Monday, August 16, 2010

Ork Tactica: Storm Boyz

Sorry guys been very bzy workin and being with the GF. Summer is coming to and end and that will give me more time to play 40k. Our stores fin campaign has been kinda silly the past two weeks and I have not participated. I have a tourney there in a few weekends during the anniversary of the store. Hopefully big prizes. Head over to the site for full list of events. Its always a great weekend.

Here we are I thought I could get an easy post in about my second favorite choice in the Ork codex. STORM BOYZ RAWR! These guys are orks on crack. They fly 12+d6 with the only drawback is if I roll a 1 someone dies and that the max size is 20 boyz. So go 12 +d6+6 is a huge charge range of 19-24 inches a turn. Try to run away from that. Unlike the larger boyz mobs and going up mid I have found using them on a flank is much better. These guys are double the points of normal boyz and are capped at 20 instead of 30 so it is much easier to get them into non fearless range. Going down a flank cuts down on fire and with proper planning block los and get an easy turn 2 charge with a full squad. After that use them to keep flying down his table edge killing whatever is left. I typically drive this unit into the ground killing things and often end up with a nob with one wound left either suiciding to kill a vehicle. They almost always make their points back and often times are the reason I win. Like all boyz squads you need the PK on the nob and this time because of the smaller size i take a boss pole. Some personal tactics is I try to find the best multi charge for these guys. I want to kill enough but not too much because i dont want to be shot at after I wipe my opponent. I want the combat to last and end on his turn not mine. I find buildings and go on top of them. People forget about them and it makes them unchargeable and sometimes gets me cover. Spearhead I go for the first turn assault almost always. Most of the time you can get people deploying close and I just place the nob right on the corner of the circle and go to town turn 1. Another strategy to use is keeping these guys behind in waiting and surge forward over your own guys when the time is right and get in assault. You can take Zagstruk as a unit upgrade but honestly he is not worth the points and you do not need to deep strike these guys. I hate reserves as orks and I want my wall of guys on the table pushing forward. I dont know if i would ever take more then one squad of these guys but I love them. These guys are part of my 3 wave strategy that the guys at crossroads know all too well. Turn 2 Storm Boyz and Nobz, Turn 3 Boyz, Turn 4 Kan Mop Up. All my ork lists are small variations of my 2500 point list.

Thanks for reading see you soon

1 comment:

  1. Great thoughts here. Stop training Ork players to be better or you will pay....