Switch Theme:

Storm Boys (And other Jump Infantry) - Deep Strike or Walk on?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Lead-Footed Trukkboy Driver






I don't really care what people say... I like Storm Boys.... a LOT. They are (in)consistently one of the fastest units in the Ork Codex when assaulting. Plus they're no wimps on the charge either at 5 attacks per ork on a jet-pack assault! I played a game last night where I took a mighty 20-strong Stormboy squad. (In retrospect, I should have probably split them into two 10-ork squads, but that's not the point.) In the game, I placed the nob in a nice open area, some cover scattered about, but mostly in the middle to increase the odds of landing safely. I rolled my scatter dice, and was started to see quite a large scatter distance, about 9 or 10 inches. I followed the arrow and found right where they landed: right square atop the enemy's Landraider. I still wasn't too worried; I'd probably just have to re-deploy them next round. I rolled my D6 for the Mishap and stared in disbelief as a single pip stared up at me, mockingly. Just like that 275 points, nearly a fifth of my army, were gone. Instead the Landraider had spiffy new paint-job of gore red and the remains of a score of storm boys.

I have always wrestled with the question of Deepstrike or Not. Stormboys are fast (12+1d6 inches) so it's not like they CAN'T be somewhere in two or three turns. But if you deep-strike, you get there faster and "safer" (they only have one turn to shoot at you instead of 2 or 3). What's everyone's opinion on working with Jump infantry? Do you deep strike on or walk on? Or do you actually deploy them on the field, hopefully hidden somewhere behind tanks or buildings so they'll survive a round of shooting?

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Stormboyz are fun, but very fragile, much like DE Hellions. I love both, but accept that neither will last long

My preferred use for them is to start them on the battlefield behind some nice hefty LOS blocking cover, then zoom them over it to assault some poor sap that gets to close.

The only time i would deep strike them is with Zagstrukk, and mainly that's because the little fethers don't clump up well for a tight deep-strike footprint, and have nothing worth shooting with. Zagstrukk can at least charge when he comes in..

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

(Ultramarine player, so add salt)

I never reserve or deep strike assault troops. As you experienced, scatter can be a killer. What is also bad is the turn you spend sitting around doing nothing. This is when you get shot to death. If you run when you land, you can get out of the "I <3 Pie-plate" formation, but then you don't get to shoot your pistols and try to be useful on landing.

When I run assault marines (which I do from time to time) I like a small 5 man squad. They are fast enough to get to fights they can win, or to pile in to help comrades who need a hand. Small squads are easier to keep out of LOS behind cover. I found that when I fielded full 10 man squads, half would always get shot off before doing anything. If I'm only going to get 5 guys into CC, I might as well just pay for 5.

   
Made in fr
Lead-Footed Trukkboy Driver





Like Nevelon, I've also found that small squads are usually more survivable.

I've tried running 20 Stormboyz many times, and it's almost always a failure. 4 Stormboyz and a Nob with Power Klaw however always seem to be able to do something (usually, blow up a dangerous ennemy vehicle before dying).

As for Deep Strike vs Walk On : in 6th edition, I choose to always start on the table.

Zagstruck is a gimmick, and any competitive player knows not to rely on luck too much to achieve victory. When you start them on the table, you can easily manipulate Target Priority to force your opponent to shoot at something else (by denying LoS or making another unit seem more threatening).

Furthermore, Stormboyz have one of the greatest threat range in all 40k (30") and you can easily exploit that, creating a huge "danger zone" that'll make your opponent think twice before deploying a vehicle there.

Deffskullz desert scavengers
Thousand Sons 
   
Made in gb
Cultist of Nurgle with Open Sores




Brighton, UK

I sometimes use chaos raptors with 2 meltas and sometimes a combi melta.

I always deep strike those for obvious reasons.
Free tank kill

Returning for 9th

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 chuxfm wrote:
I sometimes use chaos raptors with 2 meltas and sometimes a combi melta.

I always deep strike those for obvious reasons.
Free tank kill


At that point you are DSing a shooting unit, that just happens to be based on assault troops. Deep Striking things to shoot is fine. You land, and can take your shots right away. You also have more flex in where you come down, due to the range of your guns.

It's not deep striking that is bad, it's doing it with assault units.

