Welcome to Librarium Online!
Greetings, and welcome, to the segment I like to call, Breaking it down. In these segments, I will attempt to go over one unit, weapon, armor or upgrade and debate on it's benefits and it's downsides, and how it's point value is or is not worth your time.
The topic of the day is: Stikkbomb Chukka.
The point of this upgrade is to keep your initiative while you assault your enemy in cover. While whole heartily fluffy, let's break down what enemies you are faster than...
...same speed as IG....
Everyone else will STILL go before you, even with the Stikkbombs. And if your orks need help in CC against tau and necrons... you're doing it wrong. :p
And I forgot to mention before, our special guest Libraium Online is going to assist me in this debate today, so Librarium, what is your thoughts on the subject?
You are correct. That is all.
hehe, nothing much to discuss... they aint really worth it
they can be worth it on Nobz
at least you can get your I4 attacks
maybe flash gitz as well
kommando's and stormboyz and most HQ's have them standard
and tankbusta have something different
big mek with burna gets I4 power weapon attacks when assaulting into cover
Wait a minute, thats all that grenades do? I thought that they were blast weapon that could be thrown over cover, and that Stikkbombs let the unit departing frm the vehicle with a Sikkbomb chukka counted as having Stikkbombs counts as having Stikkbombs for the turn that they departed from the vehicle.
Problem with nobs is you might as well just buy them for the unit instead of their transport, unless you have 10 nobz in a trukk and you just can't rummage up the extra 5 points from anywhere.
Yes, stikkbomz are useful for nobz. Stikkbomz chukkas are unfortunately pretty useless (I said the opposite at some point, but was referring to old rules).
Orks just need to get used to not striking first very often. That's why we have so many of them
"Politics is the womb in which war develops"
AKM, is your memory that short? ^_^
Let's set the 'wayback' machine to about a year ago, where a much more naive Grax is playing against a more experienced Ork player, AKM, in person.
My biker nobz trashed one side of the board, in a very 'cheesy' fashion, but AKM used his kommandos, big gunz, lootas and skorcha buggies to easily win on the other side. It all came down to the middle of the board, to decide the game.
My trukks ran up to his shoota boyz hiding in cover, stepped into the terrain, and assaulted...through cover.
Without the stikkbomb chukkas, my slugga boyz went last, giving his shoota boyz the first attacks in the combat. The shoota boyz easily won, thanks to numbers, as the slugga boyz stumbled over themselves trying to get to their targets.
Now, I'm not saying you necessarily 'need' to always give your trukks stikkbomb chukkas, but if slugga boyz in trukks are the way you primarily plan to deal with entrenched enemy troops, then yes, I'd definitely use them.
I admit, they're only useful when facing enemies with an initiative of 1-3, but it's a silly reason to lose the game, especially since the cost of the stikkbomb chukkas are so low.
Moral of the story: Don't take biker nobz. They take up so many points you can't afford stikkbomb chukkas.
Well said. ^_^