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Made in us
Mekboy on Kustom Deth Kopta






Thoughts on this tactic.. Op? Not effective due to easy to counter?

For those unaware you get a stompa and put in a bit mek with kff for a 5++ you can even go for a 4++ with ghaz supliment. Then you take grot riggers and another men with 3 grot oilers each for rerolls on repair. Then take another HQ to unlock 3 meks. Attach these meks to lootas who also take 3 meks and you get str7 ap4 shouts out the fire points and up to 9 hull points restored per turn realistically more like 4 per turn of its 12 HP. Then lay down tons of dakka... Though it is pricey at around 1100 to run a stomps like this


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Made in nl
Loyal Necron Lychguard



Netherlands

I think Lootas want to stay still and fire from range.
A better option might be to put Burna Boyz in it, you could put three groups in it!

The big choice is between: 4++ or 5++ and Da Fixer Upper.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Burna Boyz cost 2pts per model more, and will never get to actually shoot.

Also for the record your repair spam is kinda tame. You can get 14 attempts a turn easily.

Super Heavy Transports are not limited to a single unit, only transport capacity. Take one Loota unit (7 since 3 meks and 4 fire ports), two minimum Burna units (2 burnas 3 meks each), grot riggers and 3 HQ meks. Total of 20 models, which is its transport capacity, and thats 12 Meks inside plus riggers. Add a KFF on Bike following behind so the stompa AND nearby units get the invul save, thats 13 repairs plus riggers totaling 14 5+ attempts per turn. Add Da Fixer Uppers on the big mek for a 3+ if you really think you need it.
EDIT: Which is 1268pts if you take the 2 supa rokkits as well (not sure why you wouldnt theyre fethin nasty). Not including the biker unit thats most likely attached to the KFF mek for ablative wound protection either lol.

Its not OP, as AV13 allows a lot more weapons to glance this thing to death than AV14 does. But it does basically force your opponent to kill it in one go since you are bound to repair 4-5 HP a turn on average, possibly more, and its going to cause a LOT of damage before it drops.

This message was edited 2 times. Last update was at 2014/07/07 21:35:59


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

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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

3 squads of Burnas with 3 meks each. 2 Big meks and little meks is 13 meks inside and the Grott Riggers for a total of 14 repairs. If you go double force org and take another HQ you can stick another little mek inside and a Biker Big Mek with KFF outside to cruise around and repair it as well for a total of 16 repair attempts. If you also include some grot oilers you can get a ton of re-rolls as well. I do think this is over kill though but it should keep the thing alive long enough for it to make an impact.
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

All this goes to prove GW still doesn't playtest.

How long did it take Dakka to work this out, a week?

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Mekboy on Kustom Deth Kopta






A week? Hell imost of us figured this out during the leaked pages before the codex was in hand.
It makes a Stompa durable but it is still not really imperial total durable because apparently an orks can only do av14 on the narrowest model in the game the battlewagon, they half ass the armor plating on thier titan equivilant... But also can jury rig the thing so that is nice. Realistically you repair on 5s so even 14 repair dice is 4.6 repaired hull points a turn. So it can not quite repair what a pair of Melta hits will do a turn... Drop podding 2 Melta veteran squads, or 2 squads of fire dragons means 7 hits 4 pens and one dead Stompa napkin matching it, might be a HP or 2 off

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





Nebraska, USA

Like i said all it does is make you have to kill it in one go. Since its AV13 thats not anywhere near as hard as you may think. Now if it was like Titans and had AV14, then it would be downright broken since literally the only way to reliably kill it before it repairs itself is spam the gak out of it with meltas in double-pen range, but thats assuming you can get that close (anything with melta would be target #1 for me).

Im not sure if putting that much repair into it is really worth it though. It gets expensive FAST and gotta remember super heavies even if they are glanced to death cause catastrophic damage. If that happens before it gets across the table, youre boned as you didnt just lose ~1200pts invested in one model but most likely ~500pts sitting outside of the expensive model that just blew up..probably more.

