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Dead Stompy
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Old 04 Jan 2009, 22:38   #1 (permalink)
Shas'El
 
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Default Dead Stompy

Well, it's that time of year again; time for manatee to start on another random army. I spun the WHEEL OF RACES and landed on ORKS! I was originally just going to start BFG orks, until I had been sitting in my room for a few hours in a coma, woke up and realized that I had been building a Stompa!

So I decided, 'eh, might as well start on orks, seeing as they have some new shiny bitz and codex and whatnot.' So, While I work on da stompy wun, I could use some advice from da orkyboard on making lists, paintin' orks(and stompas!) and what have you.

Also, while i'm at it, are there any Stompa rules that ARENT in the apoc rulebook? People I play with don't like apocalypse, so they might refuse to allow da stompa unless I use an IA book or something...
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Old 05 Jan 2009, 00:00   #2 (permalink)
Shas'El
 
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Default Re: Dead Stompy

depending on the size, if it is a small one, you could use it as a battlewagon. Give us a list of units you like, one you don;t like, the point size you are looking for, clan preferences and any other usefuly piece of info and I'm sure we can put a decent list together for you.
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Old 05 Jan 2009, 01:21   #3 (permalink)
Shas'Vre
 
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Default Re: Dead Stompy

Hello and welcome to the ranks of green!

One of the most interesting portion of the Ork codex is the amount of leway that we are allowed in regards to the Force Organization Chart. What is it that you have a fixation with? Are you a Biker-Boy, fast and insane? Are you a MAN, hard and killy? Are you a Mek Boy, advanced and stompy? There are loads of deviations that you can choose when selecting how to build your new Ork army. These choices will always have their advantages and disadvantages against specific armies, but they path that you travel is only one person's choice- yours.

Now, lets nail down the basics of selecting an army and then run through the advantages and disadvantages of each list, then I'll provide you with sample lists, to start you WAAAGH!

Footslogging: This term will most probably be obvious to you. A high body count and low number of vehicles.
Ravensquig: Both hybrid and pure. Pure comprises of an all Biker army, utilizing either Wazdakka or two Bike-equipped Warbosses in order to select troop choices that are mounted on bikes. Hybrid is where most of the models are equipped with bikes, but you have some leeway on selecting other units. Either way you go, this list will be fast.
Deffwing: Both hybrid and pure. Pure comprises of all Orks equipped with Mega Armor, utilizing two Warbosses in Mega Armor to "unlock" Mega Armored Nobs for use as troops. Hybrid revolves around a mostly Mega Armored equipped list but has leeway for other units.
Mechanized: Another term that is probably known to you. All units are either Bikers, Stormboyz, Deffkoptas, or Battle Wagons, but all other units must be in a vehicle, either a Battle Wagon, Trukk, or a Looted Wagon.

There are other paths that you can take, including Wargamer's interesting "Nekork" list, but these are the main four, and the ones that I will be discussing during this post.

[hr]

Footslogging is most probably the most common Orkoid army that you will see on the battlefields of the 40k universe. There is a copious amount of reason behind this fact, both in terms of fluff usage and tactical proficiency. Orks are a simple race, being attracted to booze, guns, dirty combustion engines, and killing in general. All they need is a crude gun and a dull blade and they are transformed into the perfect killing machine. This is evident in the Footslogging philosophy. Footslogging allows for the most leeway when it come to the tactical skills of the commander, allowing for the player to loose vast amounts of warm-bodies and still maintain a high body count. This is a great start for any new Ork commander, and provides a great basis to build up to more advanced Ork oriented tactics.

Advantages
  • Huge body count. The basic Ork boy is a great point-output unit. Will be able to use the "swamp 'em" tactic to high success.
  • Basically, will able to handle nearly every threat that will occur on any given battle field. They can be tailor made to meet any threat, being able to utilized the hidden Power Klaw to great effect. Can be made to be either close combat oriented or can provide a great, if inaccurate, firing line. But the sheer out put of shots, you're bound to hit something.
  • While the bulk of the enemy army is focused on the huge mass of swarming, green limbs, you are free to preform flanking maneuvers, getting squads of MAO (Mega Armored Orks) in to close combat, and ripping the throat out of the enemy.
  • A great base to build up an army. Huge room for change. You could throw in a mechanized division or an element of Ravensquig in there for a great flanking element.
  • One of the best assault army's out there. Getting them in to close combat, point for point, they will outdo any basic combat troop out there.

Disadvantages
  • Extremely vulnerable to Template Weapons
  • They are plants, so they burn very easily. Be wary of flame heavy such as Sisters of Battle and certain Imperial Guard armies.
  • Low leadership. Mob Rule (don't have my Codex right now. I believe that's what its called) counterbalances this to a certain extent.

