Tactical Command
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stormboyz
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=14430
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Author:  kappa1az [ Fri Jan 02, 2009 10:27 pm ]
Post subject:  stormboyz

Im not sure how others feel about this but after playing several games with a mob of 8 or 9 stormboyz in it, i feel that the should have an option to take nobz to help them remove blast markers.  

tim

Author:  Chroma [ Fri Jan 02, 2009 10:46 pm ]
Post subject:  stormboyz

Quote: (kappa1az @ 02 Jan. 2009, 21:27 )

Im not sure how others feel about this but after playing several games with a mob of 8 or 9 stormboyz in it, i feel that the should have an option to take nobz to help them remove blast markers.  

tim

Nobz would greatly slow them down though, as they wouldn't have the movement to keep up.

I usually field a formation of six Stormboyz and five Deth Koptas and they've made an excellent harrassment force as they can be garrisoned and get to grips with the enemy quite quickly.  The Deth Koptas have a 4+ save and are used to pin enemy close combat units while the Stormboyz jump in and hit softer targets.  It's done quite well for me, even without Nobz.

Sometimes, you just have to suffer with the Blast markers and jump on in!

Author:  nealhunt [ Mon Jan 05, 2009 4:25 pm ]
Post subject:  stormboyz

As Chroma pointed out, I would highly recommend adding a Deth Kopta or two or three.  The formation can still garrison and they gain the ability to add BMs at range and a use for the garrison/OW ability if you want to use it.  Basically, it adds a lot of flexibility to what is otherwise a one-trick-pony formation.  Adding an LV can add vulnerability but Koptas have 4+ armor and are skimmers so you can pop up to shoot but stay out of line of sight.

Also, Stormboyz are a decent choice for Landas.  With Jump Packs they can dismount 15cm and often that means they can CC more units than a Warband, even though the Warband has more units (and grots).

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