   
Made in gb
Longtime Dakkanaut





Outer Space, Apparently

unlike a couple of above posts, I find small squads of stormboyz get killed really easily. I never deep strike them either - they are the fastest jump unit in the game, what's the point?

however, if they are space marines or simmilars, then a deep strike might be a good idea. Space marines are tough, so they can take all the incoming fire in the turn they can't assault, and then the door's open for them next turn to wreak havoc!

just my view on jump units. I haven't used assault marines, but I think that might be the way to go

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in us
Ragin' Ork Dreadnought




Stormboys, you either take Zagstruk or walk them. They're fast enough to have a potential 30" assault, making them one of the only units which can first turn assault by walking. Attach you biker boss to the squad and laugh as you get them into combat before your enemy gets to shoot once.
(How does rolling charge ranges work with a mixed unit like that? Best option, or worst?)
   
Made in us
Lead-Footed Trukkboy Driver






Waaaghpower wrote:
Stormboys, you either take Zagstruk or walk them. They're fast enough to have a potential 30" assault, making them one of the only units which can first turn assault by walking. Attach you biker boss to the squad and laugh as you get them into combat before your enemy gets to shoot once.
(How does rolling charge ranges work with a mixed unit like that? Best option, or worst?)

Putting a Biker boss isn't a bad idea actually. As for charge distance, it's all 2d6 charge range unless you're charging into assault. Then I am unsure. I can definitely see arguments for the storm boys getting a 3d6 charge range, or a 2d6 charge range.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Executing Exarch





The Twilight Zone

 Nevelon wrote:

It's not deep striking that is bad, it's doing it with assault units.


This hit the nail on the head. Of the armies I play, deep strike is only avaliable to very shooty units(Warp spiders, swooping hawks, crisis suits). None of which I ever really want in assault sans hawks assaulting a tank.

These squads are also fairly small. 5 spiders, 3 battlesuits or 6 hawks don't have much of a footprint so finding a safe place to land is not hard. Hawks don't even scatter and drop in a large blast, so it is stupid NOT to deep strike them.

All of these units also have ways to avoid being clustered up at the end of the turn. Spiders and hawks have battle trance and fleet to spread out, and crisis suits/spiders are jet pack so they can shuffle away and maybe even jump behind cover(JSJ).

Stormboys can't do any of those things, have worse armor than each of those units, and poor overall shooting. Since they will strike in and just sit there a turn, most opponents will gun them down. The obvious solution is the named dude Zagstruck or so that lets you assault from deep strike, but that costs boys.


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

To my knowledge all jumppack units are assaulty. Deepstriking them would make them pointless since they'd be all bunched up and in the open for a turn, while running on would let them be fanned out and hiding behind stuff.

Unless Zagstruk is with his boyz, you shouldnt ever deepstrike assaulty units. Especially non-zagstruk stormboyz because they move FASTER than normal jumppack units (12+D6, they still move 13" if they roll a 1 but lose a boy).

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

As far as Tyranids are concerned, I would never advise deep striking Gargoyles due to their massive footprint, probably not Shrikes either. I don't really see the point of paying the points for 12" movement and not taking advantage of it.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Krazed Killa Kan






State of Jefferson

I never even considered this. But I just got my first 20 stormboyz in the mail today!!! Seems like you should walk unless you have Zag then? Then the intercepting Tau are bad news bears though, which is why I want them in the first place. Grrrr Orks.
   
Made in us
Locked in the Tower of Amareo




Deepstriking sternguard can be devastating. Deep striking assault troops? Who cares?
   
Made in us
Been Around the Block




If you're deepstriking a shooting unit then, what's safe so far as distance goes? I've been considering using melta raptors, but I don't know if placing them in melta range would be too risky in most situations, or if I should just try to go for the 12 inches away. I'm also considering using storm troopers when I start working towards playing IG, so that would be useful to know as well with them with flamers/meltas.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 doktor_g wrote:
I never even considered this. But I just got my first 20 stormboyz in the mail today!!! Seems like you should walk unless you have Zag then? Then the intercepting Tau are bad news bears though, which is why I want them in the first place. Grrrr Orks.


