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Made in gb
Nasty Nob





UK

I've been looking at Kustom Stompas all day, unfortunately they're only in Imperial Armour Vol 8, which I think is superseded by Imperial Armour, Apocalypse.

TBH, I had looked at including a Stompa with my GT for a tournament, but TBH it's just too dodgy, rules wise. For 600 points and under, you can equip a Kustom Stompa with enough D and high strength template firepower to level most armies on it's own. Adding Powerfields, and Big Meks with KFF/ MFF plus Lootas and Meks for extra resiliency and you have a game breaking unit that makes most DeathStars look like Peppa Pig.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in ie
Norn Queen






Dublin, Ireland

Is there a coherent ruleset for Stompas and BMS at the moment or is it fragmented a bit?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in nl
Regular Dakkanaut




According to the LoW sheet from the forgeworld download page you can still use the kustom stompa from IA8, but that is the only LoW you can still take from that book (as an ork player).
   
Made in us
Dakka Veteran




killerdou wrote:
According to the LoW sheet from the forgeworld download page you can still use the kustom stompa from IA8, but that is the only LoW you can still take from that book (as an ork player).


You can still take Kill Tanks, the Gargantuan Squiggoth and the Battle Fortress. I believe the Big Mek Stompa can be taken as well.


Automatically Appended Next Post:
 r_squared wrote:
I've been looking at Kustom Stompas all day, unfortunately they're only in Imperial Armour Vol 8, which I think is superseded by Imperial Armour, Apocalypse.

TBH, I had looked at including a Stompa with my GT for a tournament, but TBH it's just too dodgy, rules wise. For 600 points and under, you can equip a Kustom Stompa with enough D and high strength template firepower to level most armies on it's own. Adding Powerfields, and Big Meks with KFF/ MFF plus Lootas and Meks for extra resiliency and you have a game breaking unit that makes most DeathStars look like Peppa Pig.


Well if its a tournament and they're allowing it I really don't see what the issue is.

Also wouldn't most tournaments ban the ranged D-Strength ?

Not that you need the ranged D when the Klaw Stompa can (almost) auto-kill anything it hits with 10 Destroy Hits in melee.


Automatically Appended Next Post:
 Ratius wrote:
Is there a coherent ruleset for Stompas and BMS at the moment or is it fragmented a bit?


The regular Stompa is in the Ork Codex.

The Big Mek Stompa is in Apocalypse

The Kustom Stompa (and by virtue the Klaw Stompa) are in IA8.


The Evil Eye in the Sky Stompa and Goff Rolla Stompa are defunct as their rules are out of date.

This message was edited 3 times. Last update was at 2015/05/16 22:56:43


 
   
Made in nz
Disguised Speculo





killerdou wrote:
According to the LoW sheet from the forgeworld download page you can still use the kustom stompa from IA8, but that is the only LoW you can still take from that book (as an ork player).


The problem is, if you look at the dread mob pdf, which was released afterwards, the Kustom Stompa has been replaced by the Mek Stompa.

Back at the dawn of 7th there was a lot of confusion over which was considered legal. Both? Or just the second list?

Very much hoping that its both, cuz the Kustom Stompa is absolutely awesome
   
Made in us
Dakka Veteran




 Dakkamite wrote:
killerdou wrote:
According to the LoW sheet from the forgeworld download page you can still use the kustom stompa from IA8, but that is the only LoW you can still take from that book (as an ork player).


The problem is, if you look at the dread mob pdf, which was released afterwards, the Kustom Stompa has been replaced by the Mek Stompa.

Back at the dawn of 7th there was a lot of confusion over which was considered legal. Both? Or just the second list?

Very much hoping that its both, cuz the Kustom Stompa is absolutely awesome



It's Buzzgob's Kustom Stompa that has been replaced with the Bigmek Stompa.

The Kustom Stompa is separate from that.

This message was edited 1 time. Last update was at 2015/05/17 01:21:59


 
   
Made in nz
Disguised Speculo





I know what a kustom stompa is man, not talking about the Buzzgob one but instead if its the Kustom, Mek, or both that are legal.

Cut and paste LoW lists from the Forgeworld PDF

Forgeworld 6th edition errata including LoW

Kustom Battle Fortress IA: Apoc
Kill Blasta IA: Apoc
Kill Bursta IA: Apoc
Kill Krusha Tank IA: Apoc
Gargantuan Squiggoth WH40K: Apoc
Stompa WH40K: Esc
Kustom Stompa IA: 8*


Dread Mob pdf

Kustom Battle Fortress IA: Apoc
Kill Blasta IA: Apoc
Kill Bursta IA: Apoc
Kill Krusha Tank IA: Apoc
Gargantuan Squiggoth WH40K: Apoc
Stompa WH40K: Esc
Big Mek Stompa WH40K: Apoc


Unless theres been another errata (?) thats the legality of Ork LoW. The confusion stems from there being two different lists - which one is the correct one?

This message was edited 1 time. Last update was at 2015/05/17 02:05:09


 
   
Made in us
Dakka Veteran




 Dakkamite wrote:
I know what a kustom stompa is man, not talking about the Buzzgob one but instead if its the Kustom, Mek, or both that are legal.

Cut and paste LoW lists from the Forgeworld PDF

Forgeworld 6th edition errata including LoW

Kustom Battle Fortress IA: Apoc
Kill Blasta IA: Apoc
Kill Bursta IA: Apoc
Kill Krusha Tank IA: Apoc
Gargantuan Squiggoth WH40K: Apoc
Stompa WH40K: Esc
Kustom Stompa IA: 8*



Dread Mob pdf

Kustom Battle Fortress IA: Apoc
Kill Blasta IA: Apoc
Kill Bursta IA: Apoc
Kill Krusha Tank IA: Apoc
Gargantuan Squiggoth WH40K: Apoc
Stompa WH40K: Esc
Big Mek Stompa WH40K: Apoc


Unless theres been another errata (?) thats the legality of Ork LoW. The confusion stems from there being two different lists - which one is the correct one?



The 6th edition Erratta says a Kustom Stompa can be chosen for a Codex Orks army or a Dred Mob Orks army so that is the one I'd go with.


Automatically Appended Next Post:
And while on the subject of Ork Lords of War is there ever any reason to consider the Gargantuan Squiggoth over the Stompa ?

This message was edited 2 times. Last update was at 2015/05/17 05:17:18


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

The Imperial Answer wrote:
And while on the subject of Ork Lords of War is there ever any reason to consider the Gargantuan Squiggoth over the Stompa ?

it looks freaking awesome.
   
Made in us
Nasty Nob





United States

I'm still surprised I haven't heard any tales of DT trukk spam working at all. Boyz/Lootas/Tankbustas can all take them.. that's a rokkit on a ramming BLOS platform that is very numerous.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in ca
Sneaky Kommando





 Rismonite wrote:
I'm still surprised I haven't heard any tales of DT trukk spam working at all. Boyz/Lootas/Tankbustas can all take them.. that's a rokkit on a ramming BLOS platform that is very numerous.
It's weak to a lot of really common stuff. Anything that can alpha strike with melta or plasma guns will ruin trukks, each pen gives a 30-50% chance of an "explodes" result, and then you lose half your unit to the explosion and possibly more to the mob rule for the pinning check. Armies tend to bring a lot of anti-tank stuff for dealing with AV13-14 that absolutely devastates trukk-based armies; railguns, lascannons, MCs, plasma cannons, basically anything with ap2 or better is your kryptonite.

