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Made in ca
Grovelin' Grot




Vancouver, BC

What unit would be good to stick with a Weirdboy?

I was thinking regular boyz so he can get Ld10 and keep it for the first few turns.

The problem with sticking him with regular boyz is that Zzap is an anti-tank power, but boyz are almost entirely equipped with anti infantry firepower and they would have to shoot at whatever he Zzaps, which could be a whole around of wasted shooting if you Zzap a land raider.

I was thinking a unit of 30 boyz with rokkit launchers, but the BS2 means you might get 1 rokkit hit per shooting phase, if even. You get better bang for you buck by putting big shootas with boyz squads, so I'm really reluctant to do this.

This message was edited 1 time. Last update was at 2011/09/12 21:08:31


 
   
Made in us
Fixture of Dakka





dead account

Only time I ever faced a Weirdboy was when he was attached to some choppa slugga boyz. I think the motivation was for that leadership 10 like you mentioned.
   
Made in ca
Regular Dakkanaut





Chambly, Quebec, Canada

I put mine in a group of 20-30 shoota boyz.

The way I see it, they can at least fire at whatever he fire (in the case of frazzle, this can be devastating) and still benefits from Warpath.

Also, in case of 'ere we go, you can teleport them at a good spot and then get lot of shooting in... which doesn't work all that well if he's with slugga boyz. 60 shots at the back of a vehicule can usually bang it up pretty good.

Yeah, if you get Zap and shoot AV11+ vehicle, the shooting is wasted... but there's no real way around that.

Keep in mind that while a Weirdboy can be a fun HQ and you will have games where the dices fall just so and he ends up being a MVP... the Weirdboy is more of a gak and giggle HQ, not a serious choice.
   
Made in ca
Grovelin' Grot




Vancouver, BC

Tarkand wrote:IKeep in mind that while a Weirdboy can be a fun HQ and you will have games where the dices fall just so and he ends up being a MVP... the Weirdboy is more of a gak and giggle HQ, not a serious choice.


Yeah it's a dicey game but I like the idea of ork psykers with random powers

I'm not a power gamer, I'm building my army based on the models and rules I like. Having 1 or 2 psykers on the field with the random powers you get from weirdboys seems like it would be a lot of fun, and getting the 'ere we go roll looks like it would be highly entertaining whenever it came up.
   
Made in us
Been Around the Block





Right now I have my Weirdboy with 20 choppa boyz. Not only for the Ld10 but also for the chance of rolling a 'Ere We Go or a Warpath. As far as a Zzap roll, I'm not too worried about wasting my Boyz shots because if I'm in range to shoot at another unit in range of my sluggas I probably declared a Waaagh! anyway to get the charge on it. His 'Ere We Go with a Mob has won me a few games and hiding him in those numbers keeps him around longer anyway.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in ca
Regular Dakkanaut





Chambly, Quebec, Canada

How does 'ere we go work well with slugga boys tho? They basically just deep strike, do pityful shooting and sit pretty for an assault ... at least the shoota can do some real damage.

I understand that a lot of people do not have shoota boyz because they have built their core force from aobr boyz... but believe me, Shoota Boyz are pretty much flat out superior as Weirdboy escort.

This message was edited 1 time. Last update was at 2011/09/12 22:41:01


 
   
Made in us
Liche Priest Hierophant






'Memba, if you're squad is stuck in and a Weirdboy rolls a 1, 2, or 3, the Weirdboy actually gains power weapons for the turn. That'd decent, really. And both the shooting attacks are actually rather nice- Frazzle goes with Rokkits, Zzap goes with...Rokkits, but has a Big Shoota'z range.

You could also stick a Weirdboy with a mob of Tankbustas. Remember, they have the Mob Rule too, and a lot of the powers would be of benefit to them.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in ca
Flashy Flashgitz





I like to run my weird boy (actually I run zogwart) in a mob of 20 shoota (mad) boyz with 2 rokkitz. 30 boyz is too much to handle when you roll er we go. the 2 rokkitz are so I don't completely waste a zzap roll which is an awesome power, automatically hitting and all.

I usually just try to put him and his unit in the middle of the board close to many things to make use of whatever power I roll. On that note I would always take the warp ead upgrade or just upgrade to zogwart. Having the re roll is very handy, especially when you roll that 1.

I personally think er' we go is only useful on turn 5+ as you can get you mob outa the fight and save 2 kp or deepstrike to an objective. Early game you not going to do much damage deep striking 20 boyz into enemy lines, at least not enough to justify loosing the squad next turn, which is always what will happen.

This message was edited 1 time. Last update was at 2011/09/12 23:25:37


 
   
Made in us
Stabbin' Skarboy





WHEREVA DA FIGHTIN IZ BEST

I never run a weirdboy spend your HQ slot on a bikeboss or KFF mek or something

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or he will find you and eat you in your sleep! 
   
Made in us
Purposeful Hammerhead Pilot






Vermont

Yeah shoota boyz all the way! That's my preference just in case of a teleport roll...

 
   
Made in us
Mekboy on Kustom Deth Kopta






believe it or not... from my exerience best place to put a wierd boy... flashgitz.

hear me out

they have strong ranged attacks, you can throw out good cc attacks and can have a painboy. you'll be shooting thier strong guns at strong armor anyway, you basically treat them like better shooting nobz but in a heavy support slot... the annoying part is you don't get a battlewagon because of it but you make up for that with ere we go... put em into a better vantage point for shooting but be happy that at least unlike lootas they cna hold thier own to assaults (though no pk) incorperate da kaptian and make the wierdboy old zoggy and you can potentially be doign some serious dmg with lots of dakka!


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Made in us
Liche Priest Hierophant






That- makes a surprising amount of sense! I'ma gonna have to try that once I get a Weirboy up and running.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Been Around the Block





Tarkand wrote:How does 'ere we go work well with slugga boys tho? They basically just deep strike, do pityful shooting and sit pretty for an assault


This may be true in most cases, but everytime I managed to roll 'Ere We Go I've been able to DS behind cover that blocked LOS and ran instead of shooting to spread out my mob (to protect them from those pesky pie plates) then managed to assault next turn and do great damage and disrupt my opponents plans. True, it would be ideal to have the Shoota boyz after DS but I don't have any yet. But, placing him with Slugga Boyz is really awesome if you get a Warpath roll since they'll all get 5 attacks on the charge!

The Flashgitz also sound like a good unit too after seeing G00fySmiley's post, I just don't like keeping my Weirdboy out of CC.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in ca
Regular Dakkanaut





Chambly, Quebec, Canada

Heh... Warpath isn't bad on Shoota Boyz either, Assault 2 + 4A on the charge is just as brutal really.

Keep in mind that if you roll 2 or 3, those count as shooting attack, so the squad cannot run... this totally mess up slugga boyz, while it works quite well for shootas.
   
Made in us
Been Around the Block





I do want to get some Shoota Boyz eventually... I'll have to try out my Weirdboy in that unit and see how I like it.

The most important thing with finding a unit for a Weirdboy is to put him in a unit that benefits most from his powers. Like a large mob of Boys so they can get the boosts from Warpath and, in turn, the Weirdboy gets the boost to his Leadership. When I first got my Weirdboy I considered putting him with my Nobz, but realized he wouldn't last too long and probably wouldn't succeed his Psychic Tests too often.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
 
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