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Made in gb
Brainy Zoanthrope






UK

Surely that suits Ork? Stuff blowing up that shouldn't but its funny all the same, and boyz get a good chuckle!

_ ▲ _
*ENCLAVE* Approves of the above post.
terribletrygon wrote:Almost no one has been killed over video/war games. Except for MMORPGs, but that's just natural selection.

 
   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

Surely something that is pretty random will also confuse your enemy's battle plans, which could be just as good for yourself as anything else you could bring to the table?

   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

SilverMK2 wrote:Surely something that is pretty random will also confuse your enemy's battle plans, which could be just as good for yourself as anything else you could bring to the table?
This can actually be really important, especially since ork armies have such simple objectives. My Green Tide is predictable: move the massive wall of green and black down the field and kill anything caught by it. However, the Weirdboss throws a wrench in this predictability; now he's behind your tanks shooting rokkits into them! Now everyone is fleeting for three turns! Then he starts shooting LAZERZ!

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Longtime Dakkanaut





Also, it's worth pointing out that Zogwart fixes a bunch of the issues with the Warphead. He can choose his curse on rounds you absolutely can't afford the wrong roll on the table.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Regular Dakkanaut





Quick question, is his curse once per game?
   
Made in jp
Regular Dakkanaut




nope.
   
Made in us
Regular Dakkanaut




yea, zogwart can be a freaking beast .... if you roll zzap or frazzle in close combat all of his attacks + his nest of vipers d6 attacks are power weapons attacks ... freakin nasty lol
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

mon-keigh slayer wrote:yea, zogwart can be a freaking beast .... if you roll zzap or frazzle in close combat all of his attacks + his nest of vipers d6 attacks are power weapons attacks ... freakin nasty lol
Can be, but as an IC he has to be in base to base which can be lethal given his only save is a 6+. As was pointed out earlier, he'll have to survive atleast one round of combat, usually two, before he can roll on the chart.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in jp
Regular Dakkanaut




He is, at least, T5 which helps with the rubbish save problem the standard warphead has to some extent.

In cc anything worthwhile will munch him but he works quite well against more standard targets (combat squad marines, other ork boyz, etc).
   
Made in us
Sybarite Swinging an Agonizer




Pleasant Hill CA 94523

Funny this post is up. I wrote a tactica on my blog about using Warpheads...

Check it out if you like.

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

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 au
Sinewy Scourge




Downunder

I've run 2 Warpheads/Zog in smaller (500-750) battles to mediocre effect:
Pros:
Waaagh!!! often and effectively.
Captain Darnath LySQUIGGER/The NightSQUIGGER/Greater SQUIG/SQUIG Prince.
"ORKS CAN'T GET MELTAS!?!??! NOOOO MY LANDY RAIDER!!!"

Cons:
6+ saves.
"Ere go off the table and arrive too late to make a difference."
Writing off a slab of Boyz with a 1.
6+ saves...
Perils of the Warp
Enemy ICs still get ++ saves against Da Curse.
6+ saves!
No idea what kind of strategy is going to be usable this turn, and next turn.
Not Waaagh!!!ing every second turn.
6+ SAVES!!! OMFG!!! GODDAMNED 6+ SAVES!!!!

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

You don't get ++ saves against the curse, what wound are you saving against?

But for those saying Zoggy is immune to 'eadbanger, I can't check cause I'm at work, but I thought you choose to use the curse instead of rolling on the chart. Which would mean you either declare the curse or roll on the chart, not roll a 1 and then declare the curse.

I could be wrong, but I was pretty sure that was how it worked.

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in au
Sinewy Scourge




Downunder

I'm pretty sure that Saves apply to hostile psychic powers and only the most depraved of Emperor's Children CSM Lords would want the body of a Squig. The Alternative is that he instagibs every special character in the entire game without breaking a sweat, which is BS as everyone nows thats what SM/SW are for.... LOL




Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Eyclonus wrote:I'm pretty sure that Saves apply to hostile psychic powers and only the most depraved of Emperor's Children CSM Lords would want the body of a Squig. The Alternative is that he instagibs every special character in the entire game without breaking a sweat, which is BS as everyone nows thats what SM/SW are for.... LOL
No, he only instagibs specifically Independant Characters. No Nightsquig, or Carnisquig, only units with the Independant Character rule. No saves at all can be taken against abilities that don't cause wounds, like his curse (except for the odd rule like the Grey Knight's Aegis armor).

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Made in gb
Proud Phantom Titan







You will get Nightbringer Squigs since they are IC ... they just have a special rule that stops them joining other units

This message was edited 2 times. Last update was at 2010/01/08 19:45:36


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Really? Huh, that's odd, but my point still stands. I swear, the Necron book is just every odd rule GW didn't think they could get away with anywhere else...

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Made in us
Shas'la with Pulse Carbine




Levittown, NY

In general, the only 'save' most ICs will get against the curse is to roll higher on the d6 than the Ork

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in au
Sinewy Scourge




Downunder

DarkHound wrote:Really? Huh, that's odd, but my point still stands. I swear, the Necron book is just every odd rule GW didn't think they could get away with anywhere else...

You mean every odd rule the Dark Eldar didn't claim.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Hrm....I thought for sure that I had posted here already.