Tankbustas can make good use of them as basically suicide bombers, my experience with them in trukks is that they rush forward, kill something (hopefully expensive) and then die. Meganobz can shrug off the explodes result and a lot of the subsequent small-arms firepower, so they're really well suited to a trukk that moves 24" and then explodes underneath them. I've not tried lootas in them but I'm a bit wary of risking such a valuable unit like that; I play my lootas very conservatively and use them more for area denial than direct fire support.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in nz
Disguised Speculo





Back when Escalation and Stronghold just came out, the idea of trukk rush + void shields to eat the alpha seemed pretty cool. Think I might give it another go. Anyone had success with a list like that?

Ran a Green Tide today backed up by Mek Guns against a IG gunline, standard mission (whatever its called, #1) with a lot of LoSB terrain.

Quick analysis for this thread

- Mek Guns suffer from terrible range, anything but the long table edge deployment has a huge effect on their usefulness.

- Mek Guns are hugely durable. Often I had whole units firing at them and killing 3pts of crew. The downside? Lose another 3pts or so of krew and the unit has to test on Ld5. That makes them rather fragile overall. Could be ruthless around a fearless bubble like a dakka Stompa

- Overall, as they have longer range and can hide to mitigate their vulnerability, Lobbas seem like the best overall choice

- Green Tide with painboy and relic KFF is as tough as it looks on paper, though it can be extremely difficult to keep the front of the blob under the shield if it has to surge around terrain pieces etc

- Green Tide is very vulnerable to being tarpitted. In my case some armoured sentinels hit a point reasonably far from my PK Nobz. The result was the tide creeping along at 3" per turn with pile ins until another units Nob came and wrekd them

- Oh my god the green tide is so awful to run. Far too many models moving, running, piling in etc. If your considering a tide proxy it first with whatever models you can find before you buy that many boyz. Don't think I'll run anything but wagons and trukks again


tag8833 wrote:
The Imperial Answer wrote:
And while on the subject of Ork Lords of War is there ever any reason to consider the Gargantuan Squiggoth over the Stompa ?

it looks freaking awesome.


And because you can often get giant Tyranids and other monsters cheaper than giant walkers - grabbed a Mawloc to turn into a squiggoth, gonna be so sweet

This message was edited 2 times. Last update was at 2015/05/18 06:12:46


 
   
Made in gb
Longtime Dakkanaut





UK

 Dakkamite wrote:
Mek Guns suffer from terrible range, anything but the long table edge deployment has a huge effect on their usefulness.

- Mek Guns are hugely durable. Often I had whole units firing at them and killing 3pts of crew. The downside? Lose another 3pts or so of krew and the unit has to test on Ld5. That makes them rather fragile overall. Could be ruthless around a fearless bubble like a dakka Stompa

- Overall, as they have longer range and can hide to mitigate their vulnerability, Lobbas seem like the best overall choice


I agree, which is why I have Lobbas when I don't run Zhadsnark. When I do, I run 5 Lobbas and another unit of Mek Gunz. Try and get Infiltrate Warlord Trait (using Da Finkin Kap) so range isn't as much as an issue.

This message was edited 1 time. Last update was at 2015/05/18 10:05:53


YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I was able to get a hold of FW over the weekend about Buzzgob's Stompa. Below was the answer that I got.

"Hi,
Thank you for your email. The +300 points is added to the cost of a Stompa that is bought as well. So it is 800 points.


If there is anything further we can do to assist you, or if you have any queries about the information we have requested or provided, please telephone us.


Regards,
Forge World"

A bit disappointing, but this has prompted more questions I've e-mailed them about. Where is the big mek stompa that cost 500pts? Also, it is still cheaper to build the stompa in the Kustom Stompa builder from IA:8. I know we are having a discussion on if that Stompa can be your LoW.



Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Infiltrating Broodlord






 Glitcha wrote:
The +300 points is added to the cost of a Stompa that is bought as well. So it is 800 points.





Clear as mud!

Perhaps if Forgeworld say Buzz Gobb and his Stompa cost 800 points we should all go with that... I can certainly live with it ~

   
Made in us
Dakka Veteran




 Glitcha wrote:
I was able to get a hold of FW over the weekend about Buzzgob's Stompa. Below was the answer that I got.

