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![[Post New]](/s/i/i.gif) 2008/06/30 01:29:07
Subject: Weirdboyz
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Serious Squig Herder
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I was reading up on Weirdboyz in the Ork codex, and I'm under the impression that they could actually be some of the most efficient psykers in the game! Low cost to use, 85 points at the most, with only 1 upgrade to take (without the upgrade they're 55 points). They can use the Mob Rule for their Leadership, so in a full mob of Boyz, that could mean their Leadership can be 30! So now he never fails his psychic tests. His powers may be randomized, but they seem to be pretty good. If he gets an undesirable result, he most likely has Warphead (the upgrade I mentioned earlier), so he can re-roll. I find them very interesting, and I'm actually thinking of substituting my KFF Big Mek for one. What do you guys think of the Ork psykers?
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This message was edited 1 time. Last update was at 2008/06/30 01:29:47
blarg |
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![[Post New]](/s/i/i.gif) 2008/06/30 01:42:08
Subject: Re:Weirdboyz
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Screamin' Stormboy
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Er...You should check on the FAQ again concernig the leadership. IIRC, he can only get up to 10.
However, he is indeed interesting, especially in large mobs. I would alway take the warphead-upgrade, too.
That is , if i take one at all
Curious what the others think of him. Anyone got tipps how to use him the most efficient way?
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This message was edited 2 times. Last update was at 2008/06/30 01:43:04
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![[Post New]](/s/i/i.gif) 2008/06/30 02:22:59
Subject: Re:Weirdboyz
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Regular Dakkanaut
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Ive got a warphead in my army and i love him, last game i played, he got deepstriking the first turn! second turn he gave me a free WAAAGH! i always put him in a group of 30 choppa and slugga boys, cause you never know if he'll give the group the +1 attack when your group of boys are charging into a group of space marines and all of your boys have 5 attacks each with 4 strength! every game ive played so far with him has made my opponent cry atleast one time. also dont expect for your wierdboy to be alive by the end of the game either but by the time he's dead youve won the game anyways
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![[Post New]](/s/i/i.gif) 2008/06/30 02:25:11
Subject: Weirdboyz
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Yellin' Yoof
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I almost always run my Wierdboy with 30 Shoota boyz and a PK Nob. Hopefully you'll get a 6 on the first turn, I've done it 3 times now and it really helps to get the footsloggers across the board. Warp 'ead, never leave home without it. Last night I played a game that I didn't take it and tellyported off of an objective and hence lost the game. Ah well. I'll never make that mistake again.
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This message was edited 1 time. Last update was at 2008/06/30 02:27:10
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![[Post New]](/s/i/i.gif) 2008/06/30 03:25:10
Subject: Weirdboyz
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Battlewagon Driver with Charged Engine
Murfreesboro, TN
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Agreed; a Warphead is a great addition to your force. A little unpredictable, but the reroll helps some. Auto-hit on shooting powers, and some very useful other powers... a definite boon to any boyz mob on foot.
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As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.
But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.
Member of the "No Retreat for Calgar" Club |
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![[Post New]](/s/i/i.gif) 2008/06/30 04:44:09
Subject: Weirdboyz
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Serious Squig Herder
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Hmm, he sounds even better than I thought!
Now I want one in my horde, but I already have a Biker Boss and a KFF Big Mek as my HQ choices. The tough part is going to be who to drop for the Weirdboy lol.
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blarg |
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![[Post New]](/s/i/i.gif) 2008/06/30 07:13:02
Subject: Weirdboyz
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Dakka Veteran
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Dump the KFFmek since you can screen for 4+ instead.
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![[Post New]](/s/i/i.gif) 2008/06/30 12:14:10
Subject: Weirdboyz
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Longtime Dakkanaut
Springhurst, VIC, Australia
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They are great.
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![[Post New]](/s/i/i.gif) 2008/06/30 15:10:52
Subject: Weirdboyz
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Screamin' Stormboy
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Squig_herder wrote:They are great.
...
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![[Post New]](/s/i/i.gif) 2008/07/01 00:50:04
Subject: Re:Weirdboyz
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Serious Squig Herder
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Dump the KFFmek since you can screen for 4+ instead.
Screen with what? I'm not too keen on using Grots, and that's the only Ork screen unit I can think of lol.
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blarg |
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![[Post New]](/s/i/i.gif) 2008/07/01 11:55:25
Subject: Weirdboyz
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Dakka Veteran
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Either mixup 2 units so they constantly cover each others or use grots.
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![[Post New]](/s/i/i.gif) 2008/07/01 15:55:53
Subject: Weirdboyz
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Dakka Veteran
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With the screening rules in 5th Warpheads are worth it in ork horde armies (whereas before I would have taken the KFF).
I would even think of taking two, but a boss on a bike still seems a better HQ slot.
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![[Post New]](/s/i/i.gif) 2008/07/02 06:48:10
Subject: Weirdboyz
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Yellin' Yoof
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I have to say I agree with you as well. The boss on a bike is a much better choice here. Warp'eads have their perks, but you can dual role a Biker Boss. The tank hunting capabilities and Manueverability he brings to the table are great.
Either way, my Warp'eads staying in my main list no matter what. I just love the randomness of the orks and usually play for fun rather than competitively.
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