| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/01/10 14:46:30
Subject: Stormboyz?
|
 |
Yellin' Yoof
|
Recently I decided to re visit my deathskulls army and found twenty stormboyz in a random box. I've had them for years, but never played them. My question is: not many people seem to be running them, are they worth it? Also, do I split them into two units or one gigantic twenty ork mob of rocket based death?
|
https://sfjy.wordpress.com/
My blog, written with a friend, where we discuss gaming, brewing, metal and sci-fi whilst not taking ourselves very seriously... |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 15:28:25
Subject: Stormboyz?
|
 |
Shadowy Grot Kommittee Memba
|
They're pretty garbage tbh.
For the cost you can just buy a boyz squad in a Trukk which is the same thing but better.
|
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 15:39:04
Subject: Stormboyz?
|
 |
Yellin' Yoof
|
That's true, plus both the Boyz and the trukk would be scoring units...
|
https://sfjy.wordpress.com/
My blog, written with a friend, where we discuss gaming, brewing, metal and sci-fi whilst not taking ourselves very seriously... |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 15:51:20
Subject: Re:Stormboyz?
|
 |
Longtime Dakkanaut
|
They are really fast, faster then most jump units. Their speed is worth it. But they have issues with tough close combat units and shooty units.
They are not crappy just not as point efficient as you would like them to be. Hiding units behind 12 moving vehicles such as wagons are a quite viable tactic.
|
Inactive, user. New profile might pop up in a while |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 17:18:35
Subject: Stormboyz?
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Had they kept their normal jumppack rules and gotten the well needed cost reduction, they'd be viable. Last dex they were 3x or something like that the cost of a Boy for essentially a Jumppack, which compared to other codex prices for jump infantry thats insane. Current dex made them priced about right, but rendered them useless because they always banked on their sheer speed to bypass their lack of armor, which they cant do reliably anymore. If you use the "new" way they move, the entire f-ing unit takes a danger test. With a t-shirt save, lot of boyz are gonna die. The "new" way they move also hurts their charge. Previously it was +D6 in the movement phase, causing 1 random boy to blow up if you rolled a 1. Now its 2D6 Run. Same exact overall speed, increased danger, less charge threat range outside of the WAAAAGH! turn. Theyre bad. Utterly bad. Speaking from someone who has a ton of these guys from eons past, thats not something i want to admit. Ive tried using them multiple times, and unless they somehow had complete LoS blocking terrain to hide behind before they can charge, they did absolutely nothing. In theory you could run a min squad with a pknob and hide them more effectively for a sneak-charge on a vehicle, but i'd rather run MANz missiles for that. Never, ever had MANz missiles let me down.
|
|
This message was edited 1 time. Last update was at 2016/01/10 17:21:13
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 18:48:21
Subject: Stormboyz?
|
 |
Krazed Killa Kan
|
Stormboyz are decent but jump pack slugga boyz aren't exactly something the Orks need per say. They excel on boards with lots of LoS blocking terrain to take advantage of their packs ability to jump over terrain and keep them save from shooting. On planet bowling ball they die like boyz but with a slightly higher points cost. Stormboyz are basically taking the cost of a trukk and turning it into jump packs which in some cases is a benefit (lascannon hits a stormboy and your down 9 points, lascannon hits a trukk making it explode and your down something like 60 points, all that mobility is lost, and the unit is probably pinned or fleeing) while in other cases a negative (Str4/5 guns turn your squad into a mist of blood and spores while they would generally plink off a trukk chipping away at hull points). Stormboyz live or die by the amount of LoS blocking terrain.
Good tactic for Stormboyz is to hide behind some LoS blocking terrain mid field turn 1 and on turn 2 you call your WAAAGH and they go 12", 2d6 run, and 2d6 charge for on average a 26" threat range.
|
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 21:01:20
Subject: Stormboyz?
|
 |
Yellin' Yoof
|
Hmm...some food for thought, thankyou people. Maybe I won't chuck them on eBay just yet. I'm thinking two squads of ten, leaping up opposite flanks, if nothing else that should freak out opponents and possibly force them to do something silly...
|
https://sfjy.wordpress.com/
My blog, written with a friend, where we discuss gaming, brewing, metal and sci-fi whilst not taking ourselves very seriously... |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/10 21:44:52
Subject: Stormboyz?
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Oh, unless youre getting out of the hobby you should never ebay models. Only ones ive ever put on ebay were the old metal XV15 Stealth Suits because the different appearance between them and current ones were bugging me to hell lol.
Guarantee you when you get rid of a unit, youre going to wish you didnt a few months later.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/11 00:58:18
Subject: Stormboyz?
|
 |
Mutilatin' Mad Dok
|
I've only had them do any work in one game, and there's nothing they did that couldn't have been done better by a biker squad instead. Bikers get the same optimal movement without the dangerous checks, have better armor, toughness, guns, and are still good in assault. The only disadvantage bikers have under stormboyz is that they can't go up levels, I guess.
|
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/11 01:51:28
Subject: Stormboyz?
|
 |
Longtime Dakkanaut
|
They were usable last edition mainly because zagstruk allowed them to charge after deepstrike. He also gave them much needed offense with a powerklaw.
Right now they are not strong enough offensively to do much and have issues with morale like all Orks so make poor obj grabbers.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/11 02:33:46
Subject: Stormboyz?
|
 |
Dakka Veteran
|
Storm boys really only excel in games of planetstrike, although many people don't play it. Take them in their zagstruk formation. Of 3 units. They have to deepstrike but only scatter d6. They can then charge the turn they came in due to planetstrike rules.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/11 03:17:28
Subject: Stormboyz?
|
 |
Stabbin' Skarboy
Pittsburgh
|
I like running them alongside my green tide for the speed and putting more bodies on the table. I personally have lost that many to the dangerous terrain and I normally take it twice a turn if they move at all since they normally hide behind or in terrain for a turn or two. Sometimes they get slammed but normally I only lose between one and 5 which is worth it to avoid the extra shooting they would take if they were walking along.
|
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/11 04:06:55
Subject: Stormboyz?
|
 |
!!Goffik Rocker!!
|
They're number one priority for 'charge out of deepstrike' formation in out codex. So, i've obtained a bunch of space marine jumppacks to orkify and magnetize.
As for now, i've found them somewhat fine in footslogging lists. 8-12 + PK/BP nob. Leap behind cover around the midfield. They protect the backlines and threaten the opponent with their large reach. Sometimes, they do great deeds. Sometimes, they kill themselves with dangerous terrain tests, fail ld and run away before reaching the opponent. That's the reason why i stopped using them. Fun but unreliable.
|
|
|
 |
 |
|
|