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Is this possible???
Storm boyz in a wagon
13 move red paint
12 jump pack
Making 45 inch charge??? 6 on extra and waagh
Some one at my game store tried tnis on me yesterday
Can't do that, you can't get out of a trukk after it moves 13 in. You can run, but you can't do a full 12 inch move. And what is that "D6 extra?" The max distance that they could have charged is 13 (move) + 6 (Waagh) + 6 (assault) = 25, not 45.
He mention jet pack get a extra move like tau battlesuit
Glad I called him on it
Wonder how many fell for it
Nope Tau Battlesuits get an extra move like Tau Battlesuits, ork boyz get a rokkit move that has potential to kill a boy every time they move.
Actually Storm Boyz do get an extra d6 but they can't Waaagh!. I'm not sure if stormboyz can ride in a trukk. But why pay the extra points to achieve the same as any Trukkboy mob.
Jet pack rules (pg 52 RBR) allow 12 inchs in the movement phase and the rokkit packs allow orks an additional d6 inches in the movement phase.
Thus during a waaagh! turn, boyz in a trukk could get a max movement of nearly 28 inches. 13" (trukk move) + 2" (disembark, actually nearly 3 as the model only needs to be within 2 inches of the trukk and the base is another inch) + 6 (waaagh) + 6 (assault). Please note, if a trukk moves in the movement phase, passengers are only allowed to disembark within 2 inch of the trukk (pg 67 RBR). And if the trukk has RPJ, it can move 13 inches and still allow passengers to disembark. Only if it moved flat out (i.e. >13 inches with RPJ) would the passengers not be allowed to disembark.
During the same turn storm boys could get a max of 24". 12" + d6 or 18 max (movement)+ 6 (assault).
Last edited by Diekster; August 5th, 2010 at 20:22. Reason: Correcting information
Stormboyz have to be the third most confusing thing in the codex for me.
For 285 points you can take a 20 boy squad with a nob, pk, bp, and 2x BS in a wagon with a rolla and big shoota. For 280 points you can take a mob of stormboyz with nob, pk, and bp. They really aren't any faster. They're hardly safer footslogging than they are in the wagon. The Deff Rolla and heavy weapons are a nice thing to have.
I do understand that jump packs cost more. I'm unsure of what other codex pays 6 points for jump packs on a model that is ANYWHERE near 6 points. Oh crud, I have it, you can change Fire Warriors into Vespid Stingwings to go from 10 to 16. Well that's not a bad upgrade, unit could be fine.
It's not so complex if you think of them as if they're normal troops. You can put them in a vehicle, but as others have mentioned, they won't go any faster than normal boyz, because you can't move after you leave a vehicle that's moved. The only reason to put them in a vehicle is to keep them alive, but if that's the case, you might as well use normal boyz.
"Any job worth doing, is worth doing with a powerklaw."
There's a laundry list of reasons the jump infantry could cost 12 points a model next to the regular boyz 6. They're highly regimented, so they have 'eavy armor by default. They are well disciplined and fight efficiently, so are L9 and I5. They blow themselves up so often that a doc travels with them for parts, and they have FNP.
No. They have none of this. Every time I read this, I wonder 'what was GW thinking?' I understand that without the run move, they compare more favorably to boyz, but even in 4th, they were just not worth it.
(the second most confusing idea is that someone, somewhere, upgrades Lootas or Burnas to Mek boyz)