Showing posts with label Storm Boyz. Show all posts
Showing posts with label Storm Boyz. Show all posts

Sunday, 10 August 2014

1500 point Ork Army List - the battle plan

So I suppose we must start with the army list. What did Zagdakka take to capture the communications array?

HQ
1 x Warboss, Mega Armour, Lucky Stick, Boss Pole (Zagdrakka)
1 x Painboy
1 x Weird Boy, Psyker ('Eadcrumpa)
2 x Mek

Elites
3 x Mega Nobs, 3 x Kombi Scorchas, Trukk, Ram
7 x Tankbustas, Nob, Bosspole, £ x Bomb Squigs, Trukk, Ram

Troops
15 x Slugga Boys
18 x Slugga Boys, Nob, Power Klaw, Bosspole
20 x Slugga Boys, Nob, Power Klaw, Bosspole

Fast Attack
2 x Warbuggies with Rokkits
14 x Stormboyz, Nob, Power Klaw, Bosspole

Heavy Support
1 x Battlewagon, 4 x Rokkits, Kilkannon, Grot Riggers
3 x Mekgunz, 3 x Tractor Kannon, 3 Ammo Runts

Plan = Battlewagon contains the 15 Boyz, Painboy, Mek and Warboss. Mek number 2 is with the Mega Nobs.

Mekgunz would shoot the flyers.

Weirdboy would deploy depending on what skills he obtained, probably with the 20 boys.

Use the Battlewagon to shelter the 2 Trukks, march the boys up the board, use the Waaagh on turn 2, have the Stromboyz and Buggies arrive turn two. Chaos should ensue as we come at the Iron Fists from the front and rear. Simples. The footsloggers should arrive to mop up at the end.

Reality Check time.

There were no flyers.

We rolled for mission type etc and ended up playing short table edge to short table edge with the communications array right at the back of the board. In short a funnel with and extra 12"s of distance for me to travel. Nerves began to jingle.

I rolled for my Weirdboy and joy of joys Da Jump and Power Vomit! Giggling like a mad person I put the Weirdboy with the large group of 20 Slugga Boys and set them up at the back of the board well out of range, ready to Teleport behind enemy lines. None of that running malarky for my boyz!!

You see, Ghazghkull was right. 'Eadcrumpa had a 'special' purpose!! Ghazghkull knows everything. Never doubt the great one.

Below are the set-up positions. (Buggies and Stormboyz in reserve)



You can see what I mean about a funnel. The Iron Fists had purchased Tank Traps to stop my vehicles and then had Fortifications behind that. These were anchored with tanks on either end. The Fortifications were manned with Oblitorators and Noise Marines. Things looked very hot down there!

I got to go first and decided to go for it in a big way. I pushed everything forward and went for Da Jump straight away. I figured it would be amazing if it came off. I also checked my movement to allow the Killkannon to go for a big shot at the Oblitorators. Guess what - it worked!!!


I successfully teleported into position (no big scatter), then I successfully used Power Vomit against the Oblitorators, they lost one guy and made an unlikely save, I successfully used my Kilkannon against the Oblitorators and they successfully made an unlike save. What a start to the game. I was out of breath all ready.

But then I got spanked for being too ambitious. Unit wiped out to a man as I was surrounded and shot to pieces. At least they were not shooting at the advancing force.

My reserves arrived in turn 2.


But I was not close enough to support them and guess what I got shot to pieces. Again, at least they were not shooting at the advancing force.

Time for the Waaagh!!


I launched my footsloggers (the 'Ighlanders) at the Iron Warrior HQ on the Iron Warrior left.


And in my main thrust for glory, I pushed my HQ down the throat of the enemy. This was it - my time had come - or so I thought.

Noooo - the 'Ighlanders were cut to pieces first by shooting and then at the wrong end of the Initiative sequence. I only had three guys left to hit with. Dreadful.

My HQ advanced and cut down a 5 man unit and then I could not move into the next unit. I had to stand there to be shot at. This seemed so wrong.


So my 'Ighlanders were no more and a the end of the Iron Fists shooting I had 3 guys left in my HQ. The Warboss, the Painboy and one of the Slugga Boyz. Look how close I am to the communications array, but it seemed like those few feet might as well be a few miles.

Then the Obliterators and  2 Iron Fists units attacked in the Assault phase. Go Zagdakka - you can get there!!!


I looked like I was in trouble but up stepped 'Zagdakka the Unmerciful'. Utterly amazing!!


He saw off the Oblitorators and broke the morale of one of the Iron Fist units before finally seeing off the remaining unit. Then the Tankbustas arrived to get in the final act of the day - owning the communications array!


It was a great moment. The Painboy was invaluable. My Warboss was amazing. We had a real blast and a hugely enjoyable day.

