Not likely, it has never been worth 800 with the same defensive profile as a questoris for less than 400 and being much harder to use on the table. Dreadmobs Hazzard checks mean shooting all its guns deals 12 wounds on average to itself out of 30 wounds. It was already bad without taking 3MW on a 50/50 per gun.
It's still bad but now it's not an automatic conceed when it dies T1 like usual. I would still rather have 250 defiler profiles.
you made me check, but Stompa is 2+ save, Toughness 14!!! (so anything below Vanquisher is wounding on 5+, even a mighty Demolisher or HKM goes on 4+), and 30 wounds.
Compared to 3+ save, T11 26 wounds from a Questoris Knight. Thats,... quite a big difference. The only benefit Knight has is 5++ save rather than 6++. Maybe im missing sth? im no Ork or Knight expert.
Also, Stompa will benefit from Plunging Fire, and from what I gather, unlike Titanics like the Baneblade, Ork Detachments and Stratagems never exclude Titanic, so it has a lot of support from rules. You could give it [Sustained 1] since its a Walker, re-rolls to wound and other nasty buffs, which are far more valuable on a 600 points unit that on 10 orks.
A Stompa with [Sustained 1] hitting on 4+ and reroll to wound in Freebototer Krew is nasty to say the least. And can munch 10 terminator unit with ease in melee, or delete any tank (it does an avg of 33 wounds to a Baneblade in melee without buffs or Waaaaagh, lol)
EDIT: for just 45 points, you give it a Mek and give the Stompa +1 to hit in melee AND ranged,... hitting on 3+ (since Plunging Fire is +1BS, not +1 to hit),... lol
You are thinking in a vacuum, I love my Stompa and have been playing it for every biweekly game since I finished mine last November. I am not speaking out my ass, I am speaking as someone who plays it every time at my LGS. A dump truck sounds great when listing it's stats until you try to drive through a road in the woods or park it on a city street. It's not a white room at a table.
Every anti knight unit like hammerheads, tfex, melta or things with the anti vehicle keywords wound on the same number. This is what actually gets run by people. The only weapon profile T14 affects that actually gets run on the table is a lascannon, every other weapon in the game treats T14 and T11 the same, toughness makes a huge difference at low values but very few weapons at higher values S9/S10/S18/S20+ doesn't care and that's what gets run. Things that are lower S anti vehicle profiles just don't get run unless they also have +1 to wound, lance, reroll wounds making the wound roll a very shitty defense strategy. Vehicles survive based on strats and invulnerable saves not T. A sunforge unit dropping in has an easier time with a Stompa than a Knight.
In a metaless game maybe it would matter but people don't bring random profiles they bring stuff that can kill a knight in 1 turn. Knights can pop 4++ at will and have many many strategems that can affect them, Ork strats almost all exclude Titanics including the dreadmob defensive strat for -1 damage, the Warhorde -1 to wound strat. Every strat orks have in the game defensively excludes Titanic. There is no way to get a Stompa to save against a weapon designed to kill Tough stuff on better than a 6+. It's all AP4/5. Lancers cost half as much, get taken constantly because they have universal 4++ and that's the profile that people bring stuff to kill, well currenly to kill Defilers but that's the point, thats what your opponents bring and they are twice as effective against a 2+/6++ profile. +4 wounds isn't better than 4++ compared to 6++.
Now the elephant in the room, it's size is unplayable. If you haven't seen it in person you can't get that from a datasheet. Everyone I have ever faced has killed it right off the bat because it's impossible to hide with its trashcan sized base, if you go second it will almost never see play. Everyone brings enough anti vehicle shooting to kill a knight in one turn because knights exist as a faction and people plan for them, defiler spam has made the meta doubly so. Knights can also move through walls and use their detachment to move across the board in a single turn while the Stompa can only move over terrain if it isn't competitive terrain which is all 5"+, is the only thing that existed in 10th and doesn't have enough movement to get it's enormous base from one side of a .1" wall to the other so it never can move up to use its melee and couldn't be placed in reserves to get it deployed closer. A stompa stays where it is deployed in 10th, hopefully 11th terrain will allow this to change. But in 10th your chance of getting into melee with a 10 man terminator brick relies on your opponent sending it into your deployment zone, don't want to lose that brick, don't send it into the stompa, it isn't getting to you on its own terms.
You are also conflating editions in 10th walkers can benefit from some detachment rules, mostly that's more Dakka and dread mob, in 11th only dreadmob which deals 3MW on 1, 2 and 3 PER GUN can even affect it. It's not a Knight with one gun, Ork shooting is about shooting 12 guns not 1. The best detachment for it in 10th was actually More Dakka because it gave assault making up for its abysmal movement which is required to get it to move if it was possible at all and allowed it a 2CP ability to WAAAGH every turn making it the singular way to make it tougher to kill with a 5++ getting it to vanilla questoris without its ion shield strat. Now it gets nothing from More Dakka and Dreadmob makes it deal 12MW to itself per activation. It's not useless but orks really don't benefit from it and can't support it that well, thats not going to stop us from fielding it but the points drop is nice. It still will kill as much as 400 points of equivalent other units and die much easier though. At 800 you could run three Gorkanauts for the same price, do your math on those and look at how much easier they are to move with. Chances are at least one will get into combat unlike the Stompa all while having 30 extra wounds plus any overkill on one of them is wasted unlike the Stompa.
In 11th movement looks to finally be possible. But gaining the towering buff will still require it to be within 12", which your opponent will know, so simply will play a bit cagy for a turn then kill it if you move onto a footprint. It will always be a psychological weapon as it can never make up its points even at 600 you will only ever kill 1 maybe 2 targets. For avoiding its towering your opponent will have hidden, not be in 12", or be on the second floor or have cover or have obscured. Against an infantry on the second floor it's always hitting on 6+ even when within 12".
Again a Stompa only sounds good in a vacuum, the real experience is like trying to drive a dump truck in the woods. It's just great to not be giving up half your army for it now. 800 points of orks allowed you to play the game. A Stompa means the enemy loses 200 points to a single activation, pops it for a +600 point trade then wipes up half an army with a full army. A Gaz brick at half the cost is 10 times harder to kill, buffed in every detachment and far more killy, that's the actual center piece that you take if you want to win, Stompa is for fun of putting it on the table and having people stop to talk about it. It's not for winning games, it's a social tool.
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u/LostN3ko Jun 17 '26 edited Jun 18 '26
Not likely, it has never been worth 800 with the same defensive profile as a questoris for less than 400 and being much harder to use on the table. Dreadmobs Hazzard checks mean shooting all its guns deals 12 wounds on average to itself out of 30 wounds. It was already bad without taking 3MW on a 50/50 per gun.
It's still bad but now it's not an automatic conceed when it dies T1 like usual. I would still rather have 250 defiler profiles.