and you should have a lot of success using them in the ways I've describe above. Check my battle reports for lists that use them, and to see how cool they can be.

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Thats why I havnt posted my thoughts on them, Ive honestly NEVER used them. And I would of thought to use them aggressively AND take Zagtruk as well. See and that probably would of made them not perform so well with me. Ill have to take that tactic in mind and give them a shot once or twice. Oddly enough Ive felt like my trukk mobs needed some type of extra umph as well and never thought about using stormboyz.
to Claypool for that one
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Trukk Boyz most definitely need that extra CC punch, and Stormboyz offer an easy way to put more bodies on the field once your Troops are maxed out. I think my favorite quote about Stormboyz is, "Don't think of them as 12pt boyz; think of them as boyz that fit in a Fast Attack slot" (Dakka Ork Tactica).

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in us
Regular Dakkanaut





daemon wrote:They have jump packs so they can move over terrain and assault 18+d6.


They can't Waaaagh, if that's what you mean by that.

Armies | Orks (2000 - Magna-Waaagh!) - | Blood Angels (1500 - Sylvania Company) - | Dark Eldar - (1500 - Kabal of the Golden Sorrow) - | Salamanders (1000 - Vulkan Ravens) - | Chaos (1500 - Wisdom and Wrath) -  
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Magnalon wrote:
daemon wrote:They have jump packs so they can move over terrain and assault 18+d6.


They can't Waaaagh, if that's what you mean by that.


I'm sure he meant their 12+d6" Rokkit Pack + 6" assault move. Stormboyz with the Waaagh would be incredibly nasty.

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in us
Regular Dakkanaut





Yea - I would have NO doubts if they could

Imagine Waaaghing from the Zagstrukk deepstrike! He'd be worth it too.

Also earlier when I implied that you should take Zag, that's if you roll with the Orkiness of the unit, and just take a chance 1" away from an opponent, and hope you hit for that assault . My friends do it with Daemon flamers - why can't Orks?!

This message was edited 1 time. Last update was at 2010/10/28 19:36:47


Armies | Orks (2000 - Magna-Waaagh!) - | Blood Angels (1500 - Sylvania Company) - | Dark Eldar - (1500 - Kabal of the Golden Sorrow) - | Salamanders (1000 - Vulkan Ravens) - | Chaos (1500 - Wisdom and Wrath) -  
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Because a unit of flamers costs 1/2 of a unit of Stormboyz, their DS footprint is miniscule, and they can be brought down on an Icon....

Stormboyz just aren't cut out for Deepstriking.

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in cn
Shas'la with Pulse Carbine





Hong Kong

Yes claypool you're right. I meant 12 inch movement +d6 from their orkiness and 6 inches for assault






 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

daemon wrote:Yes claypool you're right. I meant 12 inch movement +d6 from their orkiness and 6 inches for assault


These orks essentially act as another way to add in a nob with a powerklaw into an ork army.

For just a bit more than the cost as taking a trukk of boyz, you get a unit that can keep pace with Battlewagons and can act as a tempting target for opposing forces to hit simply because they don't have a transport and offer a KP if they do turn and run. It does distract fire from your BWs, but it also eats a Fast Attack slot, which is a very valuable asset to orks.

   
Made in za
Drop Trooper with Demo Charge





South Africa

What about Deff koptas? Should I take them instead? And how must I use them?

Lost my old page, so check out Ricekake87 for all my old stuff
1500 and growing 2000+pts 3000+pts
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Deff Koptas should be taken in units of one with TL Rokkits and a Buzzsaw. My Fast Attack slots are usually Two Buzzkoptas and a 20x Stormboy Mob.

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I just started using Stormboyz and yes ok they might not be competitive, but who cares! They are just a blast to play around with because of their speed and my LFGS hasn't figured how fast and dangerous they can be yet

Putting them in reserves is awesome because they can come off the back edge with a 19" to 24" assault range

   
 
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