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Stormlord (asking for feedback)


L30n1d4s

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The only Lord of War that I have used in an actual game so far is Draigo, but since i play Astra Militarum as well, I am looking at super-heavies and in particular the Stormlord (Baneblade variant) as a possible inclusion. Here are my thoughts so far:

 

I - TRANSPORT

-Stormlord can carry up to forty models (and they can be from multiple squads, due to super heavy rules), so that means that I could put a blob squad inside, I could load it with Ogryns, I could put allied Hammernators in for a ride, etc. etc.

 

-Up to twenty of these models can shoot, so even putting multiple Heavy Weapons Teams in the back is an option (providing the Stormlord didn't move), giving me in essence a AV14 9HP bunker for them.

 

-Additionally, the Stormlord is treated as open-topped for embarking/disembarking, meaning that models can disembark from any point of the hull and can assault the same turn they disembark.... Ogryns, Blob squads with Priests and Power Axes, Allied Assault Centurions, Allied Death Cult Assassins, etc. the possibilities are endless.

 

II - FIREPOWER

-Base, the Stormlord can put out 3 HB/6 Heavy Stubber shots a turn, plus whatever firepower is coming from the embarked passengers, which is a decent baseline of anti-infantry firepower. Throw in two sets of side-sponsons and yoyu have a total of 15 TLed HB shots, 6 Heavy Stubber shots, and 4 Lascannon shots, all of which can target different targets if required (adding the sponsons is not cheap, though costing the price of a TFC to add four of them).

 

-The Vulcan mega-bolter.... the ultimate in high volume firepower! ;) If the Stormlord moves, it can spit out 15 S6 AP3 shots a turn, all at 60" range, which is ridiculous. Cast Prescience on the Stormlord from a friendly Psyker and you can effectively wipe out a squad of marines per turn (15 shots, 11-12 hits, 9-10 unsaved wounds against 3+ saves)... but wait, it gets better. If you do not move, you can shoot the mega-bolter TWICE (and at a different target, if you want).... that means, with Prescience, you can statistically kill two MEQ squads a turn (or Crises Battlesuit teams, or Necron Immortal squads, or Eldar Jetbike Squads, or TWC Packs, or Nurgle Biker Squad, etc. etc.)

 

-Against Monstrous Creatures without 2+ saves, the Stormlord also excells...shooting at a Hive Tyrant with Tyrant Guard, with Prescience on, the Stormlord gets 30 shots, 22-23 hits, and 11-12 unsaved wounds, meaning that in one turn you can wipe out the Hive Tyrant and his entire bodyguard. Same thing goes against a Bloodthirster or an Avatar of Khaine.... 30 hots, 22-23 hits, 11-12 wounds, 8-9 unsaved wounds (after 5++ invul saves), resulting in one dead Daemon banished back to the warp.

 

 

III - SURVIVABILITY/COST

-Given that it is a Super-Heavy (and so can't be destroyed by a single hit, except for by a D weapon), it has a AV14 front armor and even AV12 rear armor, and possesses a whopping 9 Hull Points, this vehicle can (and likely will) absorb a lot of the firepower and attention from you opponent. Outside of D weapons and massed melta guns, most enemy units will struggle to kill this vehicle even over the course of a 6-7 turn game. Use friendly infantry to "bubble-wrap" the Stormlord against deep-striking melta weapons and keep a few TechPriests nearby to repair lost hull points and you have a unit that can shrug off almost anything your opponent throws at you.

 

-All of this comes at a high cost (almost the price of two Land Raiders), but given all benefits to an AM army, I think actually the Stormlord is a bargain, particularly in its ability to deal with everything from hordes to Monstrous Creatures and act as a Bunker/Transport for lots of your fragile infantry.

 

 

 

So, those are the advantages I have so far and the reasons I am considering adding one to my AM force.

 

 

 

Anyone have experiences (good or bad) with the Stormlord so far? Any perspective on these ideas above?

 

Thanks.

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It's a cool tank, mostly for the transport capacity though as you say the Vulcan Megabolter is mean though perhaps not so much by Apoc standards. Shove a couple of Enginseers inside and it'll keep trucking against most things and provide a stable platform for you to throw out death from. I think it needs a good plan for the transport capacity to work best but though it may be out shined in Apoc by bigger guns in a normal 40k game as a Lord of War I think this is mitigated a lot making it a more appealing choice. It's less of an issue that you don't have D weaponry when your opponent's forces aren't filled with them!

 

It is a lot of eggs in one basket though, so it'll have to form up the core of your battle plan. I'm not sure how that could be applied, seems like surging forwards is a waste especially given vulnerabilities to close combat. Probably best to think of it as a mobile fortress, sit it back as the focal point of your forces providing covering fire and keep some assault specialists inside to counter charge the inevitable closing enemy?

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Honestly, if I'm gonna throw the cash for a super heavy I want it to lay down serious fire power (large area D-weapons).

 

A 40 man troop transport sounds nice, but as said above that's a lot of eggs. I'd rather have 4 chimeras following a giant gun tank across the table.

 

On the other hand, filling that bad boy with ogryns would be funny.

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