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Made in gb
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

Thanks Grimskull. Seems a bit of a silly rule if it benefits tanks but not infantry in cover. Nevermind

My painting and modeling blog:

PaddyMick's Chopshop: Converted 40K Vehicles

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Grimskul wrote:

It is decent for a kannon wagon list, simply because kannon wagons actually have the range to be outside of 18" from enemy units to benefit from the cover, and being able to fall back and shoot does mean opponent's can't love tap it and prevent you from shooting for a turn. The only rough thing is that even with a SpeedWAAGH!, armour of contempt hurts its damage output significantly and Mek Gunz are generally just better cost-efficiency wise.


Don' t hesitate and try it! Kannonwagons have couple of significant adventages over Mekguns
- FAST as hell. You can position them right every turn!
- 60” so you can shoot diagonaly over the board (synergy with FAST)
- T7!
- free big shootas. Nothing ot write home about but you find them usefull in later turns.
- looks cool

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ca
Gargantuan Gargant






 Tomsug wrote:
 Grimskul wrote:

It is decent for a kannon wagon list, simply because kannon wagons actually have the range to be outside of 18" from enemy units to benefit from the cover, and being able to fall back and shoot does mean opponent's can't love tap it and prevent you from shooting for a turn. The only rough thing is that even with a SpeedWAAGH!, armour of contempt hurts its damage output significantly and Mek Gunz are generally just better cost-efficiency wise.


Don' t hesitate and try it! Kannonwagons have couple of significant adventages over Mekguns
- FAST as hell. You can position them right every turn!
- 60” so you can shoot diagonaly over the board (synergy with FAST)
- T7!
- free big shootas. Nothing ot write home about but you find them usefull in later turns.
- looks cool


Oh, don't get me wrong, I have like 3 looted wagons that I want to run as kannonwagons, and I've always wanted to try out an armoured krumpany list. What kind of list goes well with them though, buggies? And which klan would work best with them? Bad Moonz technically gives them the most besides mayyybe Freebooterz and Blood Axes (though for Freebooterz it's more so they can bypass -1 to hit mods).
   
Made in us
Smokin' Skorcha Driver






I haven't tried them together, but I feel like buggies may not synergize super well with them since you'd likely run them together in freebootas and end up using them as sort of a lower damage output version of mek gunz trying to proc the +1 for the rest of the army.

Badmoonz could be useful for sure for the ap and you'd likely want ghaz in the list which would definitely start making them a bit more scary at potential ap4.

Think I might try blood axes first as it seems to be the best fit for them on paper. Probably would add in 2 wazboms with their stock 36" guns so they can benefit from it too. Definitely would want 2x10 and 1x5 kommandos for the spotted 'em strat that synergizes nicely with the wagons. Then add snikrot for the easy surprize activation and +1 to hit probably. I'd really want to have ghaz in this list, but having blood axe strats I think is more important.


Automatically Appended Next Post:
Here’s my rough draft.
Spoiler:

++ Battalion Detachment 0CP (Orks) [116 PL, 2,000pts, -4CP] ++

+ Configuration +

Clan Kultur: Blood Axes

Detachment Command Cost

Game Type

+ HQ +

Big Mek w/ Shokk Attack Gun [6 PL, 110pts, -2CP]: 1. Extra Kunnin' (Blood Axes), Morgog's Finkin' Cap (Blood Axes), Stratagem: Big Boss, Stratagem: Extra Gubbinz

Boss Snikrot [5 PL, 95pts]

Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Warlord

+ Troops +

Gretchin [2 PL, 40pts] - ‘orrible gitz
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Burna Boyz [6 PL, 110pts]
. 8x Burna Boy: 8x Burna, 8x Stikkbombs
. Spanner: Kustom Mega-Blasta
. Spanner: Kustom Mega-Blasta

Kommandos [8 PL, 125pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [8 PL, 125pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [3 PL, 50pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Heavy Support +

Kannonwagon [8 PL, 150pts]

Kannonwagon [8 PL, 150pts]

Kannonwagon [8 PL, 150pts]

+ Flyer +

Wazbom Blastajet [10 PL, 170pts]: 2x Wazbom Mega-Kannons, Stikkbomb Flinga

Wazbom Blastajet [10 PL, 170pts]: 2x Wazbom Mega-Kannons, Stikkbomb Flinga

++ Total: [116 PL, -4CP, 2,000pts] ++

Created with BattleScribe
Warbikers seem pretty tough in blood axes with 3+, 3-4 wounds, and -1 to hit. Manz and burns boyz I’m sorta torn on. The idea with the burns boyz is to put into strategic reserve turn 1 and then maybe try to get into the enemies backfield. Manz are just there to push the center and be a bullet sponge for a couple turns hopefully.

