Switch Theme:

weirdboyz/warpheads in tactical play  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Squishy Squig




Middle England, near the shire



Are weirdboyz/warpheads really very useful or are they just funny?

Should they be attached within a big squad, or a smaller squad, or are they better with maybe a nobs squad?

I have added one to my army because the model is so cool


I am not sure the best way to deploy him?

Walk softly and carry an axe, maybe two... 
   
Made in gb
Decrepit Dakkanaut






Omadon's Realm

They are haphazard and take up slots better filled with big meks with kff or a warboss with pk/as/cb



 
   
Made in us
Stabbin' Skarboy






They're generally almost as harmful as they are helpful.

   
Made in us
Sybarite Swinging an Agonizer




Pleasant Hill CA 94523

They are generally never harmful if played right. They are also cheap. Just make sure to always take Warphead.

I have taken out LRs and other annoying tanks. Remember all their shooting powers auto hit. As well have the potential to get free waagh. Not to mention I have teleported units out of harms way with them. The key is take them in a unit that you do not mind not always running like shoota boyz.

Anyway I have written about them on my blog when I first started running them.

http://bloodofkittens.com/?p=2066

This message was edited 1 time. Last update was at 2010/03/13 20:18:36


Check out my tournament finder

Events of War

and if it seems too confusing here is how it works.

Events of War About 
   
Made in us
Moustache-twirling Princeps





About to eat your Avatar...

Warpheads can be just as awesome as they can be terrible. There really is no accounting for the sheer random craziness that the Weirdboys bring to a table. I like to think of them as an outside force that has very little interest in being tactical.

They are damn Orky though, definitely worth playing a few games with.

The melta is really awesome, as are the rest of his powers when used in a timely fashion. Comparing them side by side with an Ork boss, who is strictly for crumping stuff, they may appear kind of unfocused. They are a great way to bring an exclusively Orky edge to a Speed-Freaks army.

RED GOES FASTAH!


 
   
Made in us
Angry Blood Angel Assault marine





Tigard Oregon

I have only ever rolled a 1 once with my wierdboy, call me lucky. Everything else is pretty positive. Dont put him with a large unit in-case he deepstrikes. (A small unit of Grots might be a good body guard.)

In small point games he is a FANTASTIC choice. Giving you a cheap HQ that has tons of excellent Powers, in my 400 point list i have 3 Kans, 30 Slugga's and a weirdboy, I don't even use the warphead and he is a great unit.

I'm not sure about larger games however, you have other more reliable HQ's that will aid your force a bit more. If you have a extra HQ slot, and A extra 55 Points to fill. Do it. Dont even think about it.

 
   
 
Forum Index » 40K General Discussion
Go to: