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Storm Troopers Or Allied Scouts?
| Lt. Yorke |
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Sergeant

Group: Squaddie
Posts: 167
Member No.: 3,540
Joined: 22-July 12

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What special weapons did you Storm Troopers have?
Deep Striking Storm Troopers with flamers can decimate a squad in one turn of shooting because you can land them right on top of the squad and those templates generate a lot of hits.
Meltas will let you pop a tank, plasma will let you pop TEQ etc.
Charging with them is not the best idea though. Even with more attacks their power is in the shooting phase and they will often lose any combat they engage in because their weapons are rapid fire and they can't soften a target before the charge (and can't deep strike then assault in the same turn).
Wounding on 5's and then denying a marine their 3+ save is better than wounding on a 4 and letting the marine get their save.
EDIT: Oh and Scouts have BS 3 not 4 so the difference in shooting comes down purely to the armor penetration (5 Scouts with shotguns ~= 1 wound on MEQ, 5 ST with Hotshot lasguns ~= 2 wounds)
For me it's Storm troopers every time over allied Scouts.
That's not to say allied scouts aren't good (they are) but I would take them only as my required troops choice so I can get a SM HQ and an assault squad. The Scouts wouldn't be my reason to take allies.
This post has been edited by Lt. Yorke on Aug 20 2012, 06:43 PM
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| hammerbolt |
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Major

Group: Squaddie
Posts: 884
Member No.: 2,677
Joined: 17-March 09

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Why Stormtroopers anyway? Did you want to Deep Strike them? That would leave a single squad isolated in enemy ground... I use Veterans to assault objectives. Your squad costs 215 points. For 130 points, you can put 2 Meltaguns, 1 plasmagun, 1 plasma pistol and a powerfist. If you want save +4, that's an extra 30. Still profits. Or you can trade a plasma/melta for a heavy flamer. This will give you a better armed unit, with the same Ld, for a lot less points. Or you can pimp it even more, and give them cloaks for +1save. Or even, for those 215, you can rig a squad with 2 meltas, the heavy flamer, power fist on the sergeant, and add a Priest with an eviscerator. Gives you a reroll on the assault
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| Lt. Yorke |
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Sergeant

Group: Squaddie
Posts: 167
Member No.: 3,540
Joined: 22-July 12

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The value in Storm Troopers is really in their Deep Strike. You can place them wherever you need them to be (which doesn't always have to be on their own in your opponents backfield) this means you can put them on the side of a unit that has a special or heavy weapon so using nearest first wound allocation you can "snipe" it and negate the meatshield your opponent bought for it. You can drop them in to attack the rear armor of a Landraider or use them to support some troops in taking an objective.
How I would use them against Orks is to deepstrike in a pair of Flamers on a mob of Lootas using the flamers to turn the Orks numbers advantage against them - Deep strike as close as you can and those two templates should be able to cover 8 or more Orks each making them highly effective and negating any cover save they might get.
For assaulting an objective (as in actual assault not just shooting somebody off it) then you want Flamer/Shotgun vets in a Chimera with Heavy Flamer with a Sarge with Power weapon (I don't like fists because lots of people still have Sarges with fists and in a challenge I want to go first vs those guys).
Chimera rocks up to the objective and torches the objective. Then you can either fire your flamers from the top hatch or disembark and bring some shotguns to bear as well letting you assault next turn. If your vets have forward observers then they'll get a cover save against shooting this close thanks to defensive grenades which gets better thanks to camo cloaks. If they get charged then they get to overwatch with 3 flamers and a bunch of shotguns and the defensive grenades strip the charging unit of their extra attacks.
If the vets didn't get charged and survived the shooting you should be in a position of having another round of Flame based fun from the Chimera (The Chimera is as much a distraction as anything else, if they shoot that instead of your vets then great) and this turn you get your vets in really close (1 inch close) torch and shotgun the unit on the objective and then assault them. You should win because of how much the shooting has softened up the unit and you then hunker down in cover with your camo cloaks, defensive grenades and flamers daring the enemy to try and assault you.
Now if you don't think you can pull off that move with just the vets in a chimera you deep strike in the storm troopers to help soften it up. Unless it's a kill points game losing the Storm Troopers isn't a problem so long as it lets you take and hold the objective.
EDIT: Deep striking Storm Troopers also serve as an excellent distraction that can give your troops a turn free of being shot up in which they can close the gap while your opponent deals with the Storm Troopers. If they ignore them and continue to fire on your Troops then your ST can get dug into cover and be a thorn in their side all game which if left alone can earn you a VP from Linebreaker or maybe even deny them an objective even if they can't take it. If the Storm Troopers get shot at then that's pulling firepower off your much more fragile (and scoring) troops and you are forcing your opponent into reacting to your strategy which can let you take control of the entire game.
Other uses for Storm Troopers: Taking out a Skyfire platform on an Aegis Defence line - Deep Strike in as close to the gun as you can get and shoot off the models manning it or shoot the gun. If you have any Flyers in your list then this can be a good way to get air superiority early on.
This post has been edited by Lt. Yorke on Aug 21 2012, 03:53 PM
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| Bluephoenix54 |
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Corporal

