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![[Post New]](/s/i/i.gif) 2013/07/31 02:49:36
Subject: Super heavys in normal games
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Planespotter
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My friend brought the ork stompa model a couple of years ago just as a cool model to paint but seeing as the new apocalypse rules have just come out I thought I might pick them so we give it a go in some games.
If we use it in normal size games will it be unbalanced to play against, are there any rules you would change to make it work better and how much anti tank will I need to take something like this down?
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![[Post New]](/s/i/i.gif) 2013/07/31 03:19:19
Subject: Super heavys in normal games
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Loyal Necron Lychguard
Netherlands
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Not sure where to begin. It's quite expensive in points, so that's a bonus..
But he brings way too much dakka to the table; he could easily wipe out almost two Tactical Squads each turn.
He has tons of AP3 weapons, even S10-blasts and more stuff to shoot everything down within one turn.
My suggestion would be to lower the blast-radius and take a look at the AP of his weapons.
And you can always play games till you find a statline that works for you.
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![[Post New]](/s/i/i.gif) 2013/07/31 03:30:45
Subject: Re:Super heavys in normal games
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Douglas Bader
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The only thing you need to do is warn your opponent that it's coming so they can be sure to bring appropriate counters. A Stompa really isn't that scary if you know it's coming, combi-melta sternguard in drop pods will probably kill it on the first turn before it ever gets to do anything.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/07/31 04:05:12
Subject: Re:Super heavys in normal games
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Death-Dealing Dark Angels Devastator
Rapid City SD
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A friend of mine has one and I've played several normal games with it included. It really was not as impressive on the table as it is on paper, I'm not saying it sucked but it definitly didnt make the game unbalanced.
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This message was edited 1 time. Last update was at 2013/07/31 04:05:48
"Power armour for your power armour so you can power in your armour"
5K points Blood Angels
1.5K Dark eldar
1K Dark Angels |
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![[Post New]](/s/i/i.gif) 2013/07/31 04:13:07
Subject: Super heavys in normal games
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Dark Angels Librarian with Book of Secrets
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Again, another no.
Apocalypse units are for Apocalypse games. The Ork player is going to be pretty bored if that's the only model he has on the table.
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![[Post New]](/s/i/i.gif) 2013/07/31 04:55:59
Subject: Super heavys in normal games
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Executing Exarch
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It should be fine. I recommend taking stuff that plays quickly so your friend won't get bored waiting.
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![[Post New]](/s/i/i.gif) 2013/07/31 04:57:35
Subject: Super heavys in normal games
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Painlord Titan Princeps of Slaanesh
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Stompas are hella fun.
It can also be locked in combat though, so use some thunder hammer terminators and lock him down!
Or scouts. Just dump 20 scouts on it.
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2013/07/31 06:43:11
Subject: Re:Super heavys in normal games
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Heroic Senior Officer
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Peregrine wrote:The only thing you need to do is warn your opponent that it's coming so they can be sure to bring appropriate counters. A Stompa really isn't that scary if you know it's coming, combi-melta sternguard in drop pods will probably kill it on the first turn before it ever gets to do anything.
Not so sure anymore, as any pen on a SH is now practically a glance and even if you hit 6 on damage die, the best you can do is 4 hull points of damage
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![[Post New]](/s/i/i.gif) 2013/07/31 06:45:04
Subject: Super heavys in normal games
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Big Mek in Kustom Dragster with Soopa-Gun
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wouldnt that be like half your army right there? im not sure what a stompa is worth exactly but i know it isnt cheap.
1 Stompa plus ~100 boyz would be about it. Shoot the stompa, it dies, now its a weak green tide to deal with
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/07/31 06:54:00
Subject: Re:Super heavys in normal games
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Douglas Bader
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Bobthehero wrote: Peregrine wrote:The only thing you need to do is warn your opponent that it's coming so they can be sure to bring appropriate counters. A Stompa really isn't that scary if you know it's coming, combi-melta sternguard in drop pods will probably kill it on the first turn before it ever gets to do anything.
Not so sure anymore, as any pen on a SH is now practically a glance and even if you hit 6 on damage die, the best you can do is 4 hull points of damage
But remember, melta still does that extra D3 HP on a 4+. Drop 500 points worth of suicide melta sternguard next to one and you're averaging 10 HP gone. That's a dead Baneblade, and a pretty big dent in anything short of the biggest titans.
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This message was edited 1 time. Last update was at 2013/07/31 06:54:31
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/07/31 07:00:25
Subject: Super heavys in normal games
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Heroic Senior Officer
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Now 500 pts, yeah sure.
10 hp is still not a dead stompa tho
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![[Post New]](/s/i/i.gif) 2013/07/31 07:55:20
Subject: Super heavys in normal games
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Big Mek in Kustom Dragster with Soopa-Gun
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Didnt all the bonuses to the pen results go away after the first roll? Otherwise an AP1 would have a good chance of just insta-gibbing any super heavy since 50-50 would be an "explode" and keep on going till nothing is left.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/07/31 08:56:00
Subject: Super heavys in normal games
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Painlord Titan Princeps of Slaanesh
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So those 100 boyz are spread out around the stompa to prevent a drop pod landing by it aaaaand that strategy doesn't work at all anymore!
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2013/07/31 09:01:56
Subject: Super heavys in normal games
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Decrepit Dakkanaut
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SoloFalcon1138 wrote:Again, another no.
