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Think Tank: Specific SW Unit Builds, Missions, and Purposes


Karack Blackstone

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I've got my eye on the leviathan with double grab flux for killing big units and vehicles.

 

As orks like to run up at you the short range on the bombard is manageable. Should delete most of a big unit of boys with re rolls on hit and wound.

Storm Cannons are actually better math wise against almost everything, cheaper too. I use my bombards in fun games because they are really cool, but the SCAs are way better and more reliable against a wider variety of things.

I know the consensus is that Land Raiders are too expensive, but might a LRC provide enough Dakka on a durable platform that can also protect something like Blood Claws or Wulfen? Historically Orks have struggled against heavy armor, though I don't know if that's still the case.

Storm Cannons are actually better math wise against almost everything, cheaper too. I use my bombards in fun games because they are really cool, but the SCAs are way better and more reliable against a wider variety of things.

 

I sort of agree, but both weapons will pull their weight. I was stating that it's a viable pick vs orks now. I've always felt the GFB to be a better pick but that's more down to player preference.

 

Math wise GFB will put out higher quality shots against big mobs, and will also kill the vehicles without any problem. The -5 ap makes me take it more often than the SCA. 

I know the consensus is that Land Raiders are too expensive, but might a LRC provide enough Dakka on a durable platform that can also protect something like Blood Claws or Wulfen? Historically Orks have struggled against heavy armor, though I don't know if that's still the case.

LRCs are not bad. T8 is useful as Orks still specialise in massed S4 attacks (both melee and shooting) so LRs are twice as durable as T7 vehicles against these. Of course Orks have plenty of wackier attacks that hit much harder so unless you are running a mech-heavy list, the durability of a single LRC will only go so far.

 

They do provide respectable dakka for their points but suffer from a big problem in that as soon as something charges them, that expensive shooting gets tied up quickly. For this reason, a Repulsor is probbaly a better bet as as it has even more dakka than an LRC and combines it with the FLY keyword so it can still fire after withdrawing from combat. A Storm Raven is probably better still but that option is off the table for us.

 

Having said that, an LRC packed full of Blood Claws can lay down a lot of covering fire and then unleash your choppies at an opportune moment. Possibly not top-tier competitive but definitely not too shabby either.

Let's also remember the value of "Cloaked by the Storm". For 3CPs you can halve the effectiveness of Orky shooting against your key units. Worth taking a Rune Priest simply to have the option available. It is annoying that only Njal has a semi-reliable chance to cast "Storm Caller" now.

Let's also remember the value of "Cloaked by the Storm". For 3CPs you can halve the effectiveness of Orky shooting against your key units. Worth taking a Rune Priest simply to have the option available. It is annoying that only Njal has a semi-reliable chance to cast "Storm Caller" now.

CbtS is definitely worthwhile. Orks will still always hit on 6s, but as you say halving their usual hits is nice - just watch out for the More Dakka Stratagem which makes Dakka Dakka Dakka trigger on 5s.

 

As for Storm Caller itself, I've not found it to be too hard to cast. Keep the CP reroll for it, unless you really want another power to go off (Jaws of the World Wolf will be good against things like regular Warbosses, or Meganobz), and it's going off more often than not which is fine. Just remember that you don't need to cast Storm Caller to get CbtS to trigger (it's any successful power, not just SC).

Let's also remember the value of "Cloaked by the Storm". For 3CPs you can halve the effectiveness of Orky shooting against your key units. Worth taking a Rune Priest simply to have the option available. It is annoying that only Njal has a semi-reliable chance to cast "Storm Caller" now.

 

Yea, ive been pretty sad at the shift from "You must have your opponents permission to use special characters" to "you must use special characters because the point values make it stupid not to".

I dunno. While his +1 is nice and he's probably your best bet at denials, I don't really rate njal. He is a slow mofo and that doesn't really blend well with wolves imo. He only really helps defend a static back line which is nice and all but I need a jp rune priest if I wanna protect my advancing units which is usually where my teeth are.

Just remember that you don't need to cast Storm Caller to get CbtS to trigger (it's any successful power, not just SC).

True but the time you will often want to cast it most is T1 while you are still Castled up. That means the Orks will be out of range of most of our aggressive powers. So if you want to trigger CBTS, you either need to cast Storm Caller or the Wolf Spirit one (and accept that you won't be able to do much with your free attacks).

 

I dunno. While his +1 is nice and he's probably your best bet at denials, I don't really rate njal. He is a slow mofo and that doesn't really blend well with wolves imo. He only really helps defend a static back line which is nice and all but I need a jp rune priest if I wanna protect my advancing units which is usually where my teeth are.

I tend to run Mech Wolves so it is not hard to find a seat in a tank for Njal until the time comes for him to hop out and start psyching. 2 Denies with a free reroll at +1 within 12" is pretty good. I managed to stop a Daemon player getting almost any powers off at all in my last game against him, and that was with a couple of Tzeentch daemons in the mix.

Theoretically one could put Njal in TDA and teleport him by his target right after they advance, right? I ask because I tend to run Logan/Arjac/generic TDA HQs and I usually put them right behind the units they will buff after the advance. That way they aren't slowed by the 5" move or a bad advance roll on the first turn. And chances are turn two or three will involve a charge move.

Theoretically one could put Njal in TDA and teleport him by his target right after they advance, right? I ask because I tend to run Logan/Arjac/generic TDA HQs and I usually put them right behind the units they will buff after the advance. That way they aren't slowed by the 5" move or a bad advance roll on the first turn. And chances are turn two or three will involve a charge move.

 

As long as you do it by turn 2, or further, no problems there

To me it looks like you're taking a psycher to weather shooting top of 1 if you win initiative with the cloaked by the storm strat. If you have to teleport him it means your force has to weather 1 or 2 turns of shooting without the benefit. At which point you may as well have just walked him up the board? Take power armour njal if you're running footsloggers. All other times run a rune priest with a jump pack. 

Ive been taking njal recently simply because he's our only pskyer who can reliably cast storm caller with his +1.

 

Apart from that, i really dont think any of the SW are particualrly strong (unless you invest in 3 RP for the d6 mortal wound LL....whcih is still really situational).

 

So i usually have njal with storm caller, the aversion one (something is usually within 24" of him), and the wolf spirits for rle of cool/blender counter attacks.

 

 

 

Agree that you probably want a JP RP if you want a more aggresive approach/have a faster moving force (i have no TWC/wulfen)

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