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![[Post New]](/s/i/i.gif) 2011/09/15 04:27:06
Subject: Stormboyz would anyone recommend?
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Fresh-Faced New User
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They seem like fun units to paint and use but at nearly twice the point value (12 vs 7 boy w/stikks) are they worth fielding?
Thanks
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![[Post New]](/s/i/i.gif) 2011/09/15 04:50:05
Subject: Stormboyz would anyone recommend?
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Mekboy Hammerin' Somethin'
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Short answer: yes.
Unless you think 12 points is too much for a Furious Charging Ork with a potential 24" charge range.
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![[Post New]](/s/i/i.gif) 2011/09/15 04:59:58
Subject: Stormboyz would anyone recommend?
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Fresh-Faced New User
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hungryp wrote:Short answer: yes.
Unless you think 12 points is too much for a Furious Charging Ork with a potential 24" charge range. 
Thank you for the input. I can see them ruining a few days and krumpin lotsa heads.
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![[Post New]](/s/i/i.gif) 2011/09/15 06:16:38
Subject: Stormboyz would anyone recommend?
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Longtime Dakkanaut
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You need to protect them (by hiding them behind other troops or terrain) before they get into combat, coz they die just as fast as normal boyz, but otherwise they can be quite effective. Just remember to use them for things your normal boyz couldn't do, otherwise you might as well have saved points and taken boyz.
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![[Post New]](/s/i/i.gif) 2011/09/15 08:13:32
Subject: Stormboyz would anyone recommend?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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They are great counter-charge units, but are less efficient than boyz in assault. As long as you can hide them behind your vehicles and only hop out when something gets close they'll do a good job at keeping your stuff safe. Another option is deepstriking them with Zagstrukk, a high risk high gain strategy. If they land on target, they will deal a devastating blow to your enemy, if they don't, the are usually dead meat, even if they don't mishap.
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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. |
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![[Post New]](/s/i/i.gif) 2011/09/15 12:23:19
Subject: Stormboyz would anyone recommend?
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Human Auxiliary to the Empire
Dartmouth, NS
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They definitly are worth fielding. Despite the chance of exploding on a move, they can potentially charge 24" and in a squad of 20 stormboyz, they also have the potential to severely cripple an enemy unit.
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Proponents of the greater good. Bringers of enlightenment. Children of a greater destiny.
Aur'ocy shath'r'i tskan sha Tau'va. |
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![[Post New]](/s/i/i.gif) 2011/09/15 16:12:44
Subject: Stormboyz would anyone recommend?
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Stabbin' Skarboy
WHEREVA DA FIGHTIN IZ BEST
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oh ya stormboys can be GREAT for assault.
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![[Post New]](/s/i/i.gif) 2011/09/15 16:29:36
Subject: Stormboyz would anyone recommend?
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Mekboy on Kustom Deth Kopta
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stormboyz are hti or miss... I usually liek the combine with zag method when fielding them... though I rarely field them as i find rokkit buggies far more effective and onle 35 points each
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10000 points 7000
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![[Post New]](/s/i/i.gif) 2011/09/15 18:36:04
Subject: Stormboyz would anyone recommend?
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Fixture of Dakka
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hungryp wrote:Short answer: yes.
Unless you think 12 points is too much for a Furious Charging Ork with a potential 24" charge range. 
30" potential charge.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2011/09/15 19:21:01
Subject: Stormboyz would anyone recommend?
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Tail-spinning Tomb Blade Pilot
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DarknessEternal wrote:hungryp wrote:Short answer: yes.
Unless you think 12 points is too much for a Furious Charging Ork with a potential 24" charge range. 
30" potential charge.
Incorrect, 24" potential. Storm boyz do not have Waaagh! as it was an errata in the FAQ.
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Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun. |
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![[Post New]](/s/i/i.gif) 2011/09/16 01:17:05
Subject: Stormboyz would anyone recommend?
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Fresh-Faced New User
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Dave-c wrote:DarknessEternal wrote:hungryp wrote:Short answer: yes.
Unless you think 12 points is too much for a Furious Charging Ork with a potential 24" charge range. 
30" potential charge.