Still going to do it just to be a dick lol. Probably wont do it more than once.

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

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Made in us
Mekboy on Kustom Deth Kopta






Yea. I am actually playing with imperial armor 8 and kustom Stompa

Basically you can take stuff like the lifts droppa and for a whopping 130 points you get a deff arsenal... 3d6 str 9 ap3 120" range. And d3 atr 8 ap3 grot guided (hit on 2+) (also these shot at different targets than 3 d6) ... Sure at a low bs you hit like... 3-4 but you get to roll a lot do dice and could get lucky (or unlucky and miss all but that's orks!)

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Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Put Boyz squads around the stompa as bubble wrap. The Stompa makes them fearless so no need to worry about the crappy new Mob Rule. Anything with Melta shouldn't be within range to hit it turn 1. Then you only need to worry about single shot Tank busting weapons with a Strength of 8 or Higher. If anything with melta tries to get close charge them with a boyz squad.

1x Squad of Kommandos can also be useful. Place your stomp on the deployment line then after all deployment is finished stick the Kommando's in front. Also helpful if you get the sucky deployment with the 12" wide zone on the long table edge. I'd give the Kommandos a couple of Flamers for overwatch because they will most likely get charged first. If you can work your deployment well you might even be able to get them to benifit from so cover to make use of there stealth.

I have found that with a Stompa foot slogging boyz seem to be the way to go. You will have a lot of points sunk into the stompa so best to make it up with some cheap bodies.

As for the Meks. A few Grot Oiler can be a solid investment. The re-roll repair rolls can be a god send early game until you kill off all the anti-tank stuff.
   
Made in us
Douglas Bader






 Orlanth wrote:
How long did it take Dakka to work this out, a week?


Not even that long, since this already existed with the previous codex. And anyone who has ever played Apocalypse with someone who wants to bring the most powerful stuff knows that you have to impose a "little things don't work on big things" rule or you get stupid combinations like this. Which means that GW putting it into the new codex without fixing this problem is a pretty unbelievable level of incompetence.

This message was edited 1 time. Last update was at 2014/07/08 18:43:00


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Angelic Adepta Sororitas





Any reason nobody has mentioned placing the Stompa behind three maxed out Void Shield Generators?

9 AV12 ablative wounds that they have to punch thru first.

Might not need all those Mek's, lol

Plus spam boyz around in there to bubble it, which also cant be shot till the VSG's go down.
   
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!!Goffik Rocker!!






 Peregrine wrote:
 Orlanth wrote:
How long did it take Dakka to work this out, a week?


Not even that long, since this already existed with the previous codex. And anyone who has ever played Apocalypse with someone who wants to bring the most powerful stuff knows that you have to impose a "little things don't work on big things" rule or you get stupid combinations like this. Which means that GW putting it into the new codex without fixing this problem is a pretty unbelievable level of incompetence.


...ain't you the guy who stated in every thread touching escalation that bringing LOW in 'regular' games is super-fine? It's even in the codex now. And i must say that stompa's considered one of the best ballanced LOW for 'regular' games.

This message was edited 1 time. Last update was at 2014/07/10 06:52:15


 
   
Made in us
Douglas Bader






 koooaei wrote:
...ain't you the guy who stated in every thread touching escalation that bringing LOW in 'regular' games is super-fine? It's even in the codex now. And i must say that stompa's considered one of the best ballanced LOW for 'regular' games.


Most LOW are fine in normal games. And the Stompa itself is fine, the only issue here is GW's stupidity in allowing the repair rule to work on superheavies. If you impose a rule that repair/psychic powers/etc don't work on superheavies or gargantuan creatures unless they explicitly say so then there's no problem with taking a Stompa.

And anyway, I've never denied that some LOW units are overpowered (just like plenty of non-LOW units are overpowered). My position on "escalation" is that it's part of the game even though certain players try to pretend otherwise. You're obviously still free to decline to play against it, just like you can decline to play against space marines.

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. 
   
