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![[Post New]](/s/i/i.gif) 2009/06/20 04:21:12
Subject: Making the Weirdboy work
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Arch Magos w/ 4 Meg of RAM
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I love random elements. I am just insane enough to put my games down a few high risk dice rolls. Sometimes it backfires, but it will always make for a great story, and honestly thats the biggest reason I play this game. So, although the Shokk Attack Gun looks like a lot of fun, it was all but forgotten when I turned the page. The insanity of that strange psyker table entranced me. After some thinking though, I realised: his abilities don't match up with any single unit... or do they? Nob,'Eavy an' Borked, PK, Waaagh! Banner, Kombi-Rokkit, Ammo-Grot 68 Nob,'Eavy an' Borked, Big Choppa, BP, Kombi-Skorcha 45 Nob,'Eavy an' Borked, Big Choppa, Combi-Rokkit, Ammo-Grot, BP, 48 Nob,'Eavy an' Borked, PK, Combi-Rokkit, Ammo-Grot, 43 Nob,'Eavy an' Borked, PK, TL-Shoota 50 Pain Boy 50 Coming in at a cool 304 points, this 12 wound, uniquely geared mob compliments the Weirdboyz powers. I will probably also throw them in a Trukk. Now the load-out should be pretty self explanitory. If you roll Zzap, you get to also toss some TL rokkits at the enemy too. If the mob get teleported or you roll Frazzle, and given that you've put them out of the way of pie plates, the mob puts out quite a bit of dakka. It's choppy and durable too. Warphead should help me avoid rolling Zzap after I fire off the rokkit payload and other tactically unadvisable situations. Now imagine this in a typical horde list. What would you do to counter it? How do you run Weirdboyz, and how does it work for you? Any comments at all, I welcome them!
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This message was edited 1 time. Last update was at 2009/06/20 04:28:03
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![[Post New]](/s/i/i.gif) 2009/06/20 04:59:29
Subject: Making the Weirdboy work
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Regular Dakkanaut
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Weirdboyz are the funnest hq choice ever. Always upgrade to a Warphead. I always put him in a group of 30 sluggas with 3 rokkits, a nob /w pk. I always hope for deepstriking on the first turn, becuse when i get that ill throw them down really close to the enemy and sometimes get a line of guys swarmed in the first turn. Or get them behind a building infront of their lines and next turn pop a waagh. In one game, my warphead popped a basilk, a leman, and a few IG troops including the command sqaud. In anyother game he and his boys took out a whole flank of chaos, then a demon prince and alot of khorne bezerkers were gonna charge next turn at him. At the begginning of my turn i got deepstrike and landed on the opposite side of the field and assualted his havocs and the lootas and shootas took out his prince and khorne. But there have been games where he didnt really get any magic that wouldve been useful. But i get way better luck with him than that damn SAG.
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![[Post New]](/s/i/i.gif) 2009/06/20 07:40:20
Subject: Making the Weirdboy work
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Killer Klaivex
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I prefer Zogwart. The ability to turn any non-vehicle unit into a squig is just too great to miss out on.
Abbadon doesn't feth with my Orks anymore. He can't do much at all really apart from give you a nasty nip.
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People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. |
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![[Post New]](/s/i/i.gif) 2009/06/20 07:54:16
Subject: Making the Weirdboy work
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Arch Magos w/ 4 Meg of RAM
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Yeah, that was one of the things I was also debating. The Weirdboy doesn't have a lot of kick for an HQ by himself. I could use a Mad Boss as a count-as Zogwort. I just wasn't sure if he was worth the extra 60 points. Zogwort's Curse didn't really wow me once I read it only affects IC's, but nulifing those 200+pt super HQs would be hilarious. Still, he only runs just a little higher than a fully geared Warboss, so I think I will go with him. Automatically Appended Next Post: By the way, what unit do you run Zogwort with Cheese?
