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![[Post New]](/s/i/i.gif) 2011/03/06 14:25:46
Subject: wierdboys in transports
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Mekboy on Kustom Deth Kopta
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so I'm debating an addition to my army of a wierdboy cause it seems like an incredibly random element that can enable massive amounts of hilarity
here's the questions
1) I'm kinda new to the game and while the people i play with said yes a wierdboy attached to a unit of ard boys in a trukk . now the wierdboy must roll his psychic test, but the question raised was this. should i roll a 5 for 'Ere we go' would the trukk go with them or am i left with a vehicle-less squad and a squad-less vehicle
2) The other posed question was assuming the same setup a wierdboy and his unit of ard boys should i roll a 1 does the damage of 'eadbanger' go to the vehicle and all units inside, or does it hit the vehicle only
I like the orks, they've been fun to play and I'll probably add the wierdboy unit regardless, but i might not even bother to give them a vehicle if the vehicle doesn't absorb the possibility of eadbanger at least once on the trip there
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![[Post New]](/s/i/i.gif) 2011/03/06 14:43:40
Subject: Re:wierdboys in transports
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Malicious Mandrake
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http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1490295a_FAQ_Orks_2010.pdf
Second page of the Ork FAQ tells you exactly what a Weirdboys powers do when embarked with a unit. Should answer all your questions.
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Kabal of Isha's Fall 12000PTs
Best DE advice ever!!!
Dashofpepper wrote:Asking how to make a game out of a match against Dark Eldar is like being in a prison cell surrounded by 10 big horny guys who each outweigh you by 100 pounds and asking "What can I do to make this a good fight?" You're going to get violated, and your best bet is to go willingly to get it over with faster.
And on a totally different topic:
Dashofpepper wrote:Greetings Mephiston! My name is Ghazghkull Thraka, and today you will be made my bitch. |
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![[Post New]](/s/i/i.gif) 2011/03/06 14:43:49
Subject: wierdboys in transports
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Lord of the Fleet
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Unusually, the FAQ has answered both questions: Q. Does a Weirdboy embarked on a vehicle still roll for his powers? If so, can you clarify what happens in all cases? A. He still rolls for his powers and the effects are as follows: •‘Eadbanger: Causes a Strength 6 hit on the vehicle’s rear armour. •Frazzle: Fired from the vehicle following the normal rules for passengers firing. •Zzap: Fired from the vehicle following the normal rules for passengers firing. •Warpath: Applies as normal to the embarked unit. •‘Ere we go: Applies as normal to the embarked unit. No effect on the vehicle. •Waaagh! Applies as normal. ETA - Ninja'd!
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This message was edited 1 time. Last update was at 2011/03/06 14:44:10
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![[Post New]](/s/i/i.gif) 2011/03/06 15:58:47
Subject: wierdboys in transports
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Mekboy on Kustom Deth Kopta
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a followup question for clarification, those faq are great but i wanna make sure i am understanding the wording right
"Ere we go: Applies as normal to the embarked
unit. No effect on the vehicle."
so my unit goes to the point and the vehicle stays where its at?
if so i'll probably throw a wrekin' ball, and rokkit launcha on the trukk and hope to get a hit in on a vehicle or two before the trukk gets trashed (or maybe a wound or two on a monstrous creature ... like say a tervigon )
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This message was edited 2 times. Last update was at 2011/03/06 16:41:14
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![[Post New]](/s/i/i.gif) 2011/03/06 16:45:41
Subject: wierdboys in transports
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Lord of the Fleet
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G00fySmiley wrote:so my unit goes to the point and the vehicle stays where its at?
Yep.
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![[Post New]](/s/i/i.gif) 2011/03/06 16:54:21
Subject: wierdboys in transports
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Malicious Mandrake
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Pay the points for a warphead, if you want, that adds a bit of control to the weirdboy.... and of course, there is always Zogwort!!! his squig ability is just wrong, especially with the range of it and the no save!!! I find it worse than the chaos spawn power, and its alot funnier!!!
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Kabal of Isha's Fall 12000PTs
Best DE advice ever!!!
Dashofpepper wrote:Asking how to make a game out of a match against Dark Eldar is like being in a prison cell surrounded by 10 big horny guys who each outweigh you by 100 pounds and asking "What can I do to make this a good fight?" You're going to get violated, and your best bet is to go willingly to get it over with faster.
And on a totally different topic:
Dashofpepper wrote:Greetings Mephiston! My name is Ghazghkull Thraka, and today you will be made my bitch. |
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![[Post New]](/s/i/i.gif) 2011/03/06 17:07:29
Subject: wierdboys in transports
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Mekboy on Kustom Deth Kopta
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oh the wierdboy army i made on army builder has old zogwort and a wierdboy (also upgraded with warp head) in seprate groups with a group of 10 ard boys and a ard nob for old zogwort in one trukk, and another trukk with 10 regular boys and a wierdboy
also fielding
5 killa cans 2 with rokkit launchas and ramshakable, 3 with grotzookas
3 deffcoptas with twin linked launchers and bigbomms
a deff dread
a commando squad with snikrot.
so two wierdboys in trukks, i may modify for instead of 2 squads of killa kans one with 3 one with 2 change to two squads of two and do the rokkit launchas and wrikin ball upgrades to try to get some vehicle hits for the cheap 60 point trukk cost
me and my friends mostly play 1250 point games so that's the whole list, this is gonna be fun can't wait to field it saturday any suggestions on modding this
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![[Post New]](/s/i/i.gif) 2011/09/12 18:57:40
Subject: wierdboys in transports
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Fresh-Faced New User
Michigan
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I hate bringing back an old thread. But I have to ask a question on this.
