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Made in ca
Waaagh! Warbiker




I have a whole bunch of slugga boyz that I was thinking of converting up into shoota boyz...

before I do so, I am wondering.......With the introduction of snap-fire and similar shooting rules, is there a place for slugga boyz in this edition anymore?

When life give you lemons keep them, because hey, free lemons 
   
Made in nz
Disguised Speculo





I'm in the same situation as you. Lots of slugga boyz, but also lots of shoota arms.

Personally though I'm waiting for the Orks update before I make the switch. In the meantime they're 'counts as' shootas because slugga boyz seem pretty rubbish by comparison.

Fingers crossed they allow burnas as a special weapon for them, or bring back something like the maximum 4+ save of choppas... that would put these guys right back on the table.
   
Made in us
Battleship Captain




Oregon

I never understood the logic of the old choppa rule.
Suddenly my thousand year old armor that stops direct hits from tanks gets weaker when you hit me with your slab of scrap metal...
   
Made in us
Pyro Pilot of a Triach Stalker




New York

I use my Slugga Boyz (as mentioned in a nearby thread) as a force multiplier.

I stick 20 of them (including a Nob w/ PK and BP) in a Battlewagon and shoot them up the board.

Usually on turn 2 or 3, I have them jump out to help my faster units (Warbikerz/Deffkoptas) win combat, now that they can't be hurt by Overwatch. Few things can stand the might of 70+ S4 attacks.
   
Made in us
Kovnik





Texas

I use slugga choppa boyz to ride around in trukk. And shoot stuff until it is time to pound the enemies in close combat. I enjoy this play style and use it a lot. I however have 70+ slugga choppa AoBR boyz that are sort of useful and the AoBR nobz who don't fit normal nob size. I am thinking of grabbing a few special weapon sprues and converting them up.
   
Made in gb
Bonkers Buggy Driver with Rockets






Modelling wise you can do what I've done: chop the sluggas off, replace with shootas and make sure the other arm is holding a choppa. Job done



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

they arent useless like people think, but they arent the frontal force anymore. If you go lots of boyz (4 groups is when i draw the line at lots of boyz...usually 20man) you want to get a group or two of sluggas in there. Why? Because by the time your shoota boyz have been dealt with, your sluggas will be able to charge. At that point the slugga will be much nicer than the shoota, but its the first 2-3 turns where shootas are way way better.
I usually run 3 groups of 20 boyz at 1500pts no matter my tactic, and i try to squeeze in atleast 1 more. If i can get them in i usually make that 4th a Slugga group - by the time my shootas are dying and fleeing the sluggas appear along with the deathstar i was running and go HI HOW YOU ME GOOD LET ME KRUMP YOU!
Even if like my last game the opponent sees this and shoots them down first, despite being behind the rest of the army, its still a win because now you got even more orks in charging range by turn 2-3 depending on the line-up because he shot over your head to kill the sluggas - not a wise move in most cases...shootas are still nasty in melee especially if they get the charge.

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

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6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 minigun762 wrote:
I never understood the logic of the old choppa rule.
Suddenly my thousand year old armor that stops direct hits from tanks gets weaker when you hit me with your slab of scrap metal...


Because it was a rule that came about from pre-3rd, back when armor saves were modifiers. Berserkers used to have that too with the Chainaxes.
   
Made in us
Regular Dakkanaut




I us 90 boyz all choppy boyz you can't kill them all
   
Made in mx
Morphing Obliterator





Mexico

Choppas and Khornate Chainaxes had the same rules back in the day, since they brought back the chainaxes as a poorly ap4 weapon I wouldn't get my hopes high for choppas maybe +1 pt to make their attacks AP4. But the old -1 to the armor save is long gone

CSM 10k points
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VC 2.5k points
 
   
Made in us
Regular Dakkanaut




SC

They make good meat shields if they last. Just keep running them infront of a mob of shootas for a 5+ cover out in the open. If they make it to assault that's just icing on the cake.

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You can still flood the field with more boyz than an opponent who doesn't have noise marines can shoot. Considering the shift to having more shooting forces these days, getting into krumping range wins you games.


