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![[Post New]](/s/i/i.gif) 2011/10/06 19:47:30
Subject: Your Guide to the Weirdboy.
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Stealthy Grot Snipa
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What is the Weirdboy?
A cheap Ork HQ not that strange neighbour we all have.
The Basics.
He's 55P thats cheap for a HQ, the equivalent is a Big Mek with Burna. He can be Upgraded for 30P with Warphead allowing you to re-roll for your Powers.
I find Warphead needless. You've got a 1/6 Chance of rolling that horrible  so It will happen once on your Average game, if you position your Weirdboy correctly then the damage caused will be less than the Points required for Warphead. If you lose 5 Boyz from the Weirdboy then thats equivalent to the points for Warphead. Let's do some Mathhammer
6 Boyz are under the Marker. 5 will die. That's equivalent to the cost of Warphead. Now as all Ork players should know the 2" Spacing is essential to stop devestating Template weapons. Now a Blast marker is 5" That will cover 4 Boyz tops which is less than the cost of Warphead. Or you do my favourite tactic. You make a ring.
A ring is putting boys in a line that curves out but only for the one side, done correctly only 2 Boyz will end up under the marker.
Rolling a 2 or 3 Is self explanatory. Shoot at the target that suits the shot best, getting a three is Great. It's the best weapon to penetrate Armour with in the game.
36" S10 Melta. It's also the longest Melta range with 18" and It's assault. Whats not too like.
Rolling a 4 is self explanatory charge into combat, the great thing is your Shootas now are as effective in close combat as your Sluggas are and If your with sluggas let's just say nothing can survive 150 Attacks (Or a more realistic 100)
Rolling a 5 Should be treated with great care. I deepstrike mine 14" Away from anything so that unless I'm incredibly unlucky I won't misshap. The main problem is often to avoid a Misshap you bunch up and will die If they've still got any Pie Plates. Depending I might even go behind BLOS or away from the Battlefield. If your on an Objective I would suggest you run the Weirdboy away since he must take his power and If you roll a five thats your game over.
When you get a Six it's time to celebrate especially if it's your first turn at small points.
When should I use the Weirdboy?
It depends on the List, If your running Green tide he's essential that Extra Waagh will make your opponent change their Under garments. If your running Vehicle lists then KFF Mek is the way foward.
The points I would recommend him at are anything below 750P When you get above that the more expensive HQ's should be taken.
He's unpredictable he could blow himself up or Blast a Tank to shreds, there are two types of Players against him. The wary one who targets his Squad and gets him out of Action as soon as possible. And the Foolhardy one, he Ignores him and pays the Ultimate price.
These are just my thoughts not Law. Even though It's almost law if your running Green tide. Like Ghaz and the 6" Waaaaagh!
Anyway hope you find this useful
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![[Post New]](/s/i/i.gif) 2011/10/06 20:05:13
Subject: Re:Your Guide to the Weirdboy.
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Death-Dealing Devastator
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Very useful. Ty for the info
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![[Post New]](/s/i/i.gif) 2011/10/06 21:00:59
Subject: Your Guide to the Weirdboy.
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Rogue Daemonhunter fueled by Chaos
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This is a pretty good breakdown, and I think that weirdboys might be slightly underused in green hordes. That said, most of the time, no matter how good the weirdboy is, a mek or boss would be better. I think the key is to build (at the least) a unit to roll with the weird boy, and (prefereably) build the whole list around him. I think the optimal synergy is a maxed out shoota boys squad with rokkits. That way, no matter