So if a Wierdboy in a vehicle with a ork squad has a "Eadbanger" inside. The only damage is to the vehicle and not to the Wierdboy or the unit of Orks in the vehicle? The FAQ only says what happens to a Wierdboy inside of a vehicle, there isn't anything saying about a squad od orks in there also. Do people really play that nothing happens to the squad?
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![[Post New]](/s/i/i.gif) 2011/09/12 19:03:37
Subject: wierdboys in transports
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Insect-Infested Nurgle Chaos Lord
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Yes, because wounding a squad INSIDE a vehicle is something GW has been steering away from quite vigorously. It opens some extremely wriggly cans of worms, like what happens if you lose 25% if a squad inside a vehicle etc
Also there's a fair chance the eadbanger will trash the vehicle, and possibly even blow it up, mutilating the squad in the process...
You could visualise it as the wierdboy arcing the excess orkiness through his seat into the hull or doing the plasmaball inpression while the rest of the passengers opt for seats on the oustide of the hull
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/09/12 19:06:37
Subject: wierdboys in transports
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Lord of the Fleet
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Also, how do you resolve a blast weapon against an embarked squad? Hitting the vehicle is the sensible answer.
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![[Post New]](/s/i/i.gif) 2011/09/12 19:43:16
Subject: wierdboys in transports
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Fresh-Faced New User
Michigan
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I see your point Ascalam, about it being a whole new set of rules for vehicles. As far as there being a fair chance of destroying the vehicle, there is a 33% chance on penetrating it and a 50% on destroying it. Yet, when it happened to my opponent I rolled a 1 for the damage which did nothing since he had heavy armor.
I just don't like the blast not effecting the weirdboy or his troops inside. It just proves that 40k vehicle rules suck. I also hate that models can shoot out of an open top vehicle but we can't shoot back at them until you destroy the vehicle first.
Thanks for your quick replies and info.
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This message was edited 1 time. Last update was at 2011/09/12 19:44:21
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![[Post New]](/s/i/i.gif) 2011/09/12 21:53:13
Subject: wierdboys in transports
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Insect-Infested Nurgle Chaos Lord
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It's not so much that they suck, as that they are an abstraction.
I've played games where you could shoot into transports (they had something akin to a cover save, then their armour saves) and it makes it far more complicated, but it could be done if it was thought through and worded correctly.
Then you'd have the DOM clearing whole board quarters just by existing, and flamers being lethal to armies that favour open topped vehicles, whilst the armies that dont (primarily IOM) would sit happily in their metal boxes, shooting out of the slits in the side..
The vehicle rules are fine (better than the deathtraps of earlier editions (which were arguably more 'realistic' ) barring a few glitches, but you do have to suspend your logical brain a bit.
That said you kindo have to disengage your logic circuits to play 40K anyway
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/09/12 22:34:17
Subject: wierdboys in transports
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Waaagh! Warbiker
wales
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Ascalam wrote:Then you'd have the DOM clearing whole board quarters just by existing, and flamers being lethal to armies that favour open topped vehicles, whilst the armies that dont (primarily IOM) would sit happily in their metal boxes, shooting out of the slits in the side..
The vehicle rules are fine (better than the deathtraps of earlier editions (which were arguably more 'realistic' ) barring a few glitches, but you do have to suspend your logical brain a bit.
being safe in those boxes doesn't work either for example during the ww2 the best way of clearing a tank if your an infantry man was flamethrower it German tank crews that saw a crocodile tank would more often than not abandon the tank instead of becoming all tostie.
earlier editions were a lot slower to play taking up to 3 times as long to play than the current set of rules.
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currently playing dropzone commander, battlegroup and gorkamorka |
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![[Post New]](/s/i/i.gif) 2011/09/12 23:41:31
Subject: wierdboys in transports
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Insect-Infested Nurgle Chaos Lord
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I'm aware that flamethrowers work well on enclosed metal boxes, but as the models wouldn't be 'visible' to target that's yet another can o worms to pry open..
I like the vehicle rules more or less as they are, though certian vehicles need a price adjustment.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/09/13 15:13:03
Subject: wierdboys in transports
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Waaagh! Warbiker
wales
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thats the point i was making, realistic rules you need a degree in astro physics gw use the k.i.s.s. principal to make the game more apealing to more people.
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currently playing dropzone commander, battlegroup and gorkamorka |
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![[Post New]](/s/i/i.gif) 2011/09/13 15:36:25
Subject: wierdboys in transports
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Lord Commander in a Plush Chair
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Page 80 of the BRB handles the situation of flamethrowers(templates) versus embarked units(it does not apply to vehicles though, only buildings).
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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