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Made in dk
Fresh-Faced New User




I've just bought the Weirdboy and Mek with Shokk Attak gun... but I would like some advice on tactics and army settings including these models

I don't need people telling me how gakky they can be... because that just aint helpful

So please, any advice?
   
Made in nz
Longtime Dakkanaut





New Zealand

They're both 'random' units, unpredictably doing massive amounts of damage or nothing at all or anywhere inbetween. And they're both obvious targets for your opponent if iunprotected.

So they'll benefit from a safe-ish position from where they can potentially get as many good shots as possible, behind some cover and and ideally also some meat shields. I'd be tempted to field them with a screening unit of grots, and/or behind some Lootas?
   
Made in us
Hollerin' Herda with Squighound Pack




Corvallis, Or

My two favorite HQ's to field.

For the SAG Big Mek, I'd attach him to a sqaud of lootas or even grots to serve as meat shield.

The Wierd Boy, if you're taking a squad of shoota boyz attach him to them, otherwise just attach him to a squad of slugga boyz and either get them behind some cover or get them in a BW.
   
Made in us
Tail-spinning Tomb Blade Pilot





All over

Shock attack is a fun gun but can be hard to use. The weird boy put him with shoota boys and have fun!

   
Made in us
Slippery Ultramarine Scout Biker





My brother used a weirdboy (warphead) with a boyz mob (choppa/slugga) and teleported behind the opponent (nid player). Next turn they forced a Waagh!, and slammed into a genestealer swarm...surprisingly tore up. Not suggesting it for this sense..but can be fun.

"As a sane man you are badly outnumbered again, my good lord. Perhaps you should defect and join us all." -Jack Snipe, Erfworld

We are steel. We are doom. We are the angels of death. The Emperor's chosen. Clad in the strongest steel and strengthened by the holiest of weapons. Our Armour is contempt. Our shields are disgust. Our swords are hatred. We are the mighty Space Marines. In the Emperor's name, we'll let none survive for we Know No Fear. 
   
Made in au
Longtime Dakkanaut






A BigMek with a SAG should in my opinion cost a minimum of 170. This is for SAG, Bosspole, Ammo Runt and 19 Gretchin.
Now he has re-rollable LD8, and a whole bunch of protection.

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

1) Shokk Attack Gun

a) DO NOT attach him to a squad of lootas. Lootas are there to shoot a bunch of S7 shots at AV 10, 11, and 12. The shokk attack gun is there for an AP2 large blast, who primarily should be targeting infantry out of cover.

b) DO attach him to a squad of Grots. He gives the squad LD8, and the Grots can score. They hide out in terrain near the back of the board, The SAQ shoots away, not limited by shooting the same target as the rest of the unit. The grots work as ablative wounds, and it keeps the whole package very cheap, so you do not mind as much if it is not as effective as you would like.



2) WarpHead

a) take the Warp Head upgrade. It is almost always worth it I find. Having another chance to get a good power, or avoid a bad one is a big benefit.

b) I take him with a mob of shoota boys. The shooting attacks mix well with the unit, and if you DS you can shoot something up on that same turn. Also, you can get the +1 attack like the slugga boys as well. Slugga boys want to run more in the shooting phase, so you will find that you are choosing between using a good shooting attack when you get it, or Wagghing into close combat.

40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

SAG with grots on a backfield objective.

Warphead with Shoota boys, or if you want to get really silly, I find him to be synergistic with Flash Gits.

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

2000 Orks
1500 Tau 
   
Made in us
Flashy Flashgitz




Alexandria, La

I have to disagree on the bosspole on the SAG, as the runtherder in the grots squad already gives you a rerollable leadership.
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

Advice?

Get Loaded dice. Otherwise, may G/Mork smile upon you.

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in au
Longtime Dakkanaut






Heffling wrote:I have to disagree on the bosspole on the SAG, as the runtherder in the grots squad already gives you a rerollable leadership.