The game has changed a lot!! Like a lot. There is much to muse on - but for today I would like to say a great big thank you to the Dark Tamplar for what was a fantastic Sunday. 40k - we salute you!!

Saturday, 2 August 2014

Orks can fly! - Project Stormboyz

Project Stormboyz


Its been with me for years. It all started it when I first purchased some of the old models (when they first came out - thats how long ago this has been going on). The idea of flying Orks with big Rokkits on their back was just fun, fun, fun. Sooo Orky! I got myself the models and the first thing I did was to paint shark like faces on a few of them. Shear comedy.


I gave them a basic paint job (based and at least three colours) and I played them a fair bit. It was always handy having them arrive in the middle of battle. Often they made the difference and pushed the fight in the right direction.

Then we went to a show somewhere in London and there was a demonstration using green stuff. I was amazed someone was giving flight to the Stormboyz using the greenstuff and I was fascinated! Wire was attached to the based and then to the back of the Rokkit. The base was given some weight by filling in the underside and then greenstuff was built up around the wire to represent a plume of smoke smashing against the ground and a small burst of flames exiting the rokkit. Just brilliant!

However my greenstuff skills were non existent but I was determined to give it a go. The first few attempts were dreadful. The greenstuff dries slowly so patience is needed to keep the edges spiky. Project Stormboyz had begun! Over the years I have had various attempts and each one was an improvement. Finally I just went for it.




I had great fun with balancing the model especially for the two that are further from the ground. I just love the ways the legs are dangling in the air.

I had a few goes at painting and again I just failed to get the flames looking anything like I wanted. I had another go this week and I am much happier with he results. I went for a dull red with an orange highlight and then a few streaks of yellow. From a playing distance its not half bad.


And it just goes to prove that Orks can fly! So watch out - there could be one landing near you ;-)

Friday, 20 June 2014

The Gathering is a pace - The Boyz

In preparation for the 7th Edition Codex I have been getting the boyz out and enjoying the experience. So here is a quick fly through whats available.

Just by way of a quick history lesson (and I only learned this today) - it turns out that Orks are a genetically engineered race. They were created by the a long vanished race called the Brain Boyz to deal with the Necron menace. Apparently the snotling are the last degenerate remnant of the Brain Boys. Now isn't that just very funny.

I have three standard mobs of Boyz. The first are the the 'Grrrrz' so named for the stripes on their jackets (Tigers ... ). These are my first unit and always fielded in every battle. My plan is to increase this unit in size to approximately 30 models so that I have real choice in terms of the models I field. This is my current project so the painting table is very busy.


The second are the 'Ilanders'. They take their inspiration from the various furs that adorn their kit. Over time this has been added to and after some clashes with Space Wolves they acquired shoulder pads as trophies. All carry axes and they stand out on the battlefield. Its important that the different units have identity as they are often fighting close together and you need to be able to tell which unit they are from.


The third mob are the 'Dakka Dakka' boyz. They can really lay down a field of fire. I don't play them as much as I should.


I have always played with a force that has some 'Ard Boyz. I love them and the increased armour means that they are great for holding objectives and the like. There was a time when you could take 3 burns with them - lovely, but alas no more.


My 'Ard Boyz are just the standard boyz but all wearing helmets and plenty of shoulder pads. For effect I have given them all back poles. It just increases the size of the models and makes them really outstanding on the battle field.

Their colour scheme was inspired by the painting of George Dellapina who did some fantastic paint jobs in the White Dwarf many years ago. He had a unique style and loved to clash bright colours. Painting these guys was my first time to really get into washes and highlights. There was no going back after that.

The Tank Bustas are a really fun mob to play. I just love the idea of loading up a squig with 'busta bomz' and letting him charge off to take out a vehicle. Its a little bit like playing fetch except of course the squiq doesn't come back ;-)


They can be a real threat and get lots of attention on the battlefield. If they can get in amongst the armour they will have a field day.

In the last few games I really enjoyed fielding a unit of Storm Boyz.


Having them appear in the middle of the battle can be great fun and the models are really excellent. Lots of facial expression. I love them a lot. Their colour scheme very much follows that of the 'Ard Boyz.

Another great addition was a squad of Kommandos. Having them skulking around the back of the enemy is a god send. They do like the rear armour of vehicles so this can give the opponent some real challenges.


I have come across a Kommando conversion kit on Forge World. I may find myself purchasing one of these soon ;-)

I also took to fielding a unit of Flash Gitz which can be very humorous. Their first couple of outings were an amazing success but there after not so much. They can be a bit 'squishy' and placement is everything.


Again the models are fabulous although the shoulder mounted gun looks really odd. The new models that are just out do look the business!! The nob even has a pirate hat - a nice nod to an older model!

I have various models with Rockets, Big Shoots and Burnas and therefore I can reorganise the Boyz to form other units to suit my needs.

You just gotta love the green skins!