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		<title><![CDATA[Latest posts for the thread "Adjusting Cost for the Stompa"]]></title>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ Im just wondering what everyone thinks a "Balanced" price would be for the Ork Stompa in the current 7th edition climate.  Im not looking for it to be ridiculously under costed like the WK but I do think that 770pts for a single model that can still get blown off the table in a single turn needs a lower price.  <br /> <br /> So lets go over what this bad boy brings to the table.<br /> 13/13/12 12 <span class="glossaryitem" onmouseover='gp(661);'>HP</span><br /> Transport Capacity of 20 so thats cool, except its not assault and its a walker so its slow as hell, this is mostly a way for you to stick a bunch of Lootas inside to get those Mek rollz to repair <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, and to get a big mek inside with either a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> or a MFF.  <br /> <br /> 3 Big Shootas - meh<br /> Deff Kannon - Hooray!   S10 AP1 MASSIVE BLAST!!!!!! primary weapon, without a doubt the best ranged weapon in the Ork Codex.<br /> Skorcha - .....yeah<br /> Supa-Gatler - either "that was pretty amazing" or "Well Feth their goes that gun"  S7 AP3 <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> Shots, Fires 3 times per turn, heres the catch, You roll doubles and the gun is basically destroyed (no <span class="glossaryitem" onmouseover='gp(661);'>HP</span> lost)<br /> 3 Supa Rokkits - Pretty awsome, not stellar but pretty good, S8 AP3 Large blast <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Big Shoota - meh.<br /> and of course MEGA CHOPPA - Strength D AP1 5 attacks on the charge, swings at Initiative!!!!!!! unfortunately the stompa is Initiative 1 so it don't matter <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> So it definitely out classes an Imperial Knight at 370pts, simply because it has so much Dakka.  But at the same time it doesn't get an invul nor will it ever get a <span class="glossaryitem" onmouseover='gp(732);'>CS</span> because of the new rules for vehicles and with the plethora of really good anti tank in the game its kind of necessary to get that invul.  at the same time the WK is 290pts and can pretty much destroy a Stompa by itself without another WK as backup, so... <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> so overall, with how fragile vehicles have become in 7th edition (Eldar Fire dragons or <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Drop pod landing near the stompa and they can easily strip 5-10 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> off this thing in a single turn.)  im wondering what you lot think the Stompa should cost.  Im thinking somewhere in the range of 100-150point reduction bringing it down to 620-670 points respectively.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 23 Aug 2015 14:04:03]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ 770 points is entirely to expensive. It can't be more then 620 points.<br /> In the world of <span class="glossaryitem" onmouseover='gp(123);'>str</span> d blowing up superheavies in 1 hit the stompa needs void shields.<br /> Considering people can currently take a kustom stompa the same as the codex version that's 600 points from <span class="glossaryitem" onmouseover='gp(749);'>IA8</span> and it still isn't anywhere near competitve.<br /> <br /> I'd say 620 points with 3 av12 power fields is where the stompa should be. I'd even suggest a big mek upgrade option that can repair a void shield each turn on a 5+. Because as <span class="glossaryitem" onmouseover='gp(123);'>str</span> d becomes more prevalent superheavies become more and more a liability. ]]></description>
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				<pubDate><![CDATA[Sun, 23 Aug 2015 15:09:35]]> GMT</pubDate>
				<author><![CDATA[ gungo]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ I recently played a game with my Stompa versus two Imperial Knights (plus various infantry on both sides).<br /> <br /> On paper two Knights seemed like a reasonable match-up (similar levels of firepower / attacks, same hull points, etc. for virtually the same points), but the Knight's ion shields just made the whole thing a joke.  They were whittling off hull points every turn, whilst saving every single thing my Stompa could throw at them.<br /> <br /> Even with the old Ork powerfields and a price drop I don't think it would be enough, as the fields pretty much disappear after the first turn (if they even last that long) and the hull won't be far behind.<br /> <br /> I think a permanent invulnerable save is required to balance the books and give the Stompa the durability it deserves; 4+ at it's current points wouldn't be unreasonable, 5+ would probably justify a drop to around the 700 point mark.]]></description>
