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Hellstrom
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PostSubject: Ork Stompa   Sat Aug 08 2015, 18:58

Playing a 1500 against a Stompa on Monday. Don't know what else is in the list unfortunately. Any idea of what I should take?
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CptMetal
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 19:35

What kind of save does it have and how many hull points?
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Hellstrom
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 19:48

Just cover. AV13 13 12 with 12hp!!!
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CptMetal
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 20:53

I read several battle reports of one guy using a buttload of vehicles. Minimal squads inside but as much vehicles as possible.
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Jimsolo
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 21:11

Fire Dragons in a Raider. Or Wraithguard in a Raider.
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Hellstrom
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 21:48

I don't have any Eldar Sad
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amorrowlyday
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 22:08

Heat lance scourges and Reaver HoW? or WWP Heat lance Talosi?
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CptMetal
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 22:12

Reaver are pretty useless against that thing I'm afraid
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amorrowlyday
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 22:14

Even with grav talons instead of cc's?
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Jimsolo
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PostSubject: Re: Ork Stompa   Sat Aug 08 2015, 22:34

Even with. Too many HPs that only Rending can take out.

Scourges would be my go to. Or MSU spam with lots of third stringers. Venomspam Warriors, scourges, Reavers, Ravagers, etc. Take everything else of consequence out then whittle the stompa down.
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Massaen
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 04:19

Any half decent ork build will have this thing with a 4+ cover save as well as potentially IWND and then repair rolls - anywhere from 3 to as many as 8!

If any of this is the case - you need to kill it in a single turn. If you don't, if will repair a bunch of the damage and you are back to where you started.

This might be one of the few times I can recommend wyches. Their 4++ will stop a bunch of the damage unlike our other combat units and unless 6's come up on stomp or the D weapon you will be getting it. 10 of them will take it some time to kill - I would be thinking 3 combat phases or so at least. This way you can focus on killing the rest of his force.

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flakmonkey
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 04:27

I like Massaens idea of engaging it with infantry. I was just reading somewhere that that able to be tarpitted is a weakness of super heavy walkers in general.
Issue is if your tarpit units gets charged by supporting ork infantry I guess

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Massaen
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 07:33

you have venoms right? infantry is not an issue!

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FuelDrop
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 09:06

Haywire Scourges are a solid choice. Heat Lance Scourges are probably better for this though, since the chance to deal explosion damage is good for 12 HP.

Blasterborn are probably a good option too.

Deep-striking Ravager might be worthwhile.

I'd suggest Razorwings. Monoscythe missiles will be good anti-boyz options, while the twin DL will help with keeping pressure on the stompa.

Can superheavies be locked in combat? I don't think so, but I don't know.
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Klaivex Charondyr
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 09:14

Why bother fighting it? It is 770 points without any upgrades. thats over 50% of his points. Spam Venoms, play the mission and ignore the big thing.
Yes, he will kill a few, but that is why you have around 15 of them.
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flakmonkey
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 09:51

I've had my super-heavy ignored (a Stormsword) but unlike my big tank with its one big gun, the stompa comes with a fair bit of dakka, with the Deff Kannon, Supa-gatla and Supa-rokkits all reaching out to at least 48". Ignoring it may work (poor BS, sup-gatler may jam etc).
But I would think at the very least you'd wanna bring a bit more AT than usual.

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Hellstrom
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 12:16

@Massaen wrote:
Any half decent ork build will have this thing with a 4+ cover save as well as potentially IWND and then repair rolls - anywhere from 3 to as many as 8!

If any of this is the case - you need to kill it in a single turn. If you don't, if will repair a bunch of the damage and you are back to where you started.

This might be one of the few times I can recommend wyches. Their 4++ will stop a bunch of the damage unlike our other combat units and unless 6's come up on stomp or the D weapon you will be getting it. 10 of them will take it some time to kill - I would be thinking 3 combat phases or so at least. This way you can focus on killing the rest of his force.

Love this.

I don't think it can just be ignored. 1 str10 mega blast and 6d6 str7 hits (4 separate targets) is likely to make a pretty huge mess of DE over a couple of turns ......
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Jimsolo
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PostSubject: Re: Ork Stompa   Sun Aug 09 2015, 13:34

@Klaivex Charondyr wrote:
Why bother fighting it? It is 770 points without any upgrades. thats over 50% of his points. Spam Venoms, play the mission and ignore the big thing.
Yes, he will kill a few, but that is why you have around 15 of them.

This.
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Unholyllama
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PostSubject: Re: Ork Stompa   Mon Aug 10 2015, 14:54

I play orks in addition to DE.

At 1500pts, the Ork player will probably put a lot of effort into the Stompa so you can expect it to have IWND, multiple Meks inside of it to repair, and a Kustom Force Field for a 5+ cover save.

That'll leave ~400-500pts left of units outside of it. Focus on these. Ork shooting is BS2 so while the Stompa can produce a stupid amount of shots, it also misses a lot. I tend to rarely run mine since it isn't THAT good for the points compared to the damage output other units can produce for my Ork army.

I second the recommendation of Wyches or other Tarpit unit so that you can focus on other things. The stomp attacks can suck but the close combat D attacks aren't bad with infantry. Beyond that, take out the rest of the units and use the DE speed to your advantage.
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Hellstrom
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PostSubject: Re: Ork Stompa   Mon Aug 10 2015, 15:40

Thanks all. I'll let you know how it goes.
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Hellstrom
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PostSubject: Re: Ork Stompa   Tue Aug 11 2015, 00:04

After all that, he messaged me just before I went and told me he wasn't going to bring it. He brought a Morkanaut instead. I ignored it completely, killed everything else and killed it last. Tabled him at the end of my turn 5 (I went first).
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CptMetal
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PostSubject: Re: Ork Stompa   Tue Aug 11 2015, 06:47

What's a Morkanaut? Never played against one.
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Hellstrom
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PostSubject: Re: Ork Stompa   Tue Aug 11 2015, 12:04

UNIT TYPE: Vehicle (Walker, Transport). UNIT COMPOSITION: 1 Morkanaut WARGEAR: • Two twin-linked big shootas • Kustom mega-blasta • Kustom mega-kannon • Two rokkit launchas • Klaw of Gork (or possibly Mork) TRANSPORT: Transport Capacity: Six models. Fire Points: None. Access Points: A Morkanaut has one Access Point at the front. OPTIONS: • May take a kustom force field…50 pts • May take any of the following: - Extra armour…10 pts - Grot riggers…20 pts

5HP AV13 13 12.

Mini version of the Stompa basically Smile
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Unholyllama
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PostSubject: Re: Ork Stompa   Tue Aug 11 2015, 14:10

It's a large walker that isn't a superheavy. A Morkanaut is considered one of the worst units in the codex by many Ork players.
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The Shredder
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PostSubject: Re: Ork Stompa   Wed Aug 12 2015, 13:08

@Hellstrom wrote:
After all that, he messaged me just before I went and told me he wasn't going to bring it.  He brought a Morkanaut instead.  I ignored it completely, killed everything else and killed it last.  Tabled him at the end of my turn 5 (I went first).

Nice.

Can I ask what list you went with?
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