Incorrect, 24" potential. Storm boyz do not have Waaagh! as it was an errata in the FAQ.
12" move, 6" potential bonus move then 6" to charge correct?
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![[Post New]](/s/i/i.gif) 2011/09/16 01:56:27
Subject: Re:Stormboyz would anyone recommend?
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Mekboy Hammerin' Somethin'
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I always make room for 15-20 Stormboyz in my Kan Wall List. Basically any foot list they excel. The reason being is there speed. I usually run 3 mobs of 30 boyz the Stormboyz walk/run behind my 30 man mobs. When they need to they got the speed to jump over them and apply some pressure where needed. Also keeping them in reserves on a spearhead deployment really teaches your opponent how fast they can be if they stray to close to your board edge.
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![[Post New]](/s/i/i.gif) 2011/09/16 03:40:21
Subject: Re:Stormboyz would anyone recommend?
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Smokin' Skorcha Driver
Tucson, Arizona
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Ive used Stormboyz plenty of times and I find them lacking a bit. Basically theyre just boyz with rokkit packs so my opponent usually shoots them up pretty quickly. I think deffkoptas and rokkit buggies are a lot better option for a fast attack choice in a competetive sense but just for fun go ahead and try them out.
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2011/09/16 03:48:07
Subject: Re:Stormboyz would anyone recommend?
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Flashy Flashgitz
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Nope, regular boyz in a trukk do it better...
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7 Armies 30,000+
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![[Post New]](/s/i/i.gif) 2011/09/16 04:23:03
Subject: Stormboyz would anyone recommend?
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Grovelin' Grot
Vancouver, BC
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The only reason I don't run them very often is because they are a Fast Attack unit and I like my buggies and koptas
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![[Post New]](/s/i/i.gif) 2011/09/16 04:39:02
Subject: Re:Stormboyz would anyone recommend?
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Mekboy Hammerin' Somethin'
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As with many units in the codex, Storm boyz are boyz with a few extra gubbins. If you like the idea of having boyz with no increased durability whilst having greater speed, then go for it. They're expensive, so don't make the choice flippantly. I choose to put boyz in a trukk, gives em great range and a bit more durability. With orks, there's just always a cheaper and more effective option.
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![[Post New]](/s/i/i.gif) 2011/09/16 06:02:39
Subject: Re:Stormboyz would anyone recommend?
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Homicidal Veteran Blood Angel Assault Marine
HIDING IN THE METAL BAWKSES!!
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CageUF wrote:Nope, regular boyz in a trukk do it better...
Only if you are doing speed freaks.
In foot lists stormboyz have their place as a fast mobile asset.
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![[Post New]](/s/i/i.gif) 2011/09/16 11:18:03
Subject: Re:Stormboyz would anyone recommend?
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Longtime Dakkanaut
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Jackster wrote:CageUF wrote:Nope, regular boyz in a trukk do it better...
Only if you are doing speed freaks.
In foot lists stormboyz have their place as a fast mobile asset.
Even in a speed freaks list storm boyz do it better. You take loads of trukks the enemy lines up who they want to be charged and then the stormboyz jump over and attack anyone the trukks can not reach. The storm boyz hide behind trukks until that point.
You have to use them really tactically due to cost and stats. They are only there to make sure you can charge every possible unit or to fill in gaps in lines.
My only opposition is that there are other great fast units. Moreover other fast units can take rokkits and you need the antitank capability.
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![[Post New]](/s/i/i.gif) 2011/09/16 11:35:20
Subject: Stormboyz would anyone recommend?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Their real problem is them dying just like boyz to templates, anti-infantry fire and cc experts. If you throw 20 boyz at any given unit(not CC experts), you lose four boyz, kill some of them, stay in combat for a turn, lose another two or three boyz and then kill them. If you killed a tac squad doing this, you just spent 36 points of boyz to kill a ~120 points squad. If you do the same with storm boyz you lost 72 points to do the same. If a random vehicle nearby explodes, they get shot by something nearby or even counter-assaulted you quickly start losing a lot of points. In addition, your opponent will almost always pick shooting stormboyz over regular boyz. Hiding the unit might help, but if there are barrage weapons around, they still might die quickly.