There *is* no reason to hate warpheads or Zogwort. it completely depends on the kind of armylist you're running, that's all. If its a kanw-wall, you need big meks. If you're running mechanized, you need a big mek and probably Ghazghkull. If its foot-slogging....warpheads and zogwort are a GREAT addition. Depending on point level in a kan-wall, one of them may also fit.


   
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Sister Oh-So Repentia




Amarillo, TX

1. Because Warpheads are HQ choices and not an elite choice. Hell, they should even be a 1-3 Elite Choice that you can spread around.

2. Why take one when, to effectively run a horde, you have to have one of your slots taken up by a Big Mek w/ KFF.

3. Why you wouldn't take a Warboss as your second HQ is beyond me as the Big Mek has absolutely no killing power in comparison.

4. With a vehicle army the Big Mek stays a requirement but the Warpheads lack completely in their support for such a list.

The point is that, while they are "interesting" Orks are forced to hold to the overall meta game because they have enough issues dealing with that already. Taking Zogwort or a Warphead would only exacerbate the weaknesses of a pathetically written codex. Which is honestly a shame as it could have been so good...

"The need to be right is the sign of a vulgar mind." -Albert Camus

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Mira Mesa

Kej wrote:The point is that, while they are "interesting" Orks are forced to hold to the overall meta game because they have enough issues dealing with that already. Taking Zogwort or a Warphead would only exacerbate the weaknesses of a pathetically written codex. Which is honestly a shame as it could have been so good...
Where have you been? The Ork codex is dominating or atleast competing in the metagame, depending on which of its multiple build archetypes you take. On top of that, all those archetypes are fluffy and almost all the choices are useful (blasted Flash Gitz). That sounds like a great codex to me.

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Roarin' Runtherd





^^^ I concur. ^^^

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!!! 
   
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Warplord Titan Princeps of Tzeentch





Pat that askala, O-H-I hate this stupid state

I plan on running Zoggy in my list of footsloggers. Because as i see it if he can throw randomness into my army and still get the job done then why not?

Then it comes to be that the soothing light at the end of your tunnel, its just a freight train coming your way!
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Made in us
Regular Dakkanaut





I'm really tempted to take the Mad Dok + Zoggy with 'ard Shoota Boyz and bank on getting ere we go early.

Drop them on top of the nearest enemies and go to town while the rest of the boyz slog in/lootas shred everything
   
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Mira Mesa

Razzle wrote:I'm really tempted to take the Mad Dok + Zoggy with 'ard Shoota Boyz and bank on getting ere we go early.

Drop them on top of the nearest enemies and go to town while the rest of the boyz slog in/lootas shred everything
Building a game strategy around a 33% chance with a 500 point unit is a bad idea from the get-go. Just throwing that out there.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in ca
Decrepit Dakkanaut





You're better off teaming a Weirdboy with Flash Gitz: the only Ork unit with the range, power, and size to really benefit from a Weirdboyz' randomness.
   
Made in us
Regular Dakkanaut





DarkHound wrote:
Razzle wrote:I'm really tempted to take the Mad Dok + Zoggy with 'ard Shoota Boyz and bank on getting ere we go early.

Drop them on top of the nearest enemies and go to town while the rest of the boyz slog in/lootas shred everything
Building a game strategy around a 33% chance with a 500 point unit is a bad idea from the get-go. Just throwing that out there.


Well the idea was fun while it lasted :[
   
Made in se
Dakka Veteran





Sliggoth wrote:In serious games there just isnt any room for warpheads, KFF and Ghaz/ warboss are too important.

That said, warpheads can be a LOT of fun and surprising. One of my favorite games was with two warpheads in a fast ork army (truks with red paint, some koptas and some kommandos infilitrating against an opponent who deployed as far forward as he could. Turn one waagh meant most of the boyz were in assault on turn one


Sliggoth

That sounds hilarious I guess you only reached assault because of him deploying as far forward as possible, or would it have worked regardless...?

*Visions of double Weirdboy mass trukk armies*
   
Made in us
Regular Dakkanaut





edit: nevermind!

This message was edited 1 time. Last update was at 2010/01/15 16:54:56


 
   
Made in gb
Proud Phantom Titan







number9dream wrote:
Sliggoth wrote:In serious games there just isnt any room for warpheads, KFF and Ghaz/ warboss are too important.

That said, warpheads can be a LOT of fun and surprising. One of my favorite games was with two warpheads in a fast ork army (truks with red paint, some koptas and some kommandos infilitrating against an opponent who deployed as far forward as he could. Turn one waagh meant most of the boyz were in assault on turn one


Sliggoth

That sounds hilarious I guess you only reached assault because of him deploying as far forward as possible, or would it have worked regardless...?

*Visions of double Weirdboy mass trukk armies*
well its not like you leave trukks at the back ... idea is to get into close combat. How ever i don't believe him since you roll for the power in the shooting phase and without knowing the power would go off i don't think any one would risk having their army disembarking and not getting fleet. Odds of two warp heads rolling waaagh is errror brain faill retry from start 671/1296 or 51.8% Hell of alot higher then i thought still big risk.

This message was edited 1 time. Last update was at 2010/01/15 17:08:37


 
   
 
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