Thats kinda their issue. Stormboyz are technically very good, theyre just overpriced in today's meta and they have no gun or armor options (except the nob). What they do best is countered by cheaper units, and hard countered. Tau can outfit their entire army to wipe out stormboyz without even intending to
Right now its purely i wanna run them because theyre cool than theyre actually good. But theyre still, even these days, nowhere near useless so its not like youre spamming Kommandos or something lol

This message was edited 1 time. Last update was at 2013/08/25 03:08:49


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
The Marine Standing Behind Marneus Calgar





Upstate, New York

Spudlust wrote:
If you're deepstriking a shooting unit then, what's safe so far as distance goes? I've been considering using melta raptors, but I don't know if placing them in melta range would be too risky in most situations, or if I should just try to go for the 12 inches away. I'm also considering using storm troopers when I start working towards playing IG, so that would be useful to know as well with them with flamers/meltas.


Do you feel lucky? DSing is all about calculated risk. You want to be in melta range, find a spot you think will work, place your first model, pray to the dice gods, and roll scatter. You might mishap, you might kill your target. It's not for the faint of heart, and fortune favors the bold.

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





Nebraska, USA

everything is a calculated risk. i almost never mishap unless im using Zagstruk since he kinda forces you to deepstrike closer than you normally want to. I also play Tau and i deepstrike 2 crisis bombs every game, they never mishap.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Khorne Veteran Marine with Chain-Axe






DSing Melta Raptors has only ever been successful for me. And I definitely advise dropping them within melta range (put your centrepiece in the 5-6" range, pray to the Dark Gods for a hit, and voila), otherwise why bother with them at all?115pts for double melta, 125 with combi if you want to be sure of a kill. Cheap, goes where you want, blows up what you want, and wins at yelling.
Always DS them.

That being said, when I say "successful" I mean they show up, kill a vehicle, and are immediately torn limb-from-limb as they become priority #1.
3 Chaos Terminators w/combi-melta are more survivable, ish, but only get one vehicle unless they get into CC with power weapons.

As for assault Jump Infantry, use their 12".

-I dedicate these deaths to Odin Allfather, Spearshaker, One Eye.
Rock hard, ride free, and hold the heathen hammer high!
"Orkses is never beaten in battle; if we win, we win, if we die, we died fightin' so it doesn't count, and if we leg it, we always come back for anuvver go, see?"
God, I'd love to shunt the Hulk into the Eye of Terror and see what comes out. -Reiner
"Sons of the Last Breath"
"Host of Shattered Purity"
"Kabal of the Dying Sun, Cult of Marrow Excised, Coven of Lambent Hunger" 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






ShadowMageAlpha wrote:
Waaaghpower wrote:
Stormboys, you either take Zagstruk or walk them. They're fast enough to have a potential 30" assault, making them one of the only units which can first turn assault by walking. Attach you biker boss to the squad and laugh as you get them into combat before your enemy gets to shoot once.
(How does rolling charge ranges work with a mixed unit like that? Best option, or worst?)

Putting a Biker boss isn't a bad idea actually. As for charge distance, it's all 2d6 charge range unless you're charging into assault. Then I am unsure. I can definitely see arguments for the storm boys getting a 3d6 charge range, or a 2d6 charge range.

Actually, there is no such argument. When you look at the rokkit pack, it tells you do add 1d6 when using it move, it doesn't say anything about using it to assault. You basically pick between getting additional movement or hammer of wrath.

Vineheart01 wrote:everything is a calculated risk. i almost never mishap unless im using Zagstruk since he kinda forces you to deepstrike closer than you normally want to. I also play Tau and i deepstrike 2 crisis bombs every game, they never mishap.

Someone mathhammered this a while ago (with a lot more math than I could be bothered with) and came to the conclusion that deep-striking Zagstruk exactly 6" away is the most efficient, since you have a 58% chance to get into assault successfully afterwards, and only a 6-7% chance of mishapping into the unit you want to assault.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in nz
Disguised Speculo





I wish Stormboyz were good, but theres way too many pie plates in this game to make DS w/o Zag worth it, and Zag is expensive and crappy IMO
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

I wouldn't bother deepstriking them. At best, you're looking at getting into close combat turn 3. At worst, you're looking at them getting easily killed before they make it into close combat. The same is true for any CC unit, except those that also have decent shooting (like terminators).

