Showing posts with label Da Stompa. Show all posts
Showing posts with label Da Stompa. Show all posts

Wednesday, 3 September 2014

Da Stompa in play - thoughts of a defeated general.

Well now that I have played Da Stompa I feel that I know so much more about about it. It is great fun on the battle field and no mistake! The Dark Templar has done a cool battle report which is worth a look.



I think that I have learned a number of things: -

1. The Mek Boyz are important to repair HP's have a number of them and don't forget to use them!
2. The KFF is necessary and it has a range of 6" around the Stompa - make use of this.
3. Who is carried inside is important - think shooting. There are four fire points.
4. There is potential to take several small units inside.
5. It not great against lots of AV14! Blow up transports early and get troops out in the open.
6. It can get bogged down in hand to hand so support him with something that can help.
7. Beware of magic - I had 'weapons get hot' cast on me a lot so any 1's were hurting me.
8. He is huge on the table - hide something behind him - A unit of Boyz in a Trukk would be good start and would help with any potential hand to hand volume.
9. He is not an assault vehicle and there is only one access point, at the back. Whatever gets out needs to be able to shoot.
10. His blast template weapon only scattered one D6. Be brave!
11. Melta weapons are not to be tolerated. Have a plan to deal with them.
12. Max out on Supa Rokkits and use them when you can
13. Grot Riggers are worth a thought.

He is lots and lots of fun to play but he is not a one man army. Now that I have a 'feel' for him I need to consider what complements him. He is the star man but everyone benefits from a team approach.

I am liking the idea of Killa Kans in front and to the side of him. Maybe a full unit of 6 all benefiting from the KFF. They have a BS of 3 so decent shooty weapons would be useful. This will slow things down a bit but that is fine.

Have a small unit of Lootas inside manning the fire points. This will add weight of shots. Upgrade to as many Meks as possible.

I also like the idea of a small unit of Tank Bustas with Squigs. These can disembark in turn 4 or 5 and  use the Squigs. They will also be fearless within 6" of the Da Stompa.

When he goes down he does it in style with a huge explosion. It would be nice to be in hand to hand if that is going to happen ;-)

I would welcome any other thoughts. Its always good to get another perspective.

Friday, 22 August 2014

Da Stompa is in Da House!

Oh My God - Oh My God!!

Typhus and the forces gathered at the Forge had expected the Orks to swarm forward from their preliminary attack at the Communications Array but the advance did not happen. The Orks were taking their time and massing the machines of war. New variants were reported daily some twice the size of the much feared Deffdread. Would the fortifications hold against such might? When would the attack begin?



The latest images from the front seemed incredibly unlikely. Surely nothing this huge could carry its own weight effectively and prove itself on the battlefield? Reports were that it towered over everything else by two to three times. It looked like the Mek Boyz had finally lost it. Their ambition would surely be overcome by their lack of technical know how. They were calling it 'Da Stompa'!

But Typhus was uneasy. This was not the Ork approach to Waaagh that he was anticipating. A bead of sweat dribbled down his face......

Well I have finally had the opportunity to have a look at the Ork Stompa. I had purchased the kit some time back and had great fun assembling the model. I really enjoyed it. Lots of options to consider, little grots everywhere, great fun. The model is huge!


I gave it the 'iron gob' because this fits in really well with my army theme and then applied the metal paints with red shoulder pads and the dirty yellows in various spots. The yellow does jump out at you. Really great fun and I recommend it to anyone. I worked in a few black and white Goff squares as well. Helps with the Ork feel. And finally added a few Space Wolf panels - well you have to poke fun at someone ;-)

I have not played the Stompa in any battles and was delighted to see it in the new 7th edition codex. I gave it a brief review but nothing major. In my mind I was thinking of it as a Walker with all the downsides this entails. There were lots of weapons but lets face it you can only kill one thing at a time and with a cost of 770 points I just failed to see how it could really pay for itself in a six turn game. But then I read the rules - I mean the Super Heavy Walker rules in the new Rule set (page 96 for those interested) and my world has changed!!

Movement - it can move up to 12" (big smile). It causes Fear and can Move Through Cover (Cool)

Shooting - it can shoot as if it were stationary even if it has moved and it can shoot Ordnance and all other weapons as well. It can also shoot its weapons at different targets (Oh Yes - smile broadens)

Invincible Behemoth - When a damage table says it Explodes is does not Explode but D3 Hull Points are removed (now we are talking)

Transport - It can carry up to 20 models in its belly (rock on baby)

Stomp - this is a special attack in addition to everything else it can do. It uses 3 Blast markers against the enemy unit and damage is from a special Stomp Table generally causing S6, AP4 Hits but it can be much worse than that - on a 6 it is Instant Kill to everything that it touches! (I am in a happy, happy place)

And all this before you get to the Stompa Rules. This changes everything. Da Stompa is a beast!

Da Stompa itself has 12 Hull Points, 4 Attacks, Strength 10, FA13, SA13, RA12. It is also an Effigy so that all models within 6" of it are fearless. Additionally it has four Fire Points so that the models inside can fire out. 12 HP's with an Armour Value of 13 is a lotta, lotta armour!!

Shooting - it still has a poor BS of 2 (5+ To Hit) but it can shoot all its weapons and at different targets!!


We have :-
 3 x Big Shootas - S5, AP4, Assault 3 - that is 9 shots!
1 x Twin-linked Big Shoota - S5, AP4, Assault 3
1 Skorcha - S5, AP4, Template
3 x Supa Rokkits - Infinite, S8, AP3, Large Blast
1 x Deff Kannon - R72", S10, AP1, Massive Blast - smashing vehicles and killing entire units
1 x Supa Gatler - R48", S7, AP3, Heavy 2D6 - does this 3 times a turn!!! - we are talking 18 shots

It can shoot all of that, every round of battle. Think of the damage that can do.

Close Combat - with a WS4 and 4 attacks, 5 on the charge.



It is armed with :-

Mega Choppa - SD,  AP1 meaning that it can sweep through Vehicles like a knife through butter.
Stomp - as above 3 blast markers with S6 Hits!

You can have Mek Boyz inside repairing any lost Hull Points, you can even have a Big Mek with Kustom Force Field so the shots are bouncing off you. And then you have a unit of Boys to deposit for good measure that are Fearless when they appear within 6" of the big man!

Summary - Well I am stunned. What a completely devastating piece of kit this Supa-Gargant is! I think my view is that at ONLY 770 points he is a bargain. He is also a super distraction so anything else that is brought to the table will have free reign. Whats not to love?

I can imagine hundreds of Boyz on the move behind him or Trukks filled with Boyz zooming up the battle field beside him or Buggies and Kopptas or or or ........ oh the options are just so appetising. Orks is made for Rockin baby!!

Now where is that quivering wreak of a Nurgle boss? You know the one I mean, the one with the tail feathers and the big yellow stripe down his back. You know him - 'Typhus' is his name!