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				<pubDate><![CDATA[Mon, 24 Aug 2015 12:23:59]]> GMT</pubDate>
				<author><![CDATA[ Jadenim]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ An invul save does help but it's still not that great. <br /> Remember currently you can give a stompa an invul save vs shooting via a <span class="glossaryitem" onmouseover='gp(163);'>kff</span> big mek with the added benefit the big mek can repair hull points And it still dies like a wet noodle.<br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> d ignores invul saves on a 6 and does 6+<span class="glossaryitem" onmouseover='gp(24);'>d6</span> hull with an extra pen result. 2x 295 point wraith knights which is still less then an unbuffed stompa can likely kill it in a single round of shooting. Power fields are the only thing that prevent <span class="glossaryitem" onmouseover='gp(123);'>str</span> d insta kill. I realize elder are like the only army with mass <span class="glossaryitem" onmouseover='gp(123);'>str</span> d right now but it still makes putting a 900 pt unit in the army a massive liability. <br /> <br /> I almost never play a stompa without a <span class="glossaryitem" onmouseover='gp(163);'>kff</span> inside currently but even still Right now you can make a very durable stompa with a big mek with the mega force field for a 4+ invul from shooting, grot riggers, and an extra mek inside. For 3x hull repairs with a 4++. It's super durable costs 920 points but is still easy enough to focus fire down with mass str8 shooting, or a single <span class="glossaryitem" onmouseover='gp(123);'>str</span> d hit.<br /> <br /> Power fields while easy to focus fire down at least gives the stompa a turn to survive. It's also the reason why i said I'd like to see power fields able to be repaired. I rather have repairable power fields than an innate invul save. This makes the stompa resistant to the instant kill of <span class="glossaryitem" onmouseover='gp(123);'>str</span> d and effectively adds more hull to resist mass shooting without making it impossible to kill even if you put a big mek inside.]]></description>
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				<pubDate><![CDATA[Mon, 24 Aug 2015 15:41:53]]> GMT</pubDate>
				<author><![CDATA[ gungo]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/661364/8077505.page"><b>gungo wrote:</b></a><br/>An invul save does help but it's still not that great. <br /> Remember currently you can give a stompa an invul save vs shooting via a <span class="glossaryitem" onmouseover='gp(163);'>kff</span> big mek with the added benefit the big mek can repair hull points And it still dies like a wet noodle.<br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> d ignores invul saves on a 6 and does 6+<span class="glossaryitem" onmouseover='gp(24);'>d6</span> hull with an extra pen result. 2x 295 point wraith knights which is still less then an unbuffed stompa can likely kill it in a single round of shooting. Power fields are the only thing that prevent <span class="glossaryitem" onmouseover='gp(123);'>str</span> d insta kill. I realize elder are like the only army with mass <span class="glossaryitem" onmouseover='gp(123);'>str</span> d right now but it still makes putting a 900 pt unit in the army a massive liability. <br /> <br /> I almost never play a stompa without a <span class="glossaryitem" onmouseover='gp(163);'>kff</span> inside currently but even still Right now you can make a very durable stompa with a big mek with the mega force field for a 4+ invul from shooting, grot riggers, and an extra mek inside. For 3x hull repairs with a 4++. It's super durable costs 920 points but is still easy enough to focus fire down with mass str8 shooting, or a single <span class="glossaryitem" onmouseover='gp(123);'>str</span> d hit.<br /> <br /> Power fields while easy to focus fire down at least gives the stompa a turn to survive. It's also the reason why i said I'd like to see power fields able to be repaired. I rather have repairable power fields than an innate invul save. This makes the stompa resistant to the instant kill of <span class="glossaryitem" onmouseover='gp(123);'>str</span> d and effectively adds more hull to resist mass shooting without making it impossible to kill even if you put a big mek inside.</div></blockquote><br /> <br /> Well in general Strength D needs to be removed from the game except for super heavies.  <span class="glossaryitem" onmouseover='gp(334);'>Wtf</span> is the point of bringing a massive model like that if some pissant WK or worse Eldar Heavy weapon platform can kill it in a single roll of the dice?  And for super heavies, Strength D should be reserved for <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span>.  ]]></description>
