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![[Post New]](/s/i/i.gif) 2010/02/23 08:05:45
Subject: Weirdboy stories
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Grovelin' Grot Rigger
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Hey all
I am not too familiar with playing my weirdboy yet (and starting to get to know my orks a bit), but i gave it a paint job that turned out very nicely, so i would love to play it. My experience with weirdboy is in a home-made campaign and only in 250pts battles. (No, not a typo. Twohundred-and-fifty.)
Ofc i did not take warphead. We played capture and cotrol. Weirdy joined a unit of 30 shoota boys. I was hoping for the teleport-power. I made a couple of mistakes playing him (like not allocating the headbanger-wounds that I rolled twice to the accompanying unit; like not keeping 1,6 inch between the weirdboy and the shoota boys).
Anyway, I would like to play him more often. Any nice ideas, tips or stories about that?
Thanks
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This message was edited 1 time. Last update was at 2010/02/23 08:06:18
Kim |
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![[Post New]](/s/i/i.gif) 2010/02/25 14:04:41
Subject: Weirdboy stories
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Boosting Space Marine Biker
Netherlands
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I thought this battle report was a lot of fun. No idea about tactics though
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![[Post New]](/s/i/i.gif) 2010/02/25 20:14:48
Subject: Weirdboy stories
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Waaagh! Warbiker
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How can you build tactics around something so completely random? Zogwort is a slightly different story, as he not only has a ton of attacks, but can opt out of the random routine to poof independent characters. Watching Thraka, Abbadon, or any other titanic tough guy eat it from a distance is a wonderful feeling, and worth the few extra points they tack onto the standard weirdboy cost.
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![[Post New]](/s/i/i.gif) 2010/02/25 20:56:28
Subject: Weirdboy stories
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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Weirdboyz are fun and totally random. Best to have them with a unit like a big mob of shoota boyz to maximize what they can do. You need a unit that can potentially benefit from any power result, as well as mitigate the 'Eadbanger losses. As Carnuss said, Zogwort's Curse is a hell of a lot of fun, though I doubt it would ever come into play at such low point levels.
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![[Post New]](/s/i/i.gif) 2010/02/26 03:06:28
Subject: Weirdboy stories
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Regular Dakkanaut
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Carnuss wrote:How can you build tactics around something so completely random? Zogwort is a slightly different story, as he not only has a ton of attacks, but can opt out of the random routine to poof independent characters. Watching Thraka, Abbadon, or any other titanic tough guy eat it from a distance is a wonderful feeling, and worth the few extra points they tack onto the standard weirdboy cost.
The strategic challenge of running a wierdboy is in compensating for the randomness when it happens.
It adds an element of uncertainty that forces you to not use the same stale tactics every game.
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![[Post New]](/s/i/i.gif) 2010/02/26 03:11:34
Subject: Weirdboy stories
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Mounted Kroot Tracker
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You would be best advised to have a given set of tactics for each psychic power, which you can use that react to whatever you roll each turn. Warphead allows you to change fate a little bit...it's probably good to keep it in.
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Night Watch SM
Kroot Mercenaries W 2 - D 3 - L 1
Manchu wrote: This is simply a self-fulfilling prophecy. Everyone says, "it won't change so why should I bother to try?" and then it doesn't change so people feel validated in their bad behavior.
Nightwatch's Kroot Blog
DQ:90-S++G++M-B++I+Pw40k08#+D+A--/cWD-R+T(S)DM+
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![[Post New]](/s/i/i.gif) 2010/02/26 03:59:05
Subject: Weirdboy stories
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Arch Magos w/ 4 Meg of RAM
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I run a Zoggy at the head of my Goff Horde. I agree with what Skarboy said: I run him with an entourage of 10 diversified Nobs specifically built to keep up with him (combi-rokkits with ammo runts incase he Zzaps, extra Shootas incase they get teleported or he Frazzles, etc.). I use him to offset the otherwise bland horde, and honestly that is the only place I can see a Weirdboy being useful. Hordes maximize Warpath and WAAAGH! which are the real reasons to take a Weirdboy.