This message was edited 1 time. Last update was at 2022/09/30 20:48:11


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Freebootas +1 to hit does not work well on Kannonwagons because they have already Grot gunner giving them +1 to hit!

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i dont see why buggies wouldnt work with 3 supashootas.
Theyre all vehicles, so a speedwaagh would boost all of them. Buggies are cheap and wide, making it harder to reach the supakannons with melee or short guns.
Buggies, even the Scrapjet, have a lot of guns that hit targets the supakannon doesnt wanna hit.

I think Bikers would also be a good pick, since also speedwaagh, big footprint, chaff clearing potential.

Also, both are not Heavy so no need for extra detachments. I actually feel like the other Heavy choices dont work with supakannons that well.
Walkers: require a lot of heavy slots to bring enough to actually do something, which would be taxing to do.
Regular wagons: need something to occupy them and usually would leave supakannons alone if you do that
Mek gunz: immobile, hit the same targets for the most part as supakannons.
Lootas: .....no
Flash Gitz: i could see this being funny, the supakannon does have transport capacity btw lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Smokin' Skorcha Driver






 Tomsug wrote:
Freebootas +1 to hit does not work well on Kannonwagons because they have already Grot gunner giving them +1 to hit!
yee that's kinda why I feel like they don't go very well with buggies since mek gunz just do that role better procing the +1 and I rarely can find a reason taking buggies outside freebootas or speedmob.


Automatically Appended Next Post:
 Vineheart01 wrote:

Flash Gitz: i could see this being funny, the supakannon does have transport capacity btw lol
I do like the idea of throwing flashgitz in there for no reason.
Maybe I'll try a fluffy list after with 3x6 gitz pulling up in their supakannons. On a somewhat related thought has anyone tried gitz or bustaz in squigoths with any success?

This message was edited 2 times. Last update was at 2022/10/02 04:05:07


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in be
Fresh-Faced New User




Hi. I am new to this forum.
I play orks for 20 years now. Over the years, i played horde armies, i played speed waaghs, i played bad moon shooty armies, and i even played dread waaghs.

I am a competitive player , and i try to give my opponents a hard time in tournaments.

Out of curiousity, i made this list... The idea is to take the mid-field, and give the opponent 4 targets to kill (at least try to). I have 2 KFF's + the 5++ from the waagh. That should help to keep the big walkers alive.

Could this be a thing?
What armies would this be good against? And what armies would it fail against?
What secondaries should be doable? I personally was thinking: Biggest and da best / Stomp em Good / Get da Good Bitz.
I think i can get at least 10pts on each secondary?

Spoiler:

++ Battalion Detachment 0CP (Orks) ++

+ Configuration +

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Freebooterz

Detachment Command Cost

Game Type: 4. Chapter Approved: War Zone Nephilim

+ HQ +

Big Mek w/ Kustom Force Field: Grot Oiler

Ghazghkull Thraka

+ Troops +

Gretchin
10x Gretchin: 10x Grot Blaster

Gretchin
10x Gretchin: 10x Grot Blaster

Gretchin
10x Gretchin: 10x Grot Blaster

Gretchin
10x Gretchin: 10x Grot Blaster

++ Super-Heavy Detachment -6CP (Orks) ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ Lord of War +

Gorkanaut: Big Krumpaz

Morkanaut: Kustom Force Field, Stompamatic Pistons

Stompa

This message was edited 1 time. Last update was at 2022/10/03 07:35:07


 
   
Made in us
Mekboy on Kustom Deth Kopta






good secondaries for it. ironically i thing one of the weaker factiosn if you run into it , imperial guard, woudl rip it in half. it has no defense against the mortals coming in with LOV and trying to get a gorkanaght and morkanaught out of LOS is going to be tough. Other than my custodes I can't think of any of my armies having a tough time taking out a gorknaught and a morkanaught they just are not good value for points and not durable enough. stompa is way better than it was, but still not in the good territory.