Group: Squaddie
Posts: 73
Member No.: 2,431
Joined: 6-December 08

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I've been using 2 stormtrooper squads (full strength) in my lists for quite a while, and they have very rarely failed to deliver.
the most powerful of the 3 SO options they have is actually the recon one. move through cover is meh, but scouts grants them outflank, which allows you pretty much a guarantee of being able to get behind or surprise enemy units from the side table edges, without a chance of losing them to DS mishaps.
with the new 6E rules on overwatch and the random charge distance it makes charging them an even more painful proposition than it was in 5E, and AP3 will usually cause 2-3 unsavable wounds on MEQ.
if you're using them for MEQ removal duties give them 2 PGs, the extra punch allows them to face down even harder things and destroy light vehicles.
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| Lt. Yorke |
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Sergeant

Group: Squaddie
Posts: 167
Member No.: 3,540
Joined: 22-July 12

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I always forget the Stormies have HShot Laspistols which actually makes them a bit better on the turn they charge than I previously thought. It's not a huge amount better since it's only one shot each but with AP3 on those shots it's not as huge a swing for the Shotgun/Flamer vets as I originally thought. I just did the math on Shotguns vs Hotshot LasP and 10 Hotshot LasP firing at MEQ in 5+ cover is the same effect as 20 Shotgun shots (1.5 wounds) so the real difference would be in the extra flamer on vets vs the extra attacks on Stormies. I recommend this for figuring out the statistical result http://anydice.com/program/15e5 (Where H is the To Hit, W is To Wound and S is to Save) of any shooting if you aren't very good at doing it in your head. I think the reason you had trouble with your Storms before was taking Plasma. A Plasma Stormie Rapid Firing at MEQ in Area terrain has a 75% chance to score one wound. To match those odds a Flamer has to hit 5 marines which should be easy with Stormies and if it's a full Tac squad you should be able to get 7 or 8. If the MEQ are in anything better than 5+ cover then the Plasma just gets worse while the Flamer doesn't care. The flamer scales up better vs Hordes with low saves than the Plasma gun and is cheaper. I wouldn't give Plasma to a unit I was going to use to flush an objective because their role is to get in close, negate cover saves and both assault and deter being assaulted. Plasma is more useful for hurting multi-wound, high save, high toughness infantry or MC and hunting light vehicles. Stormies can do that job too but that's not what this thread is about. EDIT: I just ran a scenario of a full squad of 10 tac marines vs a full squad of 10 ST assuming the marines were in 5+ cover and the ST had arrived via Deep Strike. Neither side had any upgrades and instead of dice I just calculated the odds at each step. The result was pretty much a coin toss. Turn of arrival the ST kill 3 marines but the next turn the marines kill 3 of them. Turn 2 the ST kill 1 marine from shooting, assault and take 1 would from overwatch. The Marines go first in the assault and cause 1 wound. The ST then cause 1 wound back for a draw and both sides are stuck in combat with 5 on each side and neither having a strong statistical advantage in the next round. So in summary: It all depends on your upgrades. In the above scenario replacing 2 Hotshot lasguns with Plasma will translate to 4 wounds on the turn you arrive rather than 3 but so will taking 2 flamers and hitting 5 marines each with them. The flamers would win because they are assault so the next turn you get to fire them again while the Plasma won't fire again probably for the whole game. This post has been edited by Lt. Yorke on Aug 22 2012, 05:35 PM
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