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This message was edited 2 times. Last update was at 2009/06/20 09:54:55
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![[Post New]](/s/i/i.gif) 2009/06/22 18:35:40
Subject: Re:Making the Weirdboy work
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Stabbin' Skarboy
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For a standard wierdboy, i usually drop him with 20 boy mobs, and always, always, ALWAYS take warphead. I have gotten eadbanger twice in a row, but that happended exactly once. The shooting powers are a godsend, i have taken out 6 sternguard in one shot, and full combat squads in one shot. The melta power is also the best if least reliable way to take out a land raider. And multiple waagh!s a game are never a bad thing.
Now, about Zog, I've run him with a 30 boy shoota mob its 31 wounds before he has to take one, and the nob's bosspole means that you get to re roll his LD8 which is better than the standard 7. On that note, anything with a nob with a bosspole gets you thins including a nob squad like the one listed above, but the 30 boy mob lets you test at LD10 for his psychic tests while the nobs do not.
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early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED |
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![[Post New]](/s/i/i.gif) 2009/06/25 09:29:20
Subject: Making the Weirdboy work
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Bounding Assault Marine
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Anybody tried attaching the wierdboy to a unit of tank bustas?
(i play against guard mostly, so the thought of bomb squig ladden tankbustas appearing in the middle of a tank battalation makes me giggle)
The 20 boy Shoota squad seems to work best in practise though
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.. Black Forest .. Red Sea .. |
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![[Post New]](/s/i/i.gif) 2009/06/25 22:01:04
Subject: Making the Weirdboy work
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Arch Magos w/ 4 Meg of RAM
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The problem with that is if he gets any power but Zzap, the rest of the squad is screwed. Because of Glory Hogs, they have to fire at a tank. If the Weirdboy does roll Zzap, great, a massive amount of anti-tank rounds will tear it to pieces. Say you roll Frazzle though. Either you waste it on a tank so the Tank Bustas can fire, or you waste the Tank Bustas to fire it on infantry. Just not a supportive mix.
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![[Post New]](/s/i/i.gif) 2009/06/26 22:26:51
Subject: Re:Making the Weirdboy work
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Stabbin' Skarboy
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I'd have to reread the wording on Glory Hogs but doesn't it say they "must always attempt to shoot and assault an vehicle in sight," its something like that right? Well if you do the wierdboy first then the rest of them would have to fire at whatever the wierdboy shot at, because the entire unit has to fire at the same thing. Wouldn't the wierdboy cancel out the glory hogs rule, since he doesn't have it. Also, Frazzle and eadbanger are the only powers that cause problems, and even frazzle with S6 auto hit can do damage against anything with AV12 or less. Warpath would be beneficial especially with tankhammers, because thats an extra S10 hit. Ere we go would be beneficial because now you get those 5 to 15 rokkit shots at the rear armor of the vehicle you just deep struck behind, and if you hit in the middle of a cluster of vehicles you just popped off 3 bomb squigs at three different targets. And getting a Waagh! even if it doesn't necessarily help that unit, it can benefit your army as a whole.
Actually now you have me thinking... can i get another verdict on the wierdboy glory hogs thing? If i understand this it has potential...
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early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED |
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![[Post New]](/s/i/i.gif) 2009/06/27 01:45:25
Subject: Making the Weirdboy work
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Arch Magos w/ 4 Meg of RAM
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I'm looking at the rulebook and the ork codex right now. In the Special Rules section of Independant Characters Joining & Leaving Units, it seems that you could be right... a IC joining a unit may cause the unit to lose its special rules. The example they provided was of an IC joining a unit with Infiltrate. The rules here are not specific at all, so it could go either way. Should we move this over to You Make Da Call, or just invite Gwar!?
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![[Post New]](/s/i/i.gif) 2009/06/28 02:34:06
Subject: Re:Making the Weirdboy work
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Stabbin' Skarboy
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I'll make a new topic for it in you make da call.
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early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED |
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