What you have is a good skew list, in a world where people are not planning for imperial and chaos knights it would do well, but peopel are building lsts planning for both and ork stompy robot lists are unfortunatly worse than imperial ones. That said this is a luck of the draw on opponents a lot of lists will struggle with this, its hard to build a list for harlies, tyranids, and knights if you get lucky on the matchups you might do really well.

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Longtime Dakkanaut




To be blunt, that list would evaporate in most tournaments i've been to. Nautz just aren't hard to kill. Point for point they are worse than knights and knights aren't exactly top table right now. The stompa is still a lumbering pile of crap

Against bog standard Space Marines (T4 3+ 2 wounds) the Defkannon averages 10.5 shots, 3.5 hits, 2.9 wounds and 2.4 failed saves which averages 2.4 dead Marines a turn. The Gatler even in Dakka range is 2.6dmg so 1 more dead Marine, the Supa rokkit is 3.5 shots, 1.16 hits, .97 wounds, for 0.64 failed armor saves or about 1 more dead Marine on average. Skorcha gets 0.77dmg and the 5 big shootas 1.85. So your 675pt model effectively kills about 6-7 Marines...that is it.

One day GW will realize how stupid the Stompa is and find a way to fix it but.....actually no, they won't.


Automatically Appended Next Post:
Oh, and for those who are going to say the Stompa is better at Killing T7 vehicles. Assuming T7 3+ armor save and no -1 to hit (which is incredibly common) or -1 to wound (not as common).

DeffKannon averages 8dmg (assuming no AoC)
Gatler averages 2.6dmg
Rokkit averages 2.2dmg
Skorcha averages 0.58
5xBig shoota averages 0.92

Grand total 14.3dmg Against a Knight or T8...its so much worse.

And more than that, if you run into a single -1 to hit you cut your dmg in half!

This message was edited 1 time. Last update was at 2022/10/03 13:36:47


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

I'd say if you wanted to run super heavies, then the Kill Tank is probably the best choice. You could easily run three and still have loads of room in your list for everything else that scores you points.

You could maybe make a case for a Gorkanaut with Stompamatic Pistons, getting stuck in quickly and praying you don't get shot off the board straight away. Maybe.

I'm also pretty sure the Kustom Stompa is outright better than the regular Stompa, mostly due to the Lifta Droppa. I can't verify that claim right now though, hopefully someone more knowledgeable can weigh in.

As others have said, it could have potential if you ran into lists that don't really have answers to Knight equivalents, but those are few and far between.
   
Made in ca
Gargantuan Gargant






SemperMortis wrote:
To be blunt, that list would evaporate in most tournaments i've been to. Nautz just aren't hard to kill. Point for point they are worse than knights and knights aren't exactly top table right now. The stompa is still a lumbering pile of crap

Against bog standard Space Marines (T4 3+ 2 wounds) the Defkannon averages 10.5 shots, 3.5 hits, 2.9 wounds and 2.4 failed saves which averages 2.4 dead Marines a turn. The Gatler even in Dakka range is 2.6dmg so 1 more dead Marine, the Supa rokkit is 3.5 shots, 1.16 hits, .97 wounds, for 0.64 failed armor saves or about 1 more dead Marine on average. Skorcha gets 0.77dmg and the 5 big shootas 1.85. So your 675pt model effectively kills about 6-7 Marines...that is it.

One day GW will realize how stupid the Stompa is and find a way to fix it but.....actually no, they won't.


Automatically Appended Next Post:
Oh, and for those who are going to say the Stompa is better at Killing T7 vehicles. Assuming T7 3+ armor save and no -1 to hit (which is incredibly common) or -1 to wound (not as common).

DeffKannon averages 8dmg (assuming no AoC)
Gatler averages 2.6dmg
Rokkit averages 2.2dmg
Skorcha averages 0.58
5xBig shoota averages 0.92

Grand total 14.3dmg Against a Knight or T8...its so much worse.

And more than that, if you run into a single -1 to hit you cut your dmg in half!



Yeah...the Stompa is so hopelessly outgunned by other Super heavies AND non-superheavies that it's a joke how milequetoast our weapons are. Just look at the Hekaton Land Fortress (even post-nerf) and compare how much better it is. No built in invuln., only a 3+ save, no ramshackle even, which including the profile of the Stompa and lack of fly makes them unwieldy and borderline impossible to hide in most tables. I always felt that if they were going to make Mork/Gorkanauts actual super heavies, that simply bumping them up to 24 wounds wasn't enough.

