Tactica- Stormboyz

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IVEATCH


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Stormboyz are now more affordable under the new Codex at twelve points each instead of the old cost of 15 points.  They now cost twice as much as a regular Ork Boy. One does NOT get extra armor protection, they still have a 6 armour save. The armament is also still the same as a normal Ork Boy, a Choppa and Slugga (both close combat weapons). They cannot take any heavy support weapons. So what do you get for the extra points on this Fast Attack unit? Jump packs. With a 12.0" jump move, a Furious Assault D6 move and a six inch Assault range they can get across a board fast. There is an Ork player named Steve C. at the LA Battlebunker, who is the master at timing when it comes to using his 12 Ork Stormboyz mob. He throws off my own attack timing every time. So instead of me getting the one extra attack charge bonus, his own Orks get it because the unit I was just about to assault with has been "jumped" by his Stormboyz ! TIMING IS THE KEY IN USING STORMBOYZ. Jump em out to soon and too far without any support and you'll loose them quicker then 1,2,3. Used properly and they can be a complication for ones opponent at just the wrong (or right, depending on viewpoint) time.

Strengths - Like any Jump pack troops, they are fast and can fly over terrain in unexpected directions.

Weaknesses - Can be lost very quickly if sent in unsupported. When you see them you need to get something on them first turn. Either a Counter charge or loads of shooting.  Most Stormboyz mobs are small due to the high points cost (high cost as is relative to Orks). Taking out even four/five of them in a smaller mob can greatly reduce the effectiveness of the mob.  In addition, Ork Stormboyz do not get the Power of the Waaagh bonus movement.
 




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