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Made in gb
Fresh-Faced New User




I played a game of Warhammer 40k. There were 1200 points per side. The person I was playing against took a Kustom Stompa, a mech and a 3 nondescript Orks. (They had Sluggas, Choppas and Sticky Bombs).

I got scared of the Superheavy and took:

The Dark Eldar getting started formation with no upgrades other then a Dark Lance on the Raider and a Shadowfield, a blaster and a Webway portle on the Archon.

An autarch with no upgrades
A Spirtseer with no upgrades.
A pair of jetbike squads with no upgrades
A squad of 10 wraithguard with Wraithcannons (and for this I am sorry)
A Forgeworld Wraithknight with 2 melta lances


The game went predictably. Turn one I took down his energy shields. He managed to do 1 wound of damage to my wraithknight with every gun on his Stompa. (Over 100 shots...) Turn 2 my wraithguard deepstrike in and kill his army. So far so good for me. However in the interest of fairness I have offered him the a rematch. I play his Orks he plays my Eldar. While I am fairly certain I will lose (at the very least in the interest of good sportsmanship) I would be interested in some advice as to how to do a little better. I am allowed to modify the list as long as it contains the Stompa and he has the models. Some advice on how to configure the Stompa, ect would be greatly appreciated!
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

One piece of advice, take Big Mek BuzzGob's stompa; it is only 400pts base so it gives you far more points left over for some extra units. Generally, Orks' best unit is a unit of boyz in a trukk with a PK nob. Also remember to take a Mek on a bike with Kustom meg forcefield (I believe that is it's name) for a 5++ invul against shooting attacks in a bubble around the mek.

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.
 
   
Made in us
Bonkers Buggy Driver with Rockets






You could put some burnas with maxed out meks into the stompa. It'd help it survive. As for what units to run, there's an ork tactics thread with some decent advice. A warboss with mega-armor and the lucky stick rarely goes amiss though. If the stompa's weapons are magnetized, you should consider making it a klawstompa and baiting the wraithknight into melee with it.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in gb
Fresh-Faced New User




gnome_idea_what wrote:You could put some burnas with maxed out meks into the stompa. It'd help it survive. As for what units to run, there's an ork tactics thread with some decent advice. A warboss with mega-armor and the lucky stick rarely goes amiss though. If the stompa's weapons are magnetized, you should consider making it a klawstompa and baiting the wraithknight into melee with it.


We are not playing WISIWYG so they are effectively magnetic! Why are the burnas useful over just taking more mechs? I can't see anything in their rules? I don't really have the points for a decent Warboss and support so I think it may be better to just use the two HQ slots on mechs to repair the Stompa!

mrhappyface wrote:One piece of advice, take Big Mek BuzzGob's stompa; it is only 400pts base so it gives you far more points left over for some extra units. Generally, Orks' best unit is a unit of boyz in a trukk with a PK nob. Also remember to take a Mek on a bike with Kustom meg forcefield (I believe that is it's name) for a 5++ invul against shooting attacks in a bubble around the mek.


I'll definitely take a mech (the forcefield is actually a 4+ which will help a lot), but why put him on a bike rather than in the Stompa? Not sure about BuzzGob's Stompa, the Kustom Stompa is cheaper base (~350 points) and more customisable. Does BuzzGob's have any advantages other then price? I don't think I'll have the points for the boyz unfortunately, I have been on the receiving end of those and they are nasty!

Thanks for the advice!

This message was edited 1 time. Last update was at 2016/09/24 05:11:31


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Also he needs some gretchin or a lot of boys to make sure you are stuck outside the 12" range of the SD on the wraithguard. Also he should focus on killing the jet bikes turn 1, wraithguard turn 2, then turns 3-4 depending in everything else he can try to get into combat with the wraithknight. Potentially if he uses the meatshields right then they can kill the wraithguard turn two while the stompa goes after the knight and everything else. When you are talking about wraithguard the orks best defense is meatshields to stay out of range.


Automatically Appended Next Post:
Buzzgobs stompa comes with power fields by default and once you put the weapons it has on the kustom is a lot more expensive. I personally like to use the SD klaw on it and a kannon if I have the points.

This message was edited 1 time. Last update was at 2016/09/24 06:29:06


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 
   
Made in us
Krazed Killa Kan






I don't even know if the Kustom Stompa is valid anymore considering Forge World can't be bothered with updating their stuff (to busy rolling in that 30k and Tau Mech money ). Its not listed as a Lord of War option in the 6th edtion Dread Mob list of acceptable Lords of War.

"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" 
   
Made in gb
Fresh-Faced New User




Thanks for the advice! Due to my opponent making some pretty bad tactical decisions I almost failed to leave him enough firepower to kill my army!

My army:

HQ - two big mechs both with 3 grot oilers. 1 of them also had da fixer upper and a mega force field. These were in the Stompa

Troops - 3 unupgraded squads of Grechin deployed in concentric semicircles around the Stompa.

Elites: 2 squads of Burna boyz each with 3 mechs with grot Oilers and 2 Burna boyz

Heavy Support: Deff Dread with 2 Custom Mega Blasters and extra armour

Lord of War: 1 fully upgraded BuzzGob's Big Mech Stompa. Deployed on the table edge.

His army:

HQ: Farseer.

Troops: 1 squad of 8 scatter laser jet bikes with a warlock and singing spear

Elites: 10 wraithguard.

Allied detachment:

HQ: Archeon with Webway portle

Troops: Kalbite Warriors, base squad.

Pre-game: I won the role of and chose to go second.

Turn 1:

Movement: He moved his whole army straight towards mine.

Psychic: Nothing of note. I got lucky on denial and he got unlucky

Shooting: Wraithknight shot at Stompa. Missed one shot and rolled a 1 on the other. Jetbikes shot at Stompa stripping it of its 4 energy shields.

Movement: Smelling blood, my Stompa moves 12 inches forward straight at the jetbikes, scattering Grechin as it goes. It then unleashes a storm of firepower, killing two Kalbite warriors and stripping 2 wounds of the Wraithknight with Deff Cannons and Supa-rokkits. It also scratches some Windriders' paintwork.

Assault: This is were the tide of battle starts to turn in my favour. The Stompa crashes into close combat with the Jetbikes and kills one off, now being locked in combat and immune from shooting. The Warlock's singing spear can damage me on a roll of double 5 or above, preventing my opponent from invoking the Our Weapons Are Useless special rule.

Turn 2:

Movement: The enemy moves up again. Wraithguard deepstrike.

Psychic: Nothing of note.

Shooting: The wraithknight takes 2 hullpoints off the Death Dread.

Assault: Another bike dies.

Movement: Grechin move forward along with the Death Dread

Shooting: Grechin shoot at Wraithguard doing nothing.

Assault: Death Dread charges into combat, leaving 4 bikes including the warlock alive.

Turn 3:

Movement: Wraithguard move towards Grechin

Psychic: Nothing of note. I roll 3 6s with 4 dice on denial!

Shooting: Wraithguard are forced to utterly annihilate some very unlucky Grechin, killing 5.

Assault: All remaining bikes killed, freeing Stompa from Close Combat.

Movement: Grechin move up.

Shooting: A single Deff Cannon shot kills off all but 2 Wraithguard and fails to wound the Archeon. Another brings the Wraithknight down to 3 Wounds. Grechin kill 2 more Kalbite Warriors.

Opponent tries to concedes due to time limitations, but I let him shoot his two remaining Wraithguard (62 points) at me which get lucky and blow up the Stompa (600 points)... If I had been trying to win I would have charged them, but I was not.

   
 
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