"Hi,
Thank you for your email. The +300 points is added to the cost of a Stompa that is bought as well. So it is 800 points.


If there is anything further we can do to assist you, or if you have any queries about the information we have requested or provided, please telephone us.


Regards,
Forge World"

A bit disappointing, but this has prompted more questions I've e-mailed them about. Where is the big mek stompa that cost 500pts? Also, it is still cheaper to build the stompa in the Kustom Stompa builder from IA:8. I know we are having a discussion on if that Stompa can be your LoW.




To be honest if Buzzgob's Warlord trait is what I'm after I'd rather just have him aboard a Kustom Stompa.

It still applies so.

Also the Big Mek Stompa seems lack luster as most of its (limited) weapons seem like they aren't going to hit most of the time.



Also since Buzzgob has Waaagh! and Furious Charge does that affect his Stompa in anyway if hes aboard ?

This message was edited 1 time. Last update was at 2015/05/18 14:39:55


 
   
Made in gb
Stealthy Grot Snipa





Today I've been doing some sneaky grotly thinking;

Mogroks boss boyz;
1 WB, 3BM, 1 ML2Weirdboy - Gives me D3 outflank with acute senses

Grukk's Rippin' Krew
So - Grukk, the 5 Nob unit, The grot unit, The kanz unit - They are my Turn 1 deepstrike distraction

CAD
Painboy
1x max grot unit
1x min grot unit
3x single deffcopta
5x lobba
5x Kannon
Morkanaught

1x WoM fortification

-------------------------------------------------
Not entirely sure how many points this would currently be up at but the idea I would be going for would be a static Grot gunline that consists of plenty of T7 units that have MA meks attached/SAG meks. Using max grot blob with a painboy behind an aegis to form a meatshield, going to ground with a FnP on such a cheap unit would create such a nightmare to remove. The rest of the list is then either outflanking (coptas) or DSing turn 1 (grukk formation). I then also have D3 outflanks with acute senses remaining, so for that I will then bring whatever units I would like to outflank with; potentially thinking tank bustas in a trukk, shoota boyz etc..

however overall I will be trying to create more of a static gunline/a slow moving gunline (SnP artillery and morka KFF) that uses lobbas to deal with AI while the SnP bigger guns blow armour into pieces. All the while on every turn I basically have some form of distraction unit arriving or coptas for objective grabbing. The grukk formation isn't a necessity but I think it could be hilarious. If I removed that I would take a couple Min Kommando's units to sit on midfield objectives and just camp there while I threw distraction units his way.
----------------------------------------------

Edit: So I think, tankbustas with the ML2 weirdboy in a trukk utilising the outflanking and acute senses could be nasty.
So would a unit of Warbikers with the required warboss on bike.

This message was edited 1 time. Last update was at 2015/05/18 14:44:28


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Dakka Veteran




On the note of the Grabbin Klaw I notice it only says it cannot grab Flyers or Skimmers are far as vehicles go.

Does this mean that you could grab a Super-Heavy like a Knight or Baneblade with it and stop it from moving ?
   
Made in us
Longtime Dakkanaut





currently, yes you can grab knights/SHV with the grabbing klaw.
   
Made in us
Dakka Veteran




Would it even be effective or worthwhile ?

This message was edited 1 time. Last update was at 2015/05/18 18:08:57


 
   
Made in nz
Disguised Speculo





Haha that would be awesome, but I'm pretty sure we'll find some rule stopping it.

Bonus points for holding a knight 2" away from you so it can't hit you with its D sword. Man I'm totally going to do that to a dreadnaught at least

Edit: Can't get it on trukks anymore? Laaaame. At least its 5pts, but theres no way I'm putting a battlewagon within 2" of anything let alone a dreadnaught
Edit #2: It can go on looted wagons, that could perhaps be worthwhile.