When deploying them at the beginning, they don't really hold a straw compared to warbikers, deepstriking with Zagstrukk kind of raises them to their level, despite the high risk.
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This message was edited 2 times. Last update was at 2011/09/16 11:36:06
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. |
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![[Post New]](/s/i/i.gif) 2011/09/16 12:32:32
Subject: Re:Stormboyz would anyone recommend?
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Sacrifice to the Dark Gods
Somewhere in the West Pacific
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A buddy of mine and I tag teamed a large scale 6000 point 2vs2 battle a couple of weekends ago using Stormboyz and Raptors (He was orks, I was Chaos) against an Army combo of IG and Grey Knights. His Stormboyz ended up doing the majority of the work, as they were a larger squad, so my raptors hardly contributed. However, the amount of damage and the speed in which they could deliver it was well worth the point value of the squad itself. Their rampage ended kind of early, yes, but only because they ran into a Land Raider and several flamer templates. They did their job though, carved a way through the enemy lines and immobilized a 150pt landraider as well as rip off two of it's weapons. Right after they died, the rest of the green tide rolled in to solidify the ground they gained. So, they died, yes, but in the overall view of the course of the battle I believe they served their purpose well even in death. Not only distracting that land raider and the majority of the IG on that flank but also bringing that land raider down to one weapon and no treads, easy kill for the foot slogger with a power claw that followed up directly behind them.
On the other hand, if I brought this same example down to a smaller point game, say perhaps 1000pts, and the same happened I'm not so sure losing 240(ish) points worth to the same cause would be worth it. Considering, the target was only 10 points higher in value and in a smaller game every point counts. You would need to be sure that making that sacrifice gains you a huge tactical advantage for the rest of your army to feed off of.
Personally, I would vouch for Stormboyz but that's probably because I'm a Chaos player who praises raptors and tends to use Blitzkieg style tactics. That and working along side Stormboyz the other weekend was awesome!
Well that's my two cents anyways...
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This message was edited 1 time. Last update was at 2011/09/16 12:35:11
5000pts and rising 8 wins 1 losses 1 draw
4000pts 5 wins 5 losses
600pts 0w - 0l
600pts 0w - 0l
1000pts 0w - 0l |
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![[Post New]](/s/i/i.gif) 2011/09/16 15:00:40
Subject: Stormboyz would anyone recommend?
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Growlin' Guntrukk Driver with Killacannon
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Cool models, really a great chance for conversions, and a potential for unique look for each model.
Gameplay wise, it fills a niche for the codex but it isn't one that needs to be filled. Deep striking orks would be cool but not worth the points you pay for each model. The fact that they can explode when you use them makes them both awesome from a fluff standard, and horrible from a gameplay standard.
-cgmckenzie
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1500 pts
3000 pts
4-5k+pts
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![[Post New]](/s/i/i.gif) 2011/09/16 17:31:47
Subject: Stormboyz would anyone recommend?
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Mekboy Hammerin' Somethin'
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cgmckenzie wrote: Deep striking orks would be cool but not worth the points you pay for each model.
Deep Striking a 20 man unit is just not a good idea, without or with out Zagstruck. The footprint is just to big.
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![[Post New]](/s/i/i.gif) 2011/09/16 19:34:00
Subject: Stormboyz would anyone recommend?
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Growlin' Guntrukk Driver with Killacannon
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But 20 orks falling from the sky! What's not to like about that?
-cgmckenzie
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1500 pts
3000 pts
4-5k+pts
======Begin Dakka Geek Code======
DS:80-S+G++M+++B+IPw40k10#++D++A+++/hWD387R+++T(D)DM+
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![[Post New]](/s/i/i.gif) 2011/09/17 14:22:05
Subject: Stormboyz would anyone recommend?
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Like most here have said, they are hit or miss. Deepstriking with zagstrukk is hilariously fun, but very dangerous. If it works though, it's devestating. Zagstrukk is also pretty cool, as he ensures passing moral checks at 12 points per failure.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/09/17 14:31:13
Subject: Stormboyz would anyone recommend?
