Chop em up & shoot em up!!
The truth is that when it come to killing Space Marines you need to consider their armour save of 3+. If you intend using weapons with AP4 you can expect that two thirds of the hits will be saved but if you can find yourself using AP3 weapons or better then you radically increase your chances of a kill as there will be no armour saves at all.
Orks have limited options to AP3 weapons: -
Boom Bomb S7, AP2, large blast - one use only
Burna S User, AP3 - expensive points wise
Buzzsaw, Sx2, AP2
Deff Kannon - S10, AP1, Massive Blast - Stompa
Kannon Shell, S8, AP3, Heavy 1
Kan Klaw, S+2, AP2
Killkannon, S7, AP3, Ordnance, Large Blast
Killsaw, Sx2, AP2
Klaw of Gork, S10, AP1
Kustom mega-blasta, S8, AP2, Assault 1
Kustom mega-kannon, S8, AP2, Heavy 1, Blast
Kustom mega slugga,S8, AP2
Mega choppa, SD, AP1 - Stompa
Power Klaw, Sx2, AP2 - every Nob should one
Rokkit Launcha, S8, AP3 - cheap / free upgrades, often Twinlinked
Shokk attack gun S2D6, AP2, Ordnance 1, Large Blast
Smasha gun, SD6+4, AP1 -Heavy 1
Supa-gatler, S7, AP3 - Heavy 2D6 - Stompa
Supa-rokkit, S8, AP3 - Heavy 1, Large blast - Stompa
Tankbusta bombs, S8, AP1 - Grab em where you can
Tankhammer, S8, AP2 - expensive at 15 points
Tellyport blasta - S8, AP2, Assault 1, Blast - expensive upgrade
Traktor kannon S8, AP3 - Heavy 1, Skyfire
Zzap gun, S2D6, AP2, Heavy 1
A BS of 5 means that one off shots need volume or re-rolls so twin linked is good. Blast templates are great and the bigger the better. Its also good to be using Assault weapons as Ork units will be typically on the move. The main focus is to get into combat where decent WS statistics can really count.
Speaking of big templates with low AP values one name keeps coming up ..... Da Stompa!
And just look at the size of some of those templates. How many Space Marines could you take out under the Massive Blast of the Deff Kannon? Me oh my - how I would love to find out, in a game!
Showing posts with label Stompa. Show all posts
Showing posts with label Stompa. Show all posts
Monday, 4 August 2014
Tuesday, 17 June 2014
Ork Walkers
I have paid a visit to the garage and started to unpack some of my Orks. Always a pleasure, never a chore. The beauty is that you forget some of the wonderful models that are in storage, you find unfinished projects and it gets the juices flowing.
I wanted to dig out the walkers and have a look at them. They were a joy to assemble and are packed with blades and spikes and all kinds of Orky goodness. I also needed to make sure that the paint scheme for the new Gorkanaut was tying in to the overall theme.
First out were the Killa Kans and Deff Dread. I spent quite a bit of time on them previously going with the Yellow jaw, red shoulder pads and then touches of blue. They were inspired by some fantastic painting in one of the old White Dwarf magazines. The first unit that I really spent time on was my 'Ard Boyz. The colour scheme started with them and has spread. It is loud, it is gaudy and that what makes it Ork'ish.
My Gorkanaut has been coming along nicely and was fitting in well. More red washes I think.
He has a bit more blue to him and I need to work on getting the yellow more 'dirty' and then add more defined horizontal stripes to the should pads but he is looking the part.
The Ork Stompa is still the biz though. I think I need to get some of the Goff black and white squares onto the Gorkanaut somewhere as well and maybe even a yellow panel or two.
They will look great on the battle field though. I have always been somewhat lucky with the walkers. My Deff Dread, 'Da Basha' to his friends has survived some 'hairy' situations and pulled off some amazing feats. This is his third incarnation. I still have the other two somewhere. I must see if I can drag them out and dust them down for old times sake. At the end of a battle it is good to have some bragging rights and 'Da Basha' has been the source of much 'Dark Templar' baiting over the years ;-) Long may this continue!!
I wanted to dig out the walkers and have a look at them. They were a joy to assemble and are packed with blades and spikes and all kinds of Orky goodness. I also needed to make sure that the paint scheme for the new Gorkanaut was tying in to the overall theme.
First out were the Killa Kans and Deff Dread. I spent quite a bit of time on them previously going with the Yellow jaw, red shoulder pads and then touches of blue. They were inspired by some fantastic painting in one of the old White Dwarf magazines. The first unit that I really spent time on was my 'Ard Boyz. The colour scheme started with them and has spread. It is loud, it is gaudy and that what makes it Ork'ish.
My Gorkanaut has been coming along nicely and was fitting in well. More red washes I think.
He has a bit more blue to him and I need to work on getting the yellow more 'dirty' and then add more defined horizontal stripes to the should pads but he is looking the part.
The Ork Stompa is still the biz though. I think I need to get some of the Goff black and white squares onto the Gorkanaut somewhere as well and maybe even a yellow panel or two.
They will look great on the battle field though. I have always been somewhat lucky with the walkers. My Deff Dread, 'Da Basha' to his friends has survived some 'hairy' situations and pulled off some amazing feats. This is his third incarnation. I still have the other two somewhere. I must see if I can drag them out and dust them down for old times sake. At the end of a battle it is good to have some bragging rights and 'Da Basha' has been the source of much 'Dark Templar' baiting over the years ;-) Long may this continue!!
Labels:
'Ard Boys,
40k,
Deff Dread,
Gorkanaut,
Killa Kans,
Orks,
Stompa
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