I would much prefer to lose only 1 model than a possible 3 each time. 1/3 of the time it's paid for itself after 1 roll, and only 1/9 roll will it have only cost 1 more point than the BP after two rolls.
In a ddition it means the re-roll is attached to the model which in case of emergency would be moving to another squad.

This message was edited 1 time. Last update was at 2011/04/01 04:35:04


"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






svendrex wrote:1) Shokk Attack Gun

a) DO NOT attach him to a squad of lootas. Lootas are there to shoot a bunch of S7 shots at AV 10, 11, and 12. The shokk attack gun is there for an AP2 large blast, who primarily should be targeting infantry out of cover.

b) DO attach him to a squad of Grots. He gives the squad LD8, and the Grots can score. They hide out in terrain near the back of the board, The SAQ shoots away, not limited by shooting the same target as the rest of the unit. The grots work as ablative wounds, and it keeps the whole package very cheap, so you do not mind as much if it is not as effective as you would like.



2) WarpHead

a) take the Warp Head upgrade. It is almost always worth it I find. Having another chance to get a good power, or avoid a bad one is a big benefit.

b) I take him with a mob of shoota boys. The shooting attacks mix well with the unit, and if you DS you can shoot something up on that same turn. Also, you can get the +1 attack like the slugga boys as well. Slugga boys want to run more in the shooting phase, so you will find that you are choosing between using a good shooting attack when you get it, or Wagghing into close combat.


This. A SAG also works with big gunz, he is not required to shoot at the same target as the gunz, and he can use their ammo runts. The Warphead also works quite well with tankbustas, but only if you have an elite slot to spare.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Jidmah wrote:

This. A SAG also works with big gunz, he is not required to shoot at the same target as the gunz, and he can use their ammo runts. The Warphead also works quite well with tankbustas, but only if you have an elite slot to spare.


Yep, he works great with Lobbas if you have an open HS slot. Loobbas should be completely out of site behind a hill or building. Mek should be on second level of building or up on the hill. The unit gets cover and and blast templates that target the Mek and scatter off the mek won't hurt the rest of the unit since they are on a different level.

I only use SAG for Apocalypse myself.

Also I've never used Weirdboyz in this codex. They shouldn't be an HQ in my opinion but a 1-3 per Elites choice that you can spread around up to 3 other units. 9 in an army would be great and they'd sell more of them because I've never seen them played by anyone in the last 3 years, including Apocalypse. Maybe the next codex. . .

This message was edited 1 time. Last update was at 2011/04/01 13:15:14


Fighting crime in a future time! 
   
Made in ca
Longtime Dakkanaut





Canada

I concur with the various applications of the Big Mek with SAG.

Weirdboyz should always be upgraded to Warpheadz and shoota boyz are a good pairing.

Now if you're into something a bit different try this: Weirdboy attached to a unit of Tankbustaz.

Hear me out before anyone goes ranting about Tankbustaz being bad/broken: Most of the psychic powers go hand in hand with a unit full of Rokkitz and Tankhammers.

Frazzel, Zzap, Warpath and EreWeGo really compliment the Tankbustaz loadout.

You can get 12 Tankbustaz for 180 pts, stick a Warphead in there and the whole unit is 260-ish and can cause some real headaches for your opponent now.

 
   
Made in dk
Fresh-Faced New User




Thx, people
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

More Dakka wrote:I concur with the various applications of the Big Mek with SAG.

Weirdboyz should always be upgraded to Warpheadz and shoota boyz are a good pairing.

Now if you're into something a bit different try this: Weirdboy attached to a unit of Tankbustaz.

Hear me out before anyone goes ranting about Tankbustaz being bad/broken: Most of the psychic powers go hand in hand with a unit full of Rokkitz and Tankhammers.

Frazzel, Zzap, Warpath and EreWeGo really compliment the Tankbustaz loadout.

You can get 12 Tankbustaz for 180 pts, stick a Warphead in there and the whole unit is 260-ish and can cause some real headaches for your opponent now.


This. My friend did that once in a paired game, worked wonders. Eat it, razorback spam.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
 
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