Made in gb
Contagious Dreadnought of Nurgle





The thing is though, it's not over powerd or broken. It is near as dammit 1300 points. Then add in your Big Meks bike squad for the ablative wounds and you are talking 1500 points that will be mostly gone the moment the stompa goes down. Even at 2000 you will be left with your 3 squads of boys, whatever managed to survive the blast of the stompa and whatever you could get from the few hundred points left.

If your opponent dosn't bring much to deal with AV13 or doesn't deal with the stompa it can do allot of damage, but if they focus long and mid range anti AV 13 it will not work well.

Against Tau, Eldar or Guard you will lose horribly. Dark Eldar will probably tear to bits if they charge you down fast. SM and crons it depends on what they bring. The only force I can see this working against reliably is GK.

 insaniak wrote:
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And sometimes, it's just a case of too much scotch combined with too many buttons...
 
   
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Confessor Of Sins






At those points, stack 2 or 3 Warhound Titans against it with two turbo-lasers each and watch it melt away.

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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

4++ KFF is the best tool to keep this puppy alive. Grot oilers shouldn't be over looked either. I did a bit of math hammer on the Got Oiler the other day and they are defiantly a lot of use in the early turns when you opponent still has a lot of ranged AV13 breaking stuff.

So if we take 9 meks. Lets assume they are just Meks from a burna boys unit.

9 guys rolling 5+ Repair rolls equals 3 average repaired hull points so that give you 6 guys that failed. So 6 Grot Oilers is worth 30 points (These guys went up in cost by 2 points from the old dex. Damm.) and gives you 6 more rolls to repair. This should average another 2 repaired hull points so you should be able to recover 5 Hull points the first turn. I like to think of the Grot Oilers as having an extra 6 Meks repairing the Stompa that turn. Its more like having 15 Meks on board instead of 9.

So if we are to be needing 6 Grot oilers each turn in order to last 5 game turns we would need to have 30 Grot oilers costing us 150pts. Problem is 9 meks only allow us to get 27 Grot Oiler bit if we include either a Big Mek or HQ Mek then we should be able to get in the extras.

So the big question is with such an expensive model (Points and Dollars) on the board do we want to be spending another 150pts of gear to keep the thing alive? Well just ask your self the question if your spending all these points to take a Stompa in the first place if its killed turn 1 will you have enough stuff left to win the game? Probably not.

So for 150pts you will get another 10 repaired Hull points that you wouldn't have gotten before. Seems like a bargin to me. A Stompa list IMO doesn't follow the standard boys before toys rule. A stompa list does 1 thing. Takes a Stompa and fields everything else to support the Stompa.

So in reality we would be paying an additional 150pts to have a benefit equal to having an extra 6 Mek boys on board for the first 5 game turns. If all major Anti AV13 killing power hasn't been wiped out by turn 5 or at least softened enough to not need the extra Hull Point repairs. You will have probably already lost. A Stompa List is an all eggs in one basket type list and can be a lot of fun to play with.

So really if your Stompa got hammered the first turn and taken down to 1 or 2 Hull Points would the extra repair rolls be worth the points? Find what is comfortable for you 30 Grot Oilers might seem like over kill. Well take 10 instead is 50pts going to bust the bank? They do not take up any space in a transport so why not take a few?

The Void Shield Generators are an entirely different topic that can benefit the Stompa as well but I will leave this for another time as I am over typing.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Or just take the good old Stompa on a Landing Pad. Deploy it in front of your deployment zone and walk onto to it (ignores cover) first turn. Hang out there for 3-4 turns firing away. A lot cheaper and more reliable then a lot of other options.

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Ork Admiral Kroozin Da Kosmos on Da Hulk






Ironically, the stompa will die pretty fast against close combat specialists with AP2 or AP1 weapons. No amount of repair rolls can save you from that.

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A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
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Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Jidmah wrote:
Ironically, the stompa will die pretty fast against close combat specialists with AP2 or AP1 weapons. No amount of repair rolls can save you from that.


Surround SoaLP with Lobbas and such? Fearless and 4++ 18pt cushions.

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