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Made in us
Regular Dakkanaut





Eureka, CA

I have an Ork army of about 750 pts. I have 4 Trukks, a Warboss and a Big Mek with KFF. I also have 10 grots to throw in time to time for objectives.

I was wondering if stormboyz would help my list out and how well their synergy with trukks would work. I suppose I can hide them behind the trukks until they get into assault range, that way whatever trukk boyz that make it to the enemy are striking at full force while the stormboyz go to tie up any units that I need dead right away. I would probably use a squad of 12-15. Any thoughts?
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well as far as movement yea they would work well together, they would also work great as counter assault units and to bolster combat where it needs to be. Infact a guy on DAKKA uses stormboyz often enough and says thats the best way to use them, never use them to assault, only use them to bolster and whatnot. So Id say give it a go, ya never know it might work rather well for you.

The problems though are obvious, they are costly and die easier then a normal boy does
   
Made in us
Liche Priest Hierophant






You know what's funny? That whole "Bolster, don't Assault" thing actually fits their fluff a little. They're the ones that do drills, march in order, learn actual Military Tactics, and would be the Orks (aside from Kommandoes) that would be most likely to think all Kunnin' like, and be Blood Axes.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

lol yea thats true. But the thing most people do wrong with them, is they take a unit, and since they are quick, that unit gets ahead of everyone else. So its basically a unit of boyz, that usually lose a boy or 2 on the way, and then its just that unit against the entire enemy army. Then they wonder why stormboyz suck so badly. Its not that they suck, but even 30 ork boyz would get slaughtered if in the enemy field of fire



Bolter and counter assaults, thats where they shine. So f you use them, Id say hide them behind those trukks as much as possible. That way they are as fresh as possible when you drop them on units
   
Made in nz
Longtime Dakkanaut





New Zealand

Makes sense. Being attacked by one unit of trukk boys or one unit of stormboyz isn't too scary - but both at the same time is something to worry about.

But the question still to ask is: on the kind of terrain you regularly play on, would you be better off simply having another trukk squad instead of the stormboyz?

Still, as you already have 4 trukk squads, stormboyz would give you some variety - you can choose which trukk is best accompanied by the stormboyz in each game.
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I love my Stormboyz, but I have yet to use them with a mech list I have been meaning to try that. I use my Stormboyz with my foot lists they run in the backfield and then jump into combat with my other units.

   
Made in us
Lord Commander in a Plush Chair






I totally agree with KingCracker; use them in exactly the same manner as 'nilla Assault marines(or rather "counter assault marines"); they are poor "forward assault" elements, but pretty darn good defensive units.

Keep the "reserved"(not in reserves, but behind your main lines), and have them "pop out" when enemy heavy assault troops are close enough to threaten your good units.

Again points cost hurt them in this roll, but they are better than 'nilla AMs in assault to begin with, so...

Also 10-20 is the best size for them, always with either a BP+PK nob, of Zagstruck(an I4, Str 9 power weapon with 5, WS5 attacks is really dang awesome, even for 85 extra points).

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Note that Zagstrukk has to deepstrike, making it difficult to use him defensively.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Thats why I left Zagstruk out of it. The only time you should take him, is with a maxed out unit of stormboyz, and use them in conjunction with kommandos and deffkoptas. That would be fun dumping ALL that onto your opponent
   
Made in us
Liche Priest Hierophant






"Okay, done deploying."

"You only have 20 Boyz and a Big Mek on your side. Where's the rest of your army?"

"They're coming in later. Reserves, you know."

"...Right. I'll just sit back here, away from that Shokk Attakk Gunn. You use your strange 'reserves' tactic if you want."

Later in the game.


"What are you rolling for? I'm almost done killing your Boyz, and you don't get any more saves."

"I'm seeing if my Reserves come in. They do."

"Okay, you gonna finally bring your Trukks on now? I don't think they're gonna be that effective this late in the game."

"No, not Trukks." Pulls out 40 Stormboyz, 5 Deffkoptas, and waaay too many Kommandoes. "So which of your table edges do you think I should decimate first?"

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

That would be fun, and a really nice counter to an alpha list thats for sure. That would be a hard counter too, where/what do you start with when sudden a massive unit of stormboyz + Zaggy, kommandos and a crap ton of koptas zip in from everywhere?
   
Made in us
Lord Commander in a Plush Chair






KingCracker wrote:That would be fun, and a really nice counter to an alpha list thats for sure. That would be a hard counter too, where/what do you start with when sudden a massive unit of stormboyz + Zaggy, kommandos and a crap ton of koptas zip in from everywhere?


Excepting that 20 deep-striking storm boyz take up as much real-estate as a land raider; and we all know what a good idea deepstriking a Land raider is, right?

Also the nature of deepstriking all those units means they are not likely to all show up in the same turn(you must start rolling for reserves on turn 2, and your units must be deployed as soon as they become available); so anvildude's entire scenario(not deploying them until he wants to) will fail.

You can mitigate deep-striker damage pretty well through deployment/ movement as well.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in gb
Krazed Killa Kan






Newport, S Wales

I use a big mob of them in my force, i won't go to the table without at least 15 + pk nob.

I use them as a primary assault mob, but you have to choose your targets, as they can be a bit of a glass cannonball. A good tactic is to do some cover-hopping, then plow them into your opponents backfield shooty units a turn or two before the boyz hit the front lines.

They also make excellent tank snipers, that 12+d6 threat range is great for delivering a PK directly into rear armour

DR:80S---G+MB---I+Pw40k08#+D+A+/fWD???R+T(M)DM+
My P&M Log: http://www.dakkadakka.com/dakkaforum/posts/list/433120.page
 Atma01 wrote:

And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!


Phototoxin wrote:Kids go in , they waste tonnes of money on marnus calgar and his landraider, the slaneshi-like GW revel at this lust and short term profit margin pleasure. Meanwhile father time and cunning lord tzeentch whisper 'our games are better AND cheaper' and then players leave for mantic and warmahordes.

daveNYC wrote:The Craftworld guys, who are such stick-in-the-muds that they manage to make the Ultramarines look like an Ibiza nightclub that spiked its Red Bull with LSD.
 
   
Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

It took me a long time to learn how to use Stormboyz, but once you've got the knack theyre invaluable.

As someone else pointed out, their strength is not in assaulting straight up. They're fast, but theyre very fragile, going up against enemy assault units they'll smash straight into them on turn two and break like water against rock.

They're so fast they work really well as rapid response, to reinforce the game if you're getting bogged down in a certain area. Likewise counter charge.

Also, a lot of people underestimate their threat radius, so if you can hug cover & get them into a good position, they work well for chasing away units that sit at the back of the board like Long fangs, heavy weapon teams & lootas. Likewise, they're great for krumping vehicles like vindicators that usually just sit still.

Just realised Legion_zero said basically the exact same thing. oops. Well, what he said!

This message was edited 1 time. Last update was at 2011/06/26 19:41:54


=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======

"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."

- Lord_Blackfang on moving large units


 
   
Made in us
Regular Dakkanaut





Eureka, CA

thanks for the input. I like 15 with a pk nob idea. once my boyz start having their trukks blown up, I need a counter assault unit to save them, or whatevers left of them. When the enemy attacks even 12 orks stand no chance...so I just throw 15 more at them with jumpacks. jobs a good 'un.
   
 
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