The way I see fast CC units is mostly in a countercharge role. Your opponent does something clever, and is punished with a fast-response unit. They're basically the counter to those units that exist to punish your opponent for making mistakes. In this role, it's generally better to start them on the board in the middle of your stuff and then use the fact that they're mobile to be able to get to any edge of your stuff quickly.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Actually if they got 3D6 charge for rokkit'ing on the assault, that would be insane. Hammer of Wrath + Fleet on a 3-18" charge? I'll take that over getting to that sweetspot 6" charge any day lol.

Unless i am thinking something else, Jumppack units are Fleet when they use their rokkits to charge right?

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Roarin' Runtherd




OP- if they are getting shot at for 2-3 turns before assault when you start them on the board you're doing it wrong, they should be assaulting imediately (normaly T2) and they should always start the game out of sight IMO. Only ds if you have zagstruk.

3000 points. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Vineheart01 wrote:
Actually if they got 3D6 charge for rokkit'ing on the assault, that would be insane. Hammer of Wrath + Fleet on a 3-18" charge? I'll take that over getting to that sweetspot 6" charge any day lol.

Unless i am thinking something else, Jumppack units are Fleet when they use their rokkits to charge right?


Right.

Changing their rules to that might just be enough to justify their point costs. Someone should write that idea on a brick and throw it at Matt Ward.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

probably plenty of people that'd throw a brick at Matt Ward, even blank lol

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
Lead-Footed Trukkboy Driver






 Jidmah wrote:
ShadowMageAlpha wrote:Putting a Biker boss isn't a bad idea actually. As for charge distance, it's all 2d6 charge range unless you're charging into assault. Then I am unsure. I can definitely see arguments for the storm boys getting a 3d6 charge range, or a 2d6 charge range.

Actually, there is no such argument. When you look at the rokkit pack, it tells you do add 1d6 when using it move, it doesn't say anything about using it to assault. You basically pick between getting additional movement or hammer of wrath.


I would argue that there is such an argument. Granted I can also see how there's an argument against the 3d6 charge range. It all really comes down to whether you view the rules Jump pack for the Stormboys as Rules as Intended or Rules as Written.

This message was edited 2 times. Last update was at 2013/08/27 13:57:34


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Considering that you couldn't use jump packs in assaults at all until this edition, rules as intended are also against you. The rokkit pack does not do anything special during assault in comparison to any other jump pack in the game. There is literally no reason to claim otherwise.

Rules as intended is not the same as just reading something into rules that doesn't exist. Phil Kelly also didn't intend open topped battlewagons to kill half their cargo when exploding, but they still do.

This message was edited 1 time. Last update was at 2013/08/28 07:10:53


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Lead-Footed Trukkboy Driver






 Jidmah wrote:
Considering that you couldn't use jump packs in assaults at all until this edition, rules as intended are also against you. The rokkit pack does not do anything special during assault in comparison to any other jump pack in the game. There is literally no reason to claim otherwise.

I disagree with you here. When I read the Rokkit pack rules, I seems like it was intending to say "When you use the rokkit pack...". They simply covered the only two instances at the time in which you COULD use a rokkit pack. It's also interesting to note how there have been several discussion threads about whether Stormboyz get 3d6 if they use the packs to assault. Every one I've read came to the conclusion they DO get 3d6, even a couple guys who read the rules as written. Something about it still being a move when you move in the assault phase. Although, to be honest, I don't find that reasoning to be compelling.

This message was edited 1 time. Last update was at 2013/08/28 13:12:32


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






To get this out of the way:

Ork codex pg. 47:
"Every time the stormboyz unit utilizes its rokkit packs to move or fall back, roll a D6. [...] Regardless of the result, you may add the number rolled to the amount the unit moves that turn."

Quite obviously falling back is not movement in this context, otherwise it wouldn't have been here. In the same sense, assaulting is not movement, but is not named here. If in doubt, check with the 6th edition jump infantry rules, which explicitly differentiate between moving, charging and falling back, each with different rules. Only two of those are referenced in the rokkit pack rule, so only those two are affected. Even if you were to roll the dice during assault, your movement is already over for that turn, so it wouldn't do anything but kill stormboyz on a

You are not arguing how the rules were intended to work, but rather how they maybe would have worked if the rule was written for 6th. Rules become funky over two editions - you still have absolutely no permission to change them, no matter how funky they are.

This message was edited 1 time. Last update was at 2013/08/28 15:41:38


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
Forum Index » 40K General Discussion
Go to: