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![[Post New]](/s/i/i.gif) 2016/03/28 22:30:23
Subject: How do Daemons deal with multiple Stompas?
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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In my experience I have been up against single stompas but now I am going up against 3 kustom stompas. I find the best way to deal with one is to hammer it in cc with other D weapons so that they don't get any saves, however if I throw Bloodthirsters of rage at stompas there is a good chance of them being one shotted by the stompas StrD and I don't really want to spam rage BT. Is there another way that daemons can deal with 12hp 13AV SHW?
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/03/28 22:51:03
Subject: Re:How do Daemons deal with multiple Stompas?
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Regular Dakkanaut
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One option is to field one or two Soul Grinders. They have two ranged weapon upgrades that can do the trick. Warp Gaze is a S10 AP1 Lance attack that can be very useful to getting additional d3 HPs taken off with an exploding result on the Penetration table. Phlegm Bombardment is a S8 Ordnance shot that maximizes your chance of getting a glance or pen.
Though Soul Grinders are only BS3, you could mitigate this by fielding three in a Forgehost formation. Have one armed with the Baleful Torrent weapon, gain at least one casualty from it and give your other two the ability to reroll To Hit rolls for dealing with the Stompas. If that doesn't work, you always have the option of charging it with them. They have the massive S10 claw that can tear it up, too.
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![[Post New]](/s/i/i.gif) 2016/03/28 22:55:15
Subject: How do Daemons deal with multiple Stompas?
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Fully-charged Electropriest
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I'm not overly familiar with the Demons codex but if you made a D-toting Bloodthirster or two Invisible the Stompas wouldn't enjoy it.
Edit: oops just reread and sounds like you don't want multiples of those Bloodthirsters, apologies. Tarpitting it with some cheap troops (Slaanesh has some fast ones I believe) could slow them down a bit.
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This message was edited 2 times. Last update was at 2016/03/28 22:59:35
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![[Post New]](/s/i/i.gif) 2016/03/28 22:59:19
Subject: How do Daemons deal with multiple Stompas?
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Servoarm Flailing Magos
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I haven't messed with Tzeentch a whole lot, but isn't there a Doom-bolt like psychic ability that does a number of penetrating hits?
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
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![[Post New]](/s/i/i.gif) 2016/03/28 23:33:55
Subject: How do Daemons deal with multiple Stompas?
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Dark Angels Librarian with Book of Secrets
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Fateweaver.
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![[Post New]](/s/i/i.gif) 2016/03/28 23:49:38
Subject: How do Daemons deal with multiple Stompas?
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Auspicious Daemonic Herald
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FoxPhoenix135 wrote:I haven't messed with Tzeentch a whole lot, but isn't there a Doom-bolt like psychic ability that does a number of penetrating hits?
Not really. They just got a Str D single shot witchfire You could take a Chaos Knight. You get less D attacks but you'll swing first so can kill it before it swings its d weapon
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This message was edited 1 time. Last update was at 2016/03/28 23:49:51
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![[Post New]](/s/i/i.gif) 2016/03/29 00:36:53
Subject: How do Daemons deal with multiple Stompas?
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Drone without a Controller
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CrownAxe wrote: FoxPhoenix135 wrote:I haven't messed with Tzeentch a whole lot, but isn't there a Doom-bolt like psychic ability that does a number of penetrating hits?
Not really. They just got a Str D single shot witchfire
You could take a Chaos Knight. You get less D attacks but you'll swing first so can kill it before it swings its d weapon
I don't think single chaos knight can solve stompa problem, as each stompa has 12HP and WS same as knight, so I think he still need other ways to reduce HPs of stompa at least under 5~6 before the knight charges to kill it.
The most big problem was, the stompas I've seen were transporting mekboys and big meks in it and they repaired stompa's reduced HP unless opponent pop the stompa in single turn.
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![[Post New]](/s/i/i.gif) 2016/03/29 01:00:11
Subject: How do Daemons deal with multiple Stompas?
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Dark Angels Librarian with Book of Secrets
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Look at the warpflame host as well.
If you take exalted flamers in the formation, each one gets D3 STR 10, AP 2 shots at BS4.
Since they are 'heavy', movement is a problem, but usually stompas are rushing to you....
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![[Post New]](/s/i/i.gif) 2016/03/29 20:18:44
Subject: How do Daemons deal with multiple Stompas?
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Nurgle Chosen Marine on a Palanquin
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Match their superheavy with your own.
Chaos Knight
Kytan Daemon engine
Greater Brass Scorpion
Then bring Be'Lako
Lord of change with Grimoire and 3 levels of malefic
Fateweaver
Be'lakor can make either the knight or kytan invisible, LoC can give scorpion the grimoire, fatey can provide insurance, as well as 2 more rolls on malefic (chance for cursed earth) and a strength D shot in the psychic phase.