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Awesome Autarch
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Stormboyz are a great unit. As others have said, they are list dependant, as are most units, but their speed is amazing and having the ability to put a unit where you need, when you need it is incredibly useful. They have so many uses and personally, I love them. Plus the models are fantastic.
They can be a blitzkrieg unit, getting into enemy lines turn 2, they can lurk midfield, going where needed, they can reserve and strike from the board edge with a huge reach, they can deepstrike (as said, very risky). They are just very versatile and a great addition to many ork lists.
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![[Post New]](/s/i/i.gif) 2011/09/17 14:40:53
Subject: Stormboyz would anyone recommend?
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Pewling Menial
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Stormboyz are good (potential 18" move with a 6" charge) theyed be better if we could give them eavy armour. I only use them in large games like 2k and up (i prefer bikes and kopptas) Zagstrukk i find is a waist of pts. He would be better if he made his squad into troops, or at least make them scoring units. But all in all there "ok"
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![[Post New]](/s/i/i.gif) 2011/10/04 00:49:37
Subject: Stormboyz would anyone recommend?
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Mekboy Hammerin' Somethin'
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As far as deep-striking Orks being too big a target with their large footprint and Zagstruck being a waste of points, these two problems mostly even each other out.
If you want to deepstrike them, Zagstruck is vital to the plan, allowing you to charge on the turn you arrive rather than getting shot up in your opponent's coming turn. You have to be bold with him. If you're fine with hopping from cover to cover, yes, he's a point sink, though he does hit hard. Personally, I have a hard time turning my nose up at 6 I4 Klaw attacks.
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![[Post New]](/s/i/i.gif) 2011/10/04 22:01:49
Subject: Re:Stormboyz would anyone recommend?
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Yellin' Yoof
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Also with zagstrukk most forget that i think the klaws work every time he charges, not just the deepstrike assault. if you are lucky with the deepstrike, then you can hope for a second and maybe third 24" I4 S9 powerklaw charge (depending on how the squad holds up!)
it also means that if you miss the deepstrike, and survive the ensuing barrage (!), you will still get him into assault with pretty much any unit in their army. with a 24" charge you could reach them all!
I like him personally, awesome model, character, rules and fluff that brightens up any game  its the pesky deepstrike rules that need changing just to suit zagstruk!
Leaving him at home and using a regular unit may be safer, but it sure is less fun and less satisfying!
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![[Post New]](/s/i/i.gif) 2011/10/12 14:13:48
Subject: Stormboyz would anyone recommend?
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Human Auxiliary to the Empire
Dartmouth, NS
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I definitly reccomend using stormboyz. I played a 1500 point game and 10 Stormboyz + Zagstruck was one of my units.
The came in right where I wanted em and charged into a tank. Zags 4-5 power claw attacks on a charge at regular initiative is vicious.
I find if you do decide to take zagstruck, the unit of stormboyz becomes a carrier. Much like how a squad of boys is a carrier for a nob.
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Proponents of the greater good. Bringers of enlightenment. Children of a greater destiny.
Aur'ocy shath'r'i tskan sha Tau'va. |
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![[Post New]](/s/i/i.gif) 2011/10/12 15:50:21
Subject: Stormboyz would anyone recommend?
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Flashy Flashgitz
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xxmintyfreshxx wrote:I definitly reccomend using stormboyz. I played a 1500 point game and 10 Stormboyz + Zagstruck was one of my units.
The came in right where I wanted em and charged into a tank. Zags 4-5 power claw attacks on a charge at regular initiative is vicious.
I find if you do decide to take zagstruck, the unit of stormboyz becomes a carrier. Much like how a squad of boys is a carrier for a nob.
Zag is one of the only reason I'd ever suggest taking stormboyz (The others being if you just like fluffy armies, or if you have a particular attachment to the models, and lastly if you want to run a full squad of 20).
11 Storm Boyz + PK Nob = 179pts
11 Vanilla Boyz + PK Nob + Trukk = 142pts
So you can take the same punch in a trukk and then add another 6 boyz somewhere else in the list for the same cost as the storm boyz.
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7 Armies 30,000+
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