This message was edited 2 times. Last update was at 2015/05/18 18:11:30


 
   
Made in us
Longtime Dakkanaut





I have not yet found any rule to stop it. Pretty sure there are no rules preventing it.

The problem is getting close enough to do it without a knight fragging your vehicle or charging you. They can split fire, and move 12" + assault 2d6, pretty hard to get in that close.

Even if you do they can shoot you on their turn and possibly frag you then can still assault anything within 2d6" if they do manage to blow the ork vehicle up.

   
Made in us
Dakka Veteran




 Dakkamite wrote:
Haha that would be awesome, but I'm pretty sure we'll find some rule stopping it.

Bonus points for holding a knight 2" away from you so it can't hit you with its D sword. Man I'm totally going to do that to a dreadnaught at least

Edit: Can't get it on trukks anymore? Laaaame. At least its 5pts, but theres no way I'm putting a battlewagon within 2" of anything let alone a dreadnaught
Edit #2: It can go on looted wagons, that could perhaps be worthwhile.



I believe most Ork vehicles like Battle Wagons and Big Trakks can take the Grabbin Klaw as an upgrade.

This message was edited 1 time. Last update was at 2015/05/18 18:17:59


 
   
Made in nz
Disguised Speculo





The main thing is not trukks, which are the best grabber klaw delivery system by a mile.

Will be funny that one time when your wagon grabs the dread that was about to assault it, and whacks it turn after turn with the wrecking ball while it flails about from 2" away...
   
Made in gb
Stealthy Grot Snipa





Yeh the grabbin' klaw is so orky! but you'd need to put it on multiple vehicles to make it worth while imo. Would be too risky to attempt a tactic based upon it only to have it fail to grab

If I outflank a vehicle does that confer to the unit inside too? As the other way around it only works for dedicated transports as i read it in the BRB.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Lead-Footed Trukkboy Driver






MT

On the subject of Gargantuan Squiggoths, has any one ever used on to good affect? I got mine in the mail last week, and I have been struggling to build a list around it.

I do realize that it is not an optimal choice...

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Dakka Veteran




 Geemoney wrote:
On the subject of Gargantuan Squiggoths, has any one ever used on to good affect? I got mine in the mail last week, and I have been struggling to build a list around it.

I do realize that it is not an optimal choice...



Well it may not compare to the Stompa but it does have a few options.

For one it's not subject to any of the weaknesses of vehicles.

It's also worth noting I believe any units embarked aboard can fire out of it. It has the same transport capacity as a regular Stompa (20 models).

Even if the Squiggoth is locked in combat I believe the units embarked aboard can still fire (but not at the target the squiggoth is engaged in combat with).


Interestingly how does the Bigmeks Kustom Force Field work with a Squiggoth given its not a vehicle ?

Could you (in theory) have him project the Force Field around the Gargantuan Squiggoth he is aboard and any unit within 6" ?
   
Made in us
Lead-Footed Trukkboy Driver






MT

The Imperial Answer wrote:
[Interestingly how does the Bigmeks Kustom Force Field work with a Squiggoth given its not a vehicle ?

Could you (in theory) have him project the Force Field around the Gargantuan Squiggoth he is aboard and any unit within 6" ?


I doubt it...

You are right about embarked unit shooting while the Squiggoth is in combat. I also believe that and embarked unit can get out and charge while the Squiggoth is in combat.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in gb
Stealthy Grot Snipa





Yeh they can disembark and charge, they basically count as being embarked in an open topped transport, while the Squig counts as another unit Weaknesses are that it can get stuck in combat, as its got abysmal WS.

As for the KFF, the unit still counts as embarked on a transport so you would simply give the squig a 5++ against shooting. Even if you could somehow count them being on top, I imagine a 6" bubble on the squig wouldn't touch the ground anyway

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Dakka Veteran




Was just wondering because the wording for the Kustom Force Field says that any VEHICLE its embarked upon gets the save.

The Gargantuan Squiggoth isn't a vehicle.
   
 
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