Morkanauts, as the default shooty dread, should have BS4+ base to reflect the Mek driving the damn thing and how Big Meks are BS4+ in the codex anyways. Gorkanauts should have WS2+ to show their predilection towards CC and making them degrade less starkly while taking damage and actually making the most of their melee profile without having to rely on a specialist mob. They should have a real -1D ability regardless of the strength of the weapon, superior to Ramshackle, as it makes no sense that chip damage is more effective against them than buggies.

Stompas should be a mix of these two dual natures of Gork/Mork, with WS2+ and BS4+. This way -1 hit mods don't completely neuter their shooting, while in CC they're at least on par with Gorkanauts. Ideally they have a built in 5+ invuln save (call it power fields), and at least we would be on the right track. Frankly, all three units probably need a full rewrite, but assuming we have to make changes to the current datasheets, these are the minimum needed to move them toward their current price points.
   
Made in us
Smokin' Skorcha Driver






I wonder if triple killtank and kannonwagon would work.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in dk
Longtime Dakkanaut




Danmark

Well. You will start with 0 CP i believe

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Smokin' Skorcha Driver






A small price to pay for salvation.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut




To be fair the stompa is pretty much done in 9th and likely 10th Ed.. there is nothing they can do to fix it anymore.

The issue is the model is to large now for the size of the board and the amount of terrain needed for a well balanced game. It is nearly impossible to deploy the mode in your own deployment zone without removing terrain and if you are able to do that it’s horrendously bad at moving on the border because of its massive footprint. For what is essentially a melee or partial melee super heavy it’s ruined by basic 40K tournament design. The nauts are likely to be decent again becuse they are much smaller footprint.
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

flaming tadpole wrote:I wonder if triple killtank and kannonwagon would work.


I've toyed with the idea, and I might do it one day just for the meme potential.

Beardedragon wrote:Well. You will start with 0 CP i believe


CP are for cowards and Gitz
   
Made in gb
Towering Hierophant Bio-Titan






Yeah there's a lot of core game rules for 9th that just work against using super-heavy units in general unless they're very carefully designed. Some datasheets like the Tyranid Hierophant had to have the FLY keyword in order to not get stuck on terrain. Cover and line of sight will always be a weakness for huge models on a regular board.

They're also denied sub-faction bonuses unless you bring 3 of these units and pay 6CP for it. I wanted to run both a Gorkanaut and Morkanaut in a walker-themed list, but there's no point in buying the latter as I can't field two under the current rules without giving up a lot of CP and clan bonuses for a third of my army.

I wish GW would either allow those traits on a SHA, or include a 0+ LOW slot on the larger detachments like with flyers.

This message was edited 1 time. Last update was at 2022/10/04 07:46:09


 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

It would be nice if the Stompa gained a mechanic for walking through terrain, just absolutely flattening it with no regard to anything else around it or in it.

But it would probably cause all kinds of rules issues unless the rule was a horrendous wall of text written by lawyers, and even then there's no guarantee.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah such a mechanic is a bad idea. At most, destroys Barricades as it walks around, because those are pretty standard.
But destroying ruins....uh....hope you dont have one of those 1/4 of the table is technically one ruin type terrains lol

Personally i think the stompa should just stay in apocalypse and they should make nauts actually worthy of being a LoW, not jus slap them in there.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Smokin' Skorcha Driver






I will always cheerish the memories of my 7th ed kustom stompa deleting my friends op deathstars. Rip lil buddy 😥

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in au
Battlewagon Driver with Charged Engine





 Afrodactyl wrote:
It would be nice if the Stompa gained a mechanic for walking through terrain, just absolutely flattening it with no regard to anything else around it or in it.

But it would probably cause all kinds of rules issues unless the rule was a horrendous wall of text written by lawyers, and even then there's no guarantee.


Oh yeah, the rocken' rolla stompa had that did it not? When GW was like, eh just have fun lol. and gave us some wacky ass rules. From a white dwarf waaaaay back if i remember right.
   
Made in ru
!!Goffik Rocker!!






