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=== Stompa Mob === Can only be used in a super heavy detachment, so it's not possible in a 2000pts game unless you are playing Forge World stuff such as the Kill Tank and Gargantuan Squiggoth. Otherwise, the only super heavy you can field is a Stompa, and 3 of those is way more than 2000 pts. * It is a nice little thing, but does not make Stompas viable. They're still overcosted by 300-400 points. *Only the {{W40Kkeyword|Stompa}} actually gets the {{W40Kkeyword|Stompa Mob}} keyword, making this completely useless to our other, more cost-effective superheavies. Thanks, GW. *However, any one model in the detachment, with no other restrictions, becomes a {{W40Kkeyword|Character}} who can only receive the Warlord Traits and Shiny Gubbin from this detachment. This means you can legally make any other superheavy the character - it won't be allowed to receive the Warlord Traits or Shiny Gubbin since it won't have {{W40Kkeyword|Stompa Mob}}, but it ''will'' be a legal target for your Weirdboy to give +2S and +2A to. '''Stratagems''' *'''Stomp, Stomp, Stomp! (1 CP)''': At the start of the fight phase, pick a Stompa in melee range of an enemy unit and roll 1d6 for each model within 3" of the Stompa. It causes a Mortal Wound for each 6 rolled. ** Waste of perfectly good CP. *'''Stompa-Porta (4 CP)''': Deep strike one of your Stompas, with all the usual limitations. Use your imagination, we shouldn't need to tell you how to use this. ** Yeah, nice. Its main use is protecting a Stompa if you do not get first turn, and skipping footslogging it to it's intended target. Its price cost is prohibitive, though, and the Stompa is so overcosted, it's not enough to compensate. '''Warlord Traits''' *'''Gork's One''': +1 to hit and wound rolls in the fight phase. ** So 2+ hitting and 2+ wounding on virtually anything, even with multiattacks. Decent. ** Combine this Warlord Trait with a Weirdboy using Fists of Gork on the Stompa... You now have 8 Attacks at Strength 12 on your top profile with +1 To Hit and To Wound. Maximum stompage! ***Remember, you're either hitting at Strength x 2 (Gork-damned Strength 24!) or you're 'just' hitting at S: User but get to triple your attacks. 24 S10 Attacks definitely ain't bad. If you really wanna double down on the Choppy Stompa of Doom, upgrade your Weirdboy to a Warphead (or have him bring a friend), use Warpath on the Stompa to gain 9 Attacks (27 when Slashing) and run a Deffkilla Wartrike along with it so it can potentially move 18" in a single turn. Use the Ramming Speed strat to get a 3D6" charge and deal some Mortal Wounds. Whatever you charged is most likely dead now. Stomp. *'''Mork's One''': +1 to wound rolls in the shooting phase. ** Actually +1 to hit on BS 5+, with its array of weapons, could be a way for it to kind of approach being viable for a change... but NOOO, let's give it +1 to wound rolls that are already decent on its main guns. **This actually really helps all your small arms. Your Big Shootas will force more saves on Marines while your Gatler will delete portions of infantry units each time it fires. Oh and it can actually wound other T8 units on 4s now, if you run out of footsloggers to shoot! '''Shiny Gubbin - Tezdrek's Stompa Power Field''': A shiny 5++ Invulnerable Save for your Stompa, just what it needs to stay in the fight. ** Okay, 5++ that will work in melee, as well as shooting, is nice indeed; it basically means the Stompa is more like W53 instead 40 in practice. However, it's still not enough to compensate for the terrible overcosting of stompas. </div> </div>
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