[hr]

Speed demons and diesel addicts, the Ravensquig are the bikers of the Ork Race. Before we get started on any advantages and disadvantages, there are some minimum requirements that you need to know before making any decisions on playing Ravensquig.

Pure Ravensquig- Made up entirely of bikes. There are two different ways that you can go about doing this. These two options are depicted below.

1) 2 Warbosses, equipped with bikes, leading the army. These guys can be outfitted a number of ways, depending on the situation at hand. Dead Hard no matter what way you look at it. The Troop choices are occupied with Nob Bikers, and, depending on the point limit, so are the Elite Slots. Fast Attack are occupied with Normal Bikers, and Deffkoptas. Heavy Support must be kept to a minimum.

2) Wazdakka Gutzmeg heading the army. A beast in his own right, he has a killer weapon load out. The Troops are the two Normal Bikers that can be included with any army that Wazdakka heads up. The elites are Nob Bikers and the Fast Attack can be either more Bikers or Deffkoptas. Heavy Support should be kept to a minimum.

Hybrid Ravensquig- Basically builds upon the same concept of a fast, dead hard Ork army but is less set in its make up. For example, you may only have one squad of Nob Bikers as an Troop choice, but fill up the organization chart with more boyz.

Advantages
  • Extremely mobile with strong Troop choices. If the Orks were a Doctors office, Footsloggers would be a bone saw and Ravensquig would be the scalpel. Strength relies on their uncanny ability to dart in, hit the enemy where they are weak, and get out.
  • Tanks should pose no problem. They have a bewildering array of weaponry at their disposal to take down these threats, such as Power Klaws, Dakkaguns, and Rokkit Launchas. You could always out run them as well but that just ain't Orky.
  • Two words: Turbo Boost.
  • Has the ability to outflank fairly easily.

Disadvantages
  • Some units, such as Deffkoptas are extremely vulnerable to incoming fire. Use these units sparingly or very smartly, never leave them out in the open.
  • Like the Deffwing, Ravensquig lack adequate numbers. This makes them less effective against horde armies. Always expect to be outnumbered.
  • Every element of the list is expensive.
  • Be wary of the first turn, as you will have to dart forward, leaving the bulk of your army exposed to incoming fire.

[hr]

The Mega Armor is the apex of Ork invention. Hulking, imposing, and dead hard, it characterizes everything that is good in a proper Ork. Every Warboss's dream is to have an army of these warriors under his command. Based upon the Deathwing, the First Company of the Dark Angels Space Marines, the Deffwing are to the Deathwing as the Ravensquig are to the Ravenwing. Both revolve upon a completely different force composition than regular Ork armies, the Ravensquig relies on the agile and exceedingly fast performance of Orkoid bikes, while the Deffwing capitalizes on the Orks natural stubbornness and brute strength, while enhancing these natural phenomena with colossal suits of Mega Armor. Both have their advantages and drawbacks.

In order to have a completely and fully Mega Armored army, you must follow these minimum prerequisites.

Key: Mandatory, Optional
[list type=decimal][*]2 Warbosses equipped with Mega Armor[*]Both of the two Troop selections must be made up of MAN squads(Mega Armored Nobs)[*][color=green]No Fast Attack selections may be purchased[color=green][*]Any number of the Elites selections may be occupied by MAN squads[*]The only Heavy Support choice that may be purchased is the Battle Wagon[/list]
There are also many variation of this standard force organization that capitalizes on the sheer strength in Close Combat powers of the MAN. There are less requirements then that of a pure MAN army, but they have to be touched on as well.

Key: Mandatory, Optional
[list type=decimal][*]Any number of Warbosses equipped with Mega Armor[*]Any number (depending upon the number of Mega Armored Warbosses included) of MAN (Mega Armored Nobs) squads occupying your Troop selections[*]Any number of the Elites selections may be occupied by MAN squads[/list]
Of course, in order you stick to the overall feel of a Deffwing army, you will want to have these selections, regardless of whether you are playing a pure Deffwing army, or a hybrid army. These minimums are discussed below.
[list type=decimal][*]At least one MAW (Mega Armored Warboss)[*]At least one MAN squad occupying a Troop selection.[*]At least one MAN squad occupying an Elite selection.[/list]
In order to enhance the comparability to Deathwing, many Deffwing players opt to include Mad Doc Grotsnik and give Cybork Bodies to all of their MAN and MAW squads to add a 5+ invulnerable save to each MAO (Mega Armored Ork). In addition to being extremely fluffy, this also has a huge impact upon the tactical viability of Mega Armored armies. With out this important Invulnerable Save, every MAO is extremely vulnerable to Instant Death Weapons, especially Power Fists. A single Space Marine Sergeant equipped with a Power Fist could feasibly destroy 3 MAO by himself. The addition of a 5+ invulnerable save will circumnavigate this slight set back.