Bring all your troops as pink horrors for buttloads of dice. With all your malefic, unless you roll horribly, you can summon a bunch. The invisible knight/kytan can stomp through anything they have and will easily put down a stompa (especially a kytan) meanwhile, brass scorpions can solo 1500pt armies, especially when they rock ++3 invul saves. They rock so many S10 attacks it isn't even funny, and it will provide some nasty firepower your army is lacking.
For silly shenanigans....
Apoc reload - Nurgle Plague tower - a superheavy with 18 hullpoints that carries 30 models and 10 firepoints. Put the Warpflame host inside. Apparently everyone plays it where superheavies don't count as moving for passengers, so then all your exaulted flamers are nice and safe inside their superheavy, that is really tall, shooting a buttload of S10 shots, or torrent flamers.
I plan on trying it in an apoc game, should be fun!
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![[Post New]](/s/i/i.gif) 2016/03/29 20:26:43
Subject: How do Daemons deal with multiple Stompas?
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Auspicious Daemonic Herald
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gwarsh41 wrote:Apparently everyone plays it where superheavies don't count as moving for passengers
That's news to me. When this got asked in YMDC its was pretty much agreed on that superheavies didn't do anything different for passangers then the regular transport rules do
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![[Post New]](/s/i/i.gif) 2016/03/29 20:31:29
Subject: How do Daemons deal with multiple Stompas?
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Nurgle Chosen Marine on a Palanquin
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That is how I read it as well. However locally, even for the tournaments, the "superheavies always count as stationary" rule is taken that it is stationary for the passengers. So I am going to abuse the interpretation with warpflame host in a plague tower!
The passenger rules seem pretty cut and dry on it, and superheavy rules seem pretty cut and dry, but if the TO want to run it that way, that is how I will play it.
mrhappyface, might not be a good idea to do that last bit. Seems to be just a thing in my area.
GBS, and KDE are still awesome choices and I would highly suggest them as options to down a stompa.
Oh, there is also the KDK formation that is a bunch of daemon engines and a scorpion. Each engine that dies gives a bonus attack to all the others. I saw it in action in an apoc game last week, I think the scorpion got up to something silly like 12 attacks base due to the other daemon engines dying. If you have them, running that, and like 8 bloodslaughterers could be fun.
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This message was edited 3 times. Last update was at 2016/03/29 20:34:23
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![[Post New]](/s/i/i.gif) 2016/03/29 20:38:34
Subject: How do Daemons deal with multiple Stompas?
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Well I am ashamed to say that I do not have a superheavy transport anyway so I don't suppose it matters that much. :/
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/03/29 20:47:15
Subject: How do Daemons deal with multiple Stompas?
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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Invisibility might cover you for a turn or two to avoid the worst of the first few volleys.
Sounds so broken but invisible 18hp super heavy plague tower.
You have a very durable mobile bunker Tha can ignore direct fire to degree.
Apoc is about shenanigans. Also make a nice large los block for the other units. Shelter a squishier unit behind. Harder to fire on with man portable heavy weapons.
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Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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![[Post New]](/s/i/i.gif) 2016/03/30 00:36:09
Subject: How do Daemons deal with multiple Stompas?
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Furious Raptor
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Greater Brass Scorpion gets lots of attacks and huge amounts of both template and dakka firepower, so it will literally mow down hordes, then you get a boat load of stomp attacks and a decent amount of survivability.
Now make it invisible. Throw in a DThirster because he cant focus on both. Then get the lord with the axe that turns him into a DThirster.
Fight cheese with harder cheese. Go full Parmesan.
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![[Post New]](/s/i/i.gif) 2016/03/30 00:56:24
Subject: How do Daemons deal with multiple Stompas?
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Tunneling Trygon
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Turns out that screamers are pretty good too. They can jink all day long to survive pretty much anything, and while they are only strength 5, they can tarpit that think like there's no tomorrow unless it rolls a good amount of 6's, and their armorbane strength 5 isn't AMAZING but it's AP 2. Prescience and enjoy the resulting non-initiative 1 goodness.
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![[Post New]](/s/i/i.gif) 2016/04/02 12:16:16
Subject: Re:How do Daemons deal with multiple Stompas?
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Grumpy Longbeard
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I play mono-Tzeentch so I can only tell you what works from there.
Screamers can hurt it (S5 armourbane) get horrors and heralds for enough malefic rolls to summon screamers (you need incusion) and keep throwing the things in.
Tzeentch powers, off FMC's in the air or heralds on disks (powers are not shooting, so you can move into range and turboboost away in shooting). They are not reliable but can be high enough S to do plenty of work, plus you can summon exalted flamer for their heavy shooting.
You will have to get LOADS of heralds and horrors for the required dice and you NEED wings or discs to avoid getting stomped.
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