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Made in ca
Longtime Dakkanaut





Canada

Oh absolutely yes they are.

You just have to play them a bit differently now. Since casualties come from the front they're not the implacable wall of green they used to be, so the trick is to use distraction units to keep those front ranks from being shot away.

I also find not using a Nob makes them so much cheaper and just as effective against most infantry. You can easily wear down MEQ and TEQ with sheer weight of dice, and those 3 stationary attacks gives them an advantage in this over shootaz. For 180 points for 30 I think this is the way to go.

Another thing to consider is that not all opponents will sit back in a gunline and hope to just blast you back, they will also need to advance on objectives (which you will be placing half of) so you can force them to mid-field yo meet your Slugga Boyz.

 
   
Made in us
Scuttling Genestealer





frogy27 wrote:
I us 90 boyz all choppy boyz you can't kill them all


My biovores would like a word with you...
   
Made in ca
Waaagh! Warbiker




So I am running a battlewagon list with some trukks...since my Meganobs are still in the mail I am planning on running 3x20 shoota boyz(with nobz and all that) in the battlewagons.

Would it be smart to put the slugga boyz in the trukk?

When life give you lemons keep them, because hey, free lemons 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Biovores? who the hell uses those?

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
Stealthy Grot Snipa






New England

 Juvieus Kaine wrote:
Modelling wise you can do what I've done: chop the sluggas off, replace with shootas and make sure the other arm is holding a choppa. Job done


Actually there is a better system for this, you chop the peg off the seperable shoulder and cut the attached arm down to the sleeve on his side. Attaching both shoota arms is a perfect fit. If you happen to good on accident and butcher part of it, greenstuff is easy enough to fix things like that.

Normally, Trukker boys should generally have choppas. So few models need as many attacks as they can get.

But I found that shootaboys can, theoretically, make great trukkers. I have found that in a lot of games, my enemy's army gets blown away by my boomguns, lootas, rokkits, and dakkajets. There is nothing left for my boys to charge, so they end up being in shoota range and not having shootas.

This message was edited 1 time. Last update was at 2013/03/08 04:57:59


   
Made in gb
Bonkers Buggy Driver with Rockets






 Da Kommizzar wrote:
 Juvieus Kaine wrote:
Modelling wise you can do what I've done: chop the sluggas off, replace with shootas and make sure the other arm is holding a choppa. Job done


Actually there is a better system for this, you chop the peg off the separable shoulder and cut the attached arm down to the sleeve on his side. Attaching both shoota arms is a perfect fit. If you happen to good on accident and butcher part of it, greenstuff is easy enough to fix things like that.

Yes that's another way. My own method at the moment is to chop the hands off Swap the hands around and done dusted. Usually I get a reasonable cut so the joints are flush. It also means I'm not cutting into the wristbands so the hands fit quite nicely.

On the subject of Trukks; yes, Sluggas work better in Trukks since you hit turn 2 and, damage permitting, you can get out and assault away. 2 squads to each unit you attack is the general consensus I believe.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Scuttling Genestealer





 Vineheart01 wrote:
Biovores? who the hell uses those?


I normally always run them. With the new LOS rules having 48" str 4 ap 4 large blast barrage weapons that don't need LOS is great for stopping hordes or clearing guys in cover out.
   
Made in gb
Kabalite Conscript




Northern Ireland

I use slugga boys if I'm running mechanised lists with trukks or battlewagons, Something like MA warboss and MANZ in 1 and 3 others with Big mek and 19 boyz and 2 of 20. But for my current 1850 foot slogging list I prefer to use shoota boys since you can run them up the field (or deep strike them if you get the right wierdboy rolls) and shoot your opponent off the table before mopping up in combat with wierdboys sometimes giving +1A to help out.

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Made in us
Growlin' Guntrukk Driver with Killacannon





For Tide List I Run Shootas up front ..with Sluggas and Kans right behind yea my shoota boyz take a pounding but the sluggas make it thru to assult range at close to full str ..Just takes some more tactical thinking now its not just ram the horde home any more ...
My Mech list runs 4 Battle wagons (2 Shoota boyz ..one burna boyz and one Meganobz..) with 4 Trukks full of Sluggas..Makes for some good fun ..Wagonz Lead the Trukks with some Deffkoptas or bikes running interference

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Made in us
Smokin' Skorcha Driver





Central MN

I fill 3 trucks with them with Nobz of course, scream them accross the board and get them to tie up any enimy shooters. I also will use 2 squads of 20 as a distraction/objective holder. Some players will focus on shooting my boys and I will use the rest of my army to win the game, on the flip side they will focus on everything else and now they have 40 boyz up close ready to get crumpin!

This message was edited 1 time. Last update was at 2013/03/09 03:01:24


SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in se
Slippery Scout Biker





Uppsala, Sweden

 minigun762 wrote:
I never understood the logic of the old choppa rule.
Suddenly my thousand year old armor that stops direct hits from tanks gets weaker when you hit me with your slab of scrap metal...


Probably mostly due to the fact that the ork wieldingthe scrap metal has complete faith in it. Kinda like red paint job.

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Made in dk
Stormin' Stompa





From a game mechanics-view it was simply a strange rule.

Going from being highly effective against Terminators, to slightly effective against Marines, to having no effect on Guardsmen was inconsistent to say the least.

Having the rule return in its original form would really surprise me.
As GW has moved away from their previous "NO MODIFIERS!!"-stance, I would be less surprised if Choppas had a " -1 to armour save"-rule implemented.

But I wouldn't hold my breath.
GW seems to have this strange disconnect between their rules and the actual game. They, on the one hand, seem to think that a weapon with AP4 have a tangible noticeable impact on the game as it will ignore "half the armour saves in the game".
And on the other hand, they are well aware of the overwhelming preponderance and popularity of MEQ-armies. Look in the Crusade of Fire campaign book. 9 participants...8 MEQ armies (4 loyalist marines and 4 traitor marines).....and 1 Dark Eldar player. Talk about being the token "black guy" seen in series and movies.
I guess that is also part of what they mean by the game being "cinematic".

Rant aside, I put my money on Choppas having no effect beyond being a CCW.

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

That or the ork wielding it is a badass mofo with more strength than the statline they got shows

Though i think the ork faith will fit the rumored upcoming rules...AP5 charges for AP4 and bigchoppas AP4 charges for AP3 (as rumored, which i find awesome......other rumors not so awesome to me)

EDIT: Yea the whole cinematic part of this game urks me because it affects the balancing so damn much.
Whats the story about? Space marines defending the galaxy against the traitiors and the aliens!

so....who gets all the new toys/rules?

Space marines and the equiv traitors since theyre still space marines. Meanwhile the other races might get 1 nifty rule/unit every 1-3 years. MEQs have access to pretty much anything depending on the chapter youre playing, and you can easily sub them for almost any chapter since its just color schemes and a glyph that changes them around (CSM being the obvious difference).
Just once i wish they would do an overhaul to the rules and NOT buff the crap out of the marine races.

This message was edited 1 time. Last update was at 2013/03/09 09:22:28


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in dk
Stormin' Stompa





 Vineheart01 wrote:
That or the ork wielding it is a badass mofo with more strength than the statline they got shows


That is simply a bad case of (horrible) legacy design. While the stats range from 1 to 10 on paper, GW has already established that str. 2 is for puny small creatures, like Gretchin, and that str. 5 is super-human (with str. 6 being monstrously high)......leaving us with a span of either 3 or 4 for pretty much every single unit in the game.
In effect they have painted themselves into a corner, and should really re-conceptualize the entire stats range making use of the full range

Though i think the ork faith will fit the rumored upcoming rules...AP5 charges for AP4 and bigchoppas AP4 charges for AP3


To continue my previous point, what tangible relevant impact on the game would an AP5 (AP4 on the charge) weapon really have?
Which units in the game will be significantly affected by having their 4+ armour save denied, that wasn't going to get crushed by sheer weight of numbers where they to retain their 4+ save?


.

This message was edited 1 time. Last update was at 2013/03/09 09:53:39


-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

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