 Tomsug wrote:

Don' t hesitate and try it! Kannonwagons have couple of significant adventages over Mekguns
- FAST as hell. You can position them right every turn!
- 60” so you can shoot diagonaly over the board (synergy with FAST)
- T7!
- free big shootas. Nothing ot write home about but you find them usefull in later turns.
- looks cool


I've tried it on one of a tourneys and it was quite sub-par. It just didn't seem to be killing anything. Maybe my luck but it just doesn't work vs 0+ armour. And you expect such an expensive gun to be able to make an impact.

Overall it was just some scoring that happened to be relatively tough but too expensive to be of much value. It's not too bad, but not something you can't play without.
   
Made in us
Longtime Dakkanaut




gungo wrote:
To be fair the stompa is pretty much done in 9th and likely 10th Ed.. there is nothing they can do to fix it anymore.

The issue is the model is to large now for the size of the board and the amount of terrain needed for a well balanced game. It is nearly impossible to deploy the mode in your own deployment zone without removing terrain and if you are able to do that it’s horrendously bad at moving on the border because of its massive footprint. For what is essentially a melee or partial melee super heavy it’s ruined by basic 40K tournament design. The nauts are likely to be decent again becuse they are much smaller footprint.


... well its kinda worse than that...The stompa has never been competitive...ever, in its entire existence. 9th they are garbage tier, 8th they were garbage tier, 7th they were garbage tier, 4-6 they were garbage tier.

The only time a unit with the word "Stompa" in it was good was a brief point in time when a Kustom Stompa was like 300pts and even then it wasn't broken OP. Think about that.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Smokin' Skorcha Driver






Interesting seeing no killrigs in any of the top Goff lists recently. Mostly just msu spam with a pair of wazboms. Good to see them make it to a couple top tables at respectable size gt.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah, i remember that in 7th the kustom stompa was known and even recognized by the FW guys to be a typo'd 300ish points cheaper than the core codex stompa, and they left it alone because orks were that bad at the time.
That was the closest the stompa has ever been to being a serious threat, and it was more because the era didnt really deal with super high wound count AV13 that well than how actual dangerous it was.
It tended to survive most assaults and the mass of meks behind it would just fix most of it right back up lol (this easily is why the "cannot be repaired more than once" thing popped up im sure of it)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Smokin' Skorcha Driver






Ya I pretty much had no choice but to use the kustom stompa since it was pretty much the only source of D weapons and everyone you would play had an unkillable deathstar

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in ca
Gargantuan Gargant






Yup, kustom stompas were where we could get a D weapon that was blast to get around our bad BS. It really shows how broken D weapons were back in 7th since that was the only way to bypass some of the ridiculous units that existed back then.
   
Made in us
Smokin' Skorcha Driver






Ya 7th edition was terrible lol

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut




 Vineheart01 wrote:
Yeah such a mechanic is a bad idea. At most, destroys Barricades as it walks around, because those are pretty standard.
But destroying ruins....uh....hope you dont have one of those 1/4 of the table is technically one ruin type terrains lol

Personally i think the stompa should just stay in apocalypse and they should make nauts actually worthy of being a LoW, not jus slap them in there.

Nauts need the Lord of war tag removed they were usable before 9th ruined them…


Automatically Appended Next Post:
SemperMortis wrote:
gungo wrote:
To be fair the stompa is pretty much done in 9th and likely 10th Ed.. there is nothing they can do to fix it anymore.

The issue is the model is to large now for the size of the board and the amount of terrain needed for a well balanced game. It is nearly impossible to deploy the mode in your own deployment zone without removing terrain and if you are able to do that it’s horrendously bad at moving on the border because of its massive footprint. For what is essentially a melee or partial melee super heavy it’s ruined by basic 40K tournament design. The nauts are likely to be decent again becuse they are much smaller footprint.


... well its kinda worse than that...The stompa has never been competitive...ever, in its entire existence. 9th they are garbage tier, 8th they were garbage tier, 7th they were garbage tier, 4-6 they were garbage tier.

The only time a unit with the word "Stompa" in it was good was a brief point in time when a Kustom Stompa was like 300pts and even then it wasn't broken OP. Think about that.

That’s not true..
6th edition had the buzzgrob 600pt kustom stompa that you could put a 4++ relic kff big Mek in and repair inside the vehicle… in fact it was the only competitive list for a bit. It was also a warlord and after you blew up the stompa buzzgrob would jump out.

This message was edited 3 times. Last update was at 2022/10/08 00:10:49


 
   
 
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