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![[Post New]](/s/i/i.gif) 2010/02/26 05:09:30
Subject: Weirdboy stories
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Growlin' Guntrukk Driver with Killacannon
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The first time I used a warphead, he decided to teleport, but mishapped, and went back into reserve...this left my largest boyz mob off the table for the whole turn. The turn he comes back down, he gets +1 attack, useless....then I remember he's a warphead! He can reroll that! so I re-roll~  WAAAAGH! ....but his unit is the only one left, ALSO USELESS.
And next turn he perils of the warp'd and killed himself. Haven't used one since...but I may yet, because as has been said, he is very fun, but the only way I would use him is if I surrounded him with 100 madboyz and another weirdboy...and some deffkoptas in fast attack maybe. Something that breaks tanks, and just teleport around having a blast. Maybe even stick him in a mob of tankbustas! If there were any elites who could benefit from the weirdboy, those would be it.
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This message was edited 1 time. Last update was at 2010/02/26 05:09:52
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![[Post New]](/s/i/i.gif) 2010/02/26 14:24:48
Subject: Weirdboy stories
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Pragmatic Primus Commanding Cult Forces
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In a 4th edition game, a Warphead with a big unit of shootas decided to teleport. I rerolled...getting another teleport. My opponent dropped a Whirlwind template on the bunched mob, scored a hit and killed 25 shootas.
To this day it's the most models I've ever lost to one template in a regular 40K game.
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![[Post New]](/s/i/i.gif) 2010/02/26 15:09:54
Subject: Weirdboy stories
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Stormin' Stompa
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First time I used a Warphead he shot himself in the head....twice.
The second time he Warpathed and Waaaghed at all the wrong times, shot a meltashot and missed, and finally deepstruck with his (now depleted squad) and did nothing.
He has been on the shelf ever since.
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2010/02/26 15:33:19
Subject: Re:Weirdboy stories
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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An opponents wierdboy once got telliport and scattered right into impassable terrain.
Mishap table was a 2. The Trukk full of mega nobs and the wierdboy were gone.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/02/26 19:15:17
Subject: Weirdboy stories
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Arch Magos w/ 4 Meg of RAM
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Steelmage99 wrote:shot a meltashot and missed
His shooting powers auto-hit.
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![[Post New]](/s/i/i.gif) 2010/02/26 19:43:21
Subject: Weirdboy stories
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Stormin' Stompa
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*facepalm* for me!
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2010/02/26 22:20:13
Subject: Weirdboy stories
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Joined the Military for Authentic Experience
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My warphead rolled Eadbanger, I re-rolled. Got teleport. Shrugged. Put the Warphead down ~10" from the table edge, in a good position to shoot with his shoota boy mob. They scattered 12" directly at table edge. Mishap. Wiped.
Warphead sucks. Random does not equal fun. Spend the points on a KFF mek instead.
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![[Post New]](/s/i/i.gif) 2010/02/26 22:24:36
Subject: Weirdboy stories
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Lesser Daemon of Chaos
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@OP now all "pro" ork players will whine 'bout wierdboy
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Melissia wrote:How many Space Marines does it take to screw in a lightbulb.
6, 1 techpriest and 5 tacticals that stand around trying to pose like badasses.
agroszkiewicz wrote: Rawr, chaosy magic and tentacle porn! |
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![[Post New]](/s/i/i.gif) 2010/02/28 20:14:31
Subject: Weirdboy stories
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Grovelin' Grot Rigger
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Thanks all for replying. I appreciate it a lot.
And i'll check out the report too!
Skarboy wrote:Weirdboyz are fun and totally random. Best to have them with a unit like a big mob of shoota boyz to maximize what they can do.
Haha, i do like the curse! Thing is, I painted my weirdboy best I could, and now I really want to play it (I could ofc proxy Zogworth with it...)
DarkHound wrote:I run a Zoggy at the head of my Goff Horde. I agree with what Skarboy said: I run him with an entourage of 10 diversified Nobs specifically built to keep up with him (combi-rokkits with ammo runts incase he Zzaps, extra Shootas incase they get teleported or he Frazzles, etc.). I use him to offset the otherwise bland horde, and honestly that is the only place I can see a Weirdboy being useful. Hordes maximize Warpath and WAAAGH! which are the real reasons to take a Weirdboy.