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				<pubDate><![CDATA[Mon, 24 Aug 2015 15:56:16]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>Re:Adjusting Cost for the Stompa</title>
				<description><![CDATA[ The funny thing is you can use the Kustom Stompa out of <span class="glossaryitem" onmouseover='gp(60);'>IA</span>:8 and load him up the same way as the codex ork stompa and he is cheaper. Personally, Kustom Stompa all the way.]]></description>
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				<pubDate><![CDATA[Fri, 28 Aug 2015 11:44:16]]> GMT</pubDate>
				<author><![CDATA[ Glitcha]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ The stompa is a generalist unit. You don't take it to tackle other superheavies, you take it because it can handle almost an entire army unto itself. The stompa also moves 12", so I don't understand the too slow department. If you are only moving it 6" it is no wonder you feel it is overcosted.<br /> <br /> The wraithknight is 100 points undercoated, and strD should do d3+3 hullpoints on a 6. Suddenly the stompa doesn't look so bad.]]></description>
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				<pubDate><![CDATA[Fri, 28 Aug 2015 12:25:58]]> GMT</pubDate>
				<author><![CDATA[ Lythrandire Biehrellian]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ Not sure why you think this thing is slow, it still moves 12" a turn. And it can be given a 5++ against shooting, and can repair, what, 3-4 Hull points a turn? Granted, yeah that costs more points, but geez it can be made virtually unkillable unless you have D. Even then, rolling a 6 on the D table would require them to again roll a 6 for it to be one shot. On average, a Stompa can take a 6 result, and 1-2 more D hits depending on rolls. No other vehicle in regular <span class="glossaryitem" onmouseover='gp(3);'>40k</span> currently can do that. <br /> <br /> But to make it more Orky, my contribution to this thread will be this: give it a supped-up Ramshackle. For each Destroyer hit or Penetrating hit it suffers, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a 6, it is lowered to a glance.]]></description>
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				<pubDate><![CDATA[Fri, 28 Aug 2015 12:43:43]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ its not slow, it should change the doubles on the supa mega gattla into double ones <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 29 Aug 2015 01:56:41]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>Adjusting Cost for the Stompa</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/661364/8087207.page"><b>krodarklorr wrote:</b></a><br/>Not sure why you think this thing is slow, it still moves 12" a turn. And it can be given a 5++ against shooting, and can repair, what, 3-4 Hull points a turn? Granted, yeah that costs more points, but geez it can be made virtually unkillable unless you have D. Even then, rolling a 6 on the D table would require them to again roll a 6 for it to be one shot. On average, a Stompa can take a 6 result, and 1-2 more D hits depending on rolls. No other vehicle in regular <span class="glossaryitem" onmouseover='gp(3);'>40k</span> currently can do that. <br /> <br /> But to make it more Orky, my contribution to this thread will be this: give it a supped-up Ramshackle. For each Destroyer hit or Penetrating hit it suffers, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a 6, it is lowered to a glance.</div></blockquote><br /> <br /> repair rolls only work on a 5+? Even with 3 repair rolls that's an average of 1 hull (if you decide not to repair a destroyed wpn or inmoble result instead) point a turn. <br /> its 12 hull points model they way you suggest outfitting costs 920 pts.<br /> You also realize that av13/12 is not that hard to kill with str8 spam. Any explode result is also d3 hull.<br /> Having played the stompa in several friendly games as you suggested it's not that hard to kill it without <span class="glossaryitem" onmouseover='gp(123);'>str</span> d. So the virtually unkillable commrnent is bull.]]></description>
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				<pubDate><![CDATA[Sat, 29 Aug 2015 02:09:41]]> GMT</pubDate>
				<author><![CDATA[ gungo]]></author>
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