Apocalypse units are for Apocalypse games. The Ork player is going to be pretty bored if that's the only model he has on the table.
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![[Post New]](/s/i/i.gif) 2013/07/31 14:31:11
Subject: Super heavys in normal games
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Heroic Senior Officer
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Vineheart01 wrote:Didnt all the bonuses to the pen results go away after the first roll? Otherwise an AP1 would have a good chance of just insta-gibbing any super heavy since 50-50 would be an "explode" and keep on going till nothing is left.
No, if you pen a hit a 6, you do d3 hip of damage and that's it.
Every other results are simply ignored
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![[Post New]](/s/i/i.gif) 2013/07/31 14:57:43
Subject: Super heavys in normal games
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Imperial Guard Landspeeder Pilot
On moon miranda.
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A Stompa won't be too much of an issue in a normal game, especially at their new costs. As long as you know its coming, you should be able to handle it without too much issue.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2013/07/31 15:06:30
Subject: Super heavys in normal games
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Dour Wolf Priest with Iron Wolf Amulet
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Vaktathi wrote:A Stompa won't be too much of an issue in a normal game, especially at their new costs. As long as you know its coming, you should be able to handle it without too much issue.
Pretty much, Stompas are pretty manageable. Now if you were fighting something with a D-weapon or the Stompa had a Lifta-droppa...
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![[Post New]](/s/i/i.gif) 2013/07/31 15:08:41
Subject: Super heavys in normal games
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Decrepit Dakkanaut
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I'm not a fan of mixing superheavies in normal games, unless you're doing a one-off scenario for your campaign or something.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2013/07/31 17:12:19
Subject: Super heavys in normal games
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Novice Knight Errant Pilot
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I want to say that the spearhead expansion had an interesting scenario for a super heavy called 'Stop the Stompa' where the goal was to prevent the stompa from crossing to one side of the board to the other.
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![[Post New]](/s/i/i.gif) 2013/07/31 17:24:48
Subject: Super heavys in normal games
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Andilus Greatsword wrote: Vaktathi wrote:A Stompa won't be too much of an issue in a normal game, especially at their new costs. As long as you know its coming, you should be able to handle it without too much issue.
Pretty much, Stompas are pretty manageable. Now if you were fighting something with a D-weapon or the Stompa had a Lifta-droppa...
Exactly, stompas and baneblades aren't too much of an issue really, D weapons and some of the crazier Apoc rules however just can't be made to work well in normal games (even in Apoc they get unmanageable quickly  )
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2013/08/01 03:17:11
Subject: Super heavys in normal games
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Trustworthy Shas'vre
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Play several, and let us know how it goes.
As many people said, it all depends on what it goes up against.
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DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
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![[Post New]](/s/i/i.gif) 2013/08/01 03:42:38
Subject: Re:Super heavys in normal games
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Planespotter
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So I've bought the rule book, and I have to say the stompa doesn't look to scary.
Its got heaps of hull points to protect it, but the amount of ranged damage it can put out drops alot after the first couple of turns it might be in combat by then though.
Gonna try it out this weekend with 2000pts a side and see how it goes.
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![[Post New]](/s/i/i.gif) 2013/08/01 03:57:58
Subject: Super heavys in normal games
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Member of the Ethereal Council
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at my local FLGS we have a format call "Lords of war" In 2500 point games you can bring a single super heavy.
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![[Post New]](/s/i/i.gif) 2013/08/01 04:37:31
Subject: Super heavys in normal games
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Decrepit Dakkanaut
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Yeah, I agree. If you've brought enough anti-tank, you've brought enough to handle most superheavies.
If you can't handle a baneblade, for example, that means you can't handle 3 russes, and you should work on that before getting too feisty about baneblades.
They're not a part of 40k of course, but that doesn't mean they're necessarily so unbalanced that opponents should auto-disinclude them without at least considering it first.
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![[Post New]](/s/i/i.gif) 2013/08/01 05:36:34
Subject: Super heavys in normal games
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Big Mek in Kustom Dragster with Soopa-Gun
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And unlike the 3 russes that baneblade is going to be in perfect sight for all your anti tank. Russes occationally due to positioning are safe for a turn or two because of multiple reasons, baneblade is kinda forced to be out in the open saying HIT ME PLZ!
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/01 06:12:03
Subject: Super heavys in normal games
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Fixture of Dakka
Temple Prime
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Anyone who fields a Baneblade in a regular game is practically required to have three extra models in their collection.
Creed to outflank with them.
Vance Stubbs to lose them by the truckload.
And Diomedes to declare "EET IS DA BEHNBUHLAAAYDE".
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/08/01 06:42:20
Subject: Super heavys in normal games
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Decrepit Dakkanaut
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lol, yes. Baneblades actually cost +90 points than what you think they do, due to the mandatory "creed tax".
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![[Post New]](/s/i/i.gif) 2013/08/01 07:01:15
Subject: Super heavys in normal games
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Fixture of Dakka
Temple Prime
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Ailaros wrote:lol, yes. Baneblades actually cost +90 points than what you think they do, due to the mandatory "creed tax".
But hey, a max dakka baneblade up a weak flank is mean.
Well, until fire dragons pile out of a wave serpent that sneers at it's guns (damn shields and damn cover save) and turn it to slag.
God damn Eldar and their god damn skimmers.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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