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Made in au
Squishy Oil Squig





Im getting a new HQ for my orks but i dont know outta either big mek with shokk attack gun or Weird boy?

 
   
Made in jp
Regular Dakkanaut




It depends what is in the rest of your army really.

Neither is the best choice and certainly should only be considered after warbosses and KFF meks but then again neither is horrible either.

I like the SAG myself, a big killy gun with long range, good vs infantry, heavy infantry and often tanks and cheap. The main problems are finding him a place to hide (a squad of kannons or a grot mob sitting on a backfield objective are your best solutions, or else leave him alone in cover), the fact that he uses a HQ slot and the random str roll. The random str roll isn't too bad but can sometimes screw you over quite badly, or make a full squad of t-hammer termies go poof.

The warphead is very, very random. completely unreliable and hard to use because of it. He also doesn't really add much value. His powers are okay but none are especially stellar and two are pretty bad (forced teleport and eadbanger). Frankly if taken I'd always take zogwort instead. He can opt to use his squig power instead of an eadbang, is a beast in cc and his squig power adds real value. They are good with a foot slogging force since they actually ad quite a lot of mobility due to extra waaaghs and teleports.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Read this, it may help.

Bravely outlined the SAG issues well. There isn't really a good place to put it. If you leave him with Grots then he's prone to running off with them. Leaving him with a weapon battery can increase his durability simply due to the long range, but the weapons will rarely all be effective against the same target. You need to keep his squad cheap though: no keeping him with Lootas. He has a tendancy to explode all over them, or teleport them into close combat. This is annoying when you have a 80 point Grot squad in tow, but its devastating when you lose that 225 point Lootas squad for no reason.

The Weirdboy has the benefit of spicing up an army's battle plan. He isn't a large investment, and can function independantly of your battleplan. For example, my Weirdboss (counts as Zoggy) has a specialized Nob squad to accompany him. The entire unit is about 300 points, but it is a total wild card in an otherwise predictable Goff Horde. You can account for the Horde, but you can't account for the Nob squad. Any special preparations you make may be useless, as he just Waaagh!s and Warpaths the horde for the entire game. Or he could teleport up and blow the hell out of a crucial line squad. Then I've had him fail his Psychic checks until he gets into close combat, and pass an 'Ead Banger. I've not had a game where he didn't do anything worth while, but you have to learn not to expect him to do anything.

If I had to pick one or the other, I'd take the Weirdboy. The SAG can possibly do damage, but his random strength roll is too risky. Atleast while the Weirdboy has random powers, each of those powers are effective.

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Made in jp
Regular Dakkanaut




Actually I recommend you re-read the artillery rules one more time. Crew and any attached characters don't have to fire at the same target as the guns. So you can grab him some ablative wounds and they don&t have to fire at the same target.

That&s the main reason i don&t add mine to lootaz. The lootaz kill light tanks, the SAG kills heavy infantry. But no problem with big gunz.
   
Made in nz
Mutilatin' Mad Dok




New Zealand

Robin: Elaborate please. Could you give rule pages, etc?
   
Made in au
Longtime Dakkanaut







I like a SAG in my lists personally. The enemy has to constantly worry about my mek and even if he doesn't do anything all game he has the enemy firing alot at him. Perch him in fortified buildings and suddenly he's a defended tool that can snipe anyone on the board.... your enemy doesn't know you roll 5s all the time

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in us
Regular Dakkanaut





Pika_power wrote:Robin: Elaborate please. Could you give rule pages, etc?

Page 55 under the Shooting rules
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I'd be interested to know why these are the only two options you're considering? What army list and type are you planning on using with them?

   
Made in us
Regular Dakkanaut





Dashofpepper wrote:I'd be interested to know why these are the only two options you're considering? What army list and type are you planning on using with them?


IDK about the OP but personally I am in the same position. I'm working on getting a 1k list of shoota boyz and lootas with grot screens running and don't know what HQs would be best. I already picked up a weirdboy blister so I'm set on using that. I'm waiting on some greenstuff via mail so I can turn him into Zogwort though. At this point I'm deciding between the Big Mek with SAG or just a Warboss with PK and the usuals

Edit: Can HQs be grouped together? Ole Zoggy + a Warboss could be cool no? It would allow you to allocate wounds from Zoggy to the warboss who with wargear would have a better chance to save vs and then if you get something like 'ere we go you can go smash something up while the horde rolls in and lootas blast everything.

This message was edited 2 times. Last update was at 2010/01/07 14:34:46


 
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

If you end up going with the Wierdboy, I have to recommend the Warphead. The re-roll on the psychic power chart has really benefited my opponents that have used them, and nearly doubles the chance of getting the power that you want.

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Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in gb
Death-Dealing Ultramarine Devastator






Definatley the weirdboy the phykic powers are amazing and if you do make a warphead so you don't get ones.

Please don't post full rules like this list; only post the rules under debate, or just give a brief, incomplete description. Thank you. - Lorek

This message was edited 1 time. Last update was at 2010/01/07 18:32:22


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Made in nz
Mutilatin' Mad Dok




New Zealand

Razzle wrote:
Pika_power wrote:Robin: Elaborate please. Could you give rule pages, etc?

Page 55 under the Shooting rules


That's artillery, such as big guns. The Big Mek isn't an artillery piece.
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Pika_power wrote:
Razzle wrote:
Pika_power wrote:Robin: Elaborate please. Could you give rule pages, etc?

Page 55 under the Shooting rules


That's artillery, such as big guns. The Big Mek isn't an artillery piece.

He was talking about artillery, such as big guns... that was the whole point. Reread his post, and page 55.

"The crewmen firing the guns may not fire any weapons they are carrying, while the
other crew members (and any independent character
that joined the unit) are free to fire their side arms, and
can even shoot against a different unit than the one
targeted by the unit’s guns."

This message was edited 3 times. Last update was at 2010/01/07 20:26:00


 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

*headdesk*

Please allow me to go and get some strong glasses. I thought he was discussing lootas.
   
Made in jp
Regular Dakkanaut




Yes, the advantage of the big gunz over the lootaz is that you don't need to fire at the same target as the big gunz with the mek, you do with lootaz.

My SAG mek has had good luck hanging out with my kannonz. Then again he has also tended to work just as well on his own standing in cover. The main reasons he dies have nothing to do with enemy shooting and everything to do with his love of teleporting himself straight into the enemy first turn nearly every game I use him.

You might think that's a death setence, and usually it is, but he has also wiped out entire squads of eldar and necrons on the charge and lived to fire his gun again (from a horrible position admittedly).
   
Made in us
Nimble Pistolier





def SAG. as an IG player i hate them with a passion

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Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
Made in us
Roarin' Runtherd





Yes, you can group multiple IC's together to form a squad of their own. This almost always is a bad idea though. Well, better phrased wouldn't necessarily be a *bad* idea, just almost every other option is better.

You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.

What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! 
   
Made in au
Squishy Oil Squig





Dashofpepper wrote:I'd be interested to know why these are the only two options you're considering? What army list and type are you planning on using with them?

well there the ones i mostly want but no one has given me any idea of what i should get either a big mek with SAG or weirdboy.

 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

SAG. It has slightly more direction. It gives fire support. The Weirdboy doesn't reliably do anything.
   
 
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