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I have been reading a lot of ork-y posts lately and it seem like a lot of you really like storm boyz. I just want to know - why? and what do you use them for?
Well, I'm starting a footsloggerz army, mainly because the vehicles suck and im not to great with conversions. I'm looking into stormboys for guys that might get across the table without getting shot to bits, or at least provide a good distraction. Plus, Zagstruck, i think thats the guy's name, is pretty damn cool.
I like 'em just cos they look cool!:w00t: And most jump infantry are good anyway, why not these.:yes:
By day he fought with sword and shield.....
By night he fought with pen and parchment.....
He was....The Warrior Poet.......
Fear the ANZAC Clan!!!!!
ORDER OF THE SHADOWY FLAME!!!
Do you have uber micro...????
When you get that stormboy nob that lets you do turbo-swoop it lets you get some pretty decent bonuses in movent and attack... that and crashing... that's always orky fun... Other than looking good I have to say it fills in footslogger lack of speed quite well...
The special character really makes stormboyz kick some serious ass- 24" range, S4 charge? Wham, Blam, Thankyou Beakies!
I have been using 2 squads of 18 stormboyz with a nob + power claw. In my experience they are the safety units in our army list.
-They move twice but do not cost twice !
-They can start CC in turn 2. If you move first, it means your enemy only shot you 1 turn !!!
-They are initially(1st turn) well protected by force field & scenario
-They are easily protected by wartruck in turn 2, when you move ahead your vehicles.
-They are large units so the waaagh will work !
-Once you kill an enemy unit, you can easily assault far from your position.
(Note that when you disembark you ussually never embark and assault again, and if you do so, you need 2 turns !!!)
-You can jumpo enemies unit and atact directly to units waiting to contra-assault you.
-They react very fast. You can assault far from your position in 2 turns.
-I like the figures
It is very true, many ork player design entire armies around Zagstrukk. I use him in my speedfreaks as my army is heading into assault anyway, might as well get a unit there on turn 1, and get the reinforcements there on turn 2. The +1 str off charge is worth the risk in my opinion. In addition, the unit has to be large, as without the Waagh storm boys are very vulnerable to getting hacked to pieces in the 2nd round of combat during round 2 of the assault.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
Thanks for the tips! I have a 'footslogger' list at the moment with lots of boyz. How many units of stormboyz do you take... just one? My main opponents will be Tau (mechanized I think the strat is called) and Daemoen hunters.. I'm especially worried about getting into combat with the Tau. Do you think stormboyz would help?
As a deamon hunter player i think the versatility of the storm boyz will help alot. With these guys you will have the ability to move very far and assault key units, like persay a unit of five IST with meltas that are going to blow up what ever tanks you might have. However remeber that stormboyz are still orks and they die like orks!
Completely true, stromboyz are still orks ans so die like orks ;-)
I have never used Zagstruck(my oponents nevar allowed me).
Anyway, I ussually play 2 units of 18 with nob + pk + horns. Number is very important for these units. If you like speed freak, use one of 20 of this boyz. I protect them in the fisrt turn with scenario or/and kustom force field and I used 4 buggies to completely confer protection to them after the fist movement turn(combine with scenario is not that hard).