Another variation of the list for the player to include a Warphead as a Headquarter choice, which allows the possibility of the psychic power of ‘Ere We Go to be enacted. This also relates nicely with the Deathwing philosophy, depicting the uncanny habit of Deathwing Terminators to deep strike into battle. Even if you do not make the roll necessary to constitute the ‘Ere We Go rule, the other psychic abilities of a Warphead make it a formidable foe for your enemies.

Advantages
  • Every model will have a godlike +2 save, which will keep your troops alive a lot longer than every other, normally organized army. This is a double-edged sword, for with a low save, always comes a low model count, and Deffwing is no exception. This doesn’t mean that the army will be ineffective or bad, just that it’s tactical options will be extremely limited.
  • The psychological factor. It is very imposing to opponents when you pull up with a single carrying case for a 2000 point battle and field only 25 models.
  • The disadvantage of having an extremely slow army is that it is easily combated with the utilization of agile vehicles. The Trukk is an excellent piece of equipment that should never be overlooked and should always be taken. Never (unless their transport vehicle was blown up) should a MAN be walking, in the Deffwing or even in a regular Ork army.
  • There is a plethora of ideas for fluff that can accompany an army of such individuality of that of the Deffwing. My army, for example, will be based around the leadership of a steampunk-like Mega Armored Warboss who is, in actually a renegade Grot who commandeered the most powerful Dreadnought in his former army, and then enlisted the help of a group of Rebel Grots who command a fairly large contingent of Grot Tanks, my count as Mega Armored Nobs. You are only limited by the extent of your imagination and the amount of time you are willing to put into the development of your army.

Disadvantages
  • Vulnerable to AP 2 weaponry and Insta-Death weapons.
  • Extremely low model count.
  • Lists that normally aren't competitive will be against Deffwing. Deffwing are much more of a fluffy army then a competitive army.

[hr]

Mechanized list quells that urge that all Orks have faster. Battle. Only the most wealthy of Clanz can afford the prices that Mek Boyz charge to create the Trukks, Battle Wagons, and Looted Wagons that all Boyz must be equipped with, but when Warbosses do pay these prices, the result is undeniably effective and terrifying.

Advantages
  • Extremely fast. Not incredibly fast like Ravensquig, but safe to say your boyz will most likely be entrenched in the lines of the enemy before turn three starts, possibly quicker.
  • Still high model count. Not as high as Footslogging, but still retains a reasonably large amount of warm bodies.
  • Vehicles. Lots of vehicles. A converter's dream come true.
  • Has the ability to counter every thing that the enemy can throw at you.

Disadvantages
  • Boarderline low model count. You will be out numbered in probably 25% of the battles you play.
  • Vunerable to heavy weapons. If your transports get destroyed, you're basically turned into a Footslogging list with alot less boyz.

A very balanced list. Is the middle ground between the Ravensquig/Deffwing lists and the Footsloggers in terms of model count. A great start for any beginner Warboss.
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Old 05 Jan 2009, 01:22   #4 (permalink)
Shas'Vre
 
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Default Re: Dead Stompy

PART 2

Here are some example lists for each of the four mainstream armies that were discussed above.

Footslogging:

HQ

Warboss- 155 Points
  • Power Klaw
  • Warbike
  • Attack Squig
  • Cybork Body
  • Bosspole

Big Mek- 95 Points
  • Shokk Attack Gun
  • Bosspole

Elites

13 Lootas-150 Points

Troops

7 Biker Nobs- 425 Points
  • Painboy
  • Cybork Bodies
  • 3 Power Klaws

30 Boyz-245 Points
  • Nob
    • Power Klaw
  • 3 Rokkit Launcha

30 Boyz-245 Points
  • Nob
    • Power Klaw
  • 3 Rokkit Launcha

30 Boyz-245 Points
  • Nob
    • Power Klaw
  • 3 Rokkit Launcha

30 Boyz-245 Points
  • Nob
    • Power Klaw
  • 3 Rokkit Launcha

Total: 1850 Points

A very generic list, its the epitome of Footslogging. They're slow, deal out a lot of shots, and have a huge model count. This list also has a speedy contingent that can rapidly deal with either fast of extremely hard units such as MEqs. Disclaimer: Used, without permission, from arinnoor. All credit goes to him and I hope he doesn't mind.

