|18 Oct 2006, 13:50||#1 (permalink)|
Join Date: Feb 2005
Stormboyz vs. Trukkboyz Vs. Bikers
So as not to kill another thread where the two are compared, here's a breakdown of our fast assault options.
Can field larger mobs (up to 20 boyz).
Cannot lose their mobility when a transport dies.
Can field Zagstrukk (with opponent consent/Tournament permission)
Models allow for extensive freehand painting on rokkits - good for painting scores in tournaments.
More expensive than trukkboyz
Slower than trukkboyz or bikers - at least one more turn before hitting combat.
Cannot take a special weapon
More vulnerable to morale issues, cannot mob up.
Very Fast - 24 inch move or 12 inch move + 9 inches (disembark 2 inches from the trukk, 1 inch base, 6 inch charge) total assault out of the trukk.
Least expensive of the three options
Can take a burna (not just a flame template, also a power weapon!)
Small vehicle footprint - easiest to conceal behind terrain.
Lose mobility if trukk is destroyed - and spend a turn entangled.
May need to mount back up to get to the next fight, costing a turn of fighting.
Max size of 10 boyz, no automatic waaagh / mobsize tests possible.
Super shooty - can decimate opponents with firepower.
Can fire firstest when charging - no initiative problems here.
Very fast, turbo-boost 24" or 12" move+fire+6"charge.
Fearless, and T(5) and 5+ Cover Save always.
Super Expensive (espcially given the 6+ save).
Large footprint - hard to use terrain to hide many bikes.
No choppas. After the first round of shooting, assaults can grind to a halt (a PK Nob is an absolute must here).
Models look awful - very dated. Conversions are a must if you care how your army looks.
Being a speedfreak player, I've tried all three of these, in many different configurations, and I can honestly say, with 4th ed terrain setups, that the most effective are the trukk boyz. A mob of 10 trukkboyz, with PK nob and a burna, is cheaper (including the transport) than a similarly sized mob of stormboyz or bikers. They hit combat, on average, a full turn, often two, faster than stormboyz, and they're better able to use terrain as trukks are very small models and can hide behind a lot of things that a mob of ten boyz could not hide behind. Granted, they come with the biggest risk of the three choices - if the trukk blows before the boyz get out, you're pretty much screwed. But, after playing many many games, this is an infrequent occurance, even when using multiple trukk units.
The biggest drawback to stormboyz is that they typically need 2 turns exposed before they get to their opponent, and a 12" move makes it harder to hop between terrain than a 24" move. Combined with the fact that they don't mob up, and can be broken pretty easily by bolter fire, they're not entirely risk-free either. In huge huge mobs, they get more staying power, but the more you buy, the more the point cost eats into the rest of your army.
Bikers are a hybrid assaulty/shooty unit that suffer an extremely high point cost for a fairly fragile model. I typically use my bikers for fun games. It is very hard to keep a unit of bikers above half-strength for scoring purposes. However, a lone nob biker with a powerklaw and 'eavy armour can still cause a ridiculous amount of damage to an opponent, even when the rest of his squad is dead. It's a unit that will rarely be able to hold anything, but that will keep dishing out the pain until that last nob is killed.
After playing many games with each option, I have to say, if I'm playing to win (say, a tournament), I load up on the trukkers. If I'm playing for appearance (maybe a tournament with a highly weighted painting score) I break out the stormboyz, because their rokkits are just too much fun to paint. When playing just for fun, I run bikers.
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