I never thought of doing that, having him join 10 nobs. I would be afraid to loose them. But i guess the are all differently armoured so wounds can be allocated and a painboy is with them for the FNP? I might try that too. Will attract quite some attention, as it will be a strong unit then. Fun!
Carnuss wrote:How can you build tactics around something so completely random?
I guess you can't. However, how can you build tactics around ballistic skill2? Just hope for the best! (And ofc go for the large numbers, which is quite problematic with weirdboys. They roll max 14 times per game - if warpheaded). Not good enough to base statistics on.
Waaaaghmaster wrote: The strategic challenge of running a wierdboy is in compensating for the randomness when it happens. It adds an element of uncertainty that forces you to not use the same stale tactics every game.
It spices up, and (even though I am a bit afraid to say) masks that I am inexperienced and no-good at playing WH40k. It makes me laugh at things that go wrong.
Steelmage99 wrote:First time I used a Warphead he shot himself in the head....twice.
Mine too! But i was stupid enough not to allocate the wounds to the unit he was with. I would not like playing the weirdboy not attached to a unit that can 'eat' his wounds.
Da Boss wrote:Warphead sucks. Random does not equal fun. Spend the points on a KFF mek instead.
Not necessarily so, indeed. But having a fun unit in a list makes the list more orky. I like orky. I do not like playing 'hardcore' lists. It just does not fit my style. Besides, as said above, i am not good enough for that (yet) :-)
About the KFF: I have used it often, but i noticed that i tried to huddle up all trukks to make it affect as many vehicles as possible, and by that just blocking the road. On the other hand, the other day I had a BW with 9 burna's, BM with KFF in the back. A trukk close by was immobilized, the BM fixed it, and then got in his BW next turn. All the time out of line of sight of the space marines. That was fun. So i do like the KFF for protection, and if protection does not work, the BM can fix vehicles.
Steelmage99 wrote:He has been on the shelf ever since.
The poor sod.
RaegMachine wrote:@OP now all "pro" ork players will whine 'bout wierdboy
It's what one wants from the game. And what I asked for in this post. I am interested in the reasons that people like the weirdboy and the reasons they dislike it. I would however, rather not play a character once and then never again if it did not work out during that game. My BM SAG killed itself the first couple of times I played it, but after that... wow! I gave it a medal for killing so much and staying alive so long.
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Kim |
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![[Post New]](/s/i/i.gif) 2010/02/28 23:15:19
Subject: Weirdboy stories
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Regular Dakkanaut
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kim wrote:
RaegMachine wrote:@OP now all "pro" ork players will whine 'bout wierdboy
It's what one wants from the game. And what I asked for in this post. I am interested in the reasons that people like the weirdboy and the reasons they dislike it. I would however, rather not play a character once and then never again if it did not work out during that game. My BM SAG killed itself the first couple of times I played it, but after that... wow! I gave it a medal for killing so much and staying alive so long.
That's the thing with both the SAG and the wierdboy....people tend to only remember what they do when things go really, really badly, or very, very well.
Granted, they aren't overly popular in competitive circles because they lack dependability. However, what they do provide is a sense of the character of what orc tech (etc) is supposed to be.
(I.e. undependable and potentially as dangerous to the ork wielding it as it is to whatever he's trying to use it on.)
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![[Post New]](/s/i/i.gif) 2010/03/01 01:08:37
Subject: Weirdboy stories
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Yeoman Warden with a Longbow
Rochester NY
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Zogwort>Demon Prince
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1500 3000 1000
Dis is how i roll |
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![[Post New]](/s/i/i.gif) 2010/03/01 18:45:20
Subject: Weirdboy stories
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Sneaky Sniper Drone
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Da BLUE orks wrote:Zogwort>Demon Prince
Erm.. He can try close combatting it but the DP will outspeed it and likely splat him. Daemon Princes aren't indipendant characters.
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And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it. |
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