Ravensquig:

Headquarters- 290 Points

Warboss- 145 Points
  • Warbike
  • Attack Squig
  • Power Klaw

Warboss- 145 Points
  • Warbike
  • Attack Squig
  • Power Klaw

Troops- 1604 Points

10 Nob Bikers– 670 Points
  • 2 Power Klaws
  • 8 Big Choppas
  • Bosspole
  • Waaagh! Banner
  • Pain Boy

10 Nob Bikers– 670 Points
  • 2 Power Klaws
  • 8 Big Choppas
  • Bosspole
  • Waaagh! Banner
  • Pain Boy

12 Ork Boyz- 132 Points
  • Nob
    • Bosspole
  • Big Shoota
  • Trukk
    • Reinforced Ram

12 Ork Boyz- 132 Points
  • Nob
    • Bosspole
  • Big Shoota
  • Trukk
    • Reinforced Ram

Heavy Support- 100 Points

Killa Kan- 50 Points
  • Rokkit Launcha

Killa Kan- 50 Points
  • Rokkit Launcha

Total: ~2000(1994)Points

A very fast, very hard list. Obviously the mainstay of the list is the two groups of ten Nobs. Anything that stands in the way of these two incredibly potent groups will be cut down with out a doubt. The Warbosses join these two units to increase their potential. When using this list, the user should split up the army into two columns and flank the enemy on either side, trapping the enemy in a deadly crossfire and cross-assault.

Deffwing:

Warboss- 140 Points
  • Mega Armour
  • Cybork body
  • 2 Attack Squigs

Grotsnik- 160 Points

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

12 Ork Boyz- 127 Points
  • Nob
    • Big Choppa
  • Trukk
    • Rokkit Launcha

12 Ork Boyz- 127 Points
  • Nob
    • Big Choppa
  • Trukk
    • Rokkit Launcha

12 Ork Boyz- 127 Points
  • Nob
    • Big Choppa
  • Trukk
    • Rokkit Launcha

~1850

In this variation of the second list, the Killer Kan’s and ‘Ard Boys have been swapped out for three scoring units of regular boys. These boys should, for optimal performance, be equipped with Shoota’s instead of Sluggas and Choppas. The reasoning for this is because of the assault orientation of the rest of the army, these boyz play a much smaller role in the composition of the army, and are, essentially, objective grabbers and (hopefully) keepers.

Mechanized:

Headquarters

Warboss- 85 Points
  • Power Klaw

Troops

11 Trukk Boyz- 162 Points
  • Nob
    • Power Klaw
    • Bosspole
  • Trukk
    • Red Paint Job
    • Armor Plate

11 Trukk Boyz- 162 Points
  • Nob
    • Power Klaw
    • Bosspole
  • Trukk
    • Red Paint Job
    • Armor Plate

10 Trukk Boyz- 151 Points
  • Nob
    • Power Klaw
    • Bosspole
  • Trukk
    • Red Paint Job
    • Boarding Plank
    • Armor Plate

3 Mega Nobs- 170 Points
  • Trukk
    • Red Paint Job
    • Armor Plate

Fast Attack

15 Storm Boyz- 232
  • Nob
    • Power Klaw
    • Bosspole

Warbuggy- 35 Points
  • Twin Linked Rokkit Launcha

Total: 1000 Points

A fairly fast and hard-hitting army, the anchor of the group is the Trukk Boyz. The Warboss is able to join any one of these troupes in their Trukk and throw in his extra Power Klaw to add to the efficiency of the group. The Warbuggy is an extremely cheap tank hunter, and the Storm Boyz are extremely fast close combat experts that can keep up with the speed of the rest of the group.

[hr]

I'm fairly sure that there is a non-official set of Stompa rules on Bell Of Lost Souls. Go see if you can find that one, present it to your friends and see if they'll let you play with that rule set. If push comes to shove, you can always count it as a Warhound Titan from Forge World, assuming that your friends agree to this.

Lemmingspawn put out a great article, located here that is about speed painting Orks. I can usually pump out 3-5 Orks per hour with this technique and they look tabletop quality or above most of the time. I'd suggest this technique when if you're either new at painting or just don't like it much (like me).

[hr]

Hoped that that helped you in your quest to make a WAAAGH!.

Whoops, I guess this post is more then the allowed 20,000-character limit. *Splitting into two posts *.
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Old 05 Jan 2009, 02:10   #5 (permalink)
Shas'El
 
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Default Re: Dead Stompy

HOOOOOOOOOLY crap! Obviously a copy/pasted message, but it's still useful information, so thanks. I just posted a VERY prototype list with abit of help from the likes of Fish'ead and other Chat goers. It's a somewhat 'mechanized' list built around the use of a Big Mek an his stompa.

Although the Stompa isn't in the list, I can add it in if I need the extra points and my opponent allows it.
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Originally Posted by Cicero - 55 BC
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Old 05 Jan 2009, 02:16   #6 (permalink)
Shas'Vre
 
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Default Re: Dead Stompy

Its around 50/50. Portions of it are new. But I'm glad you found it helpful.

I'll go look at the list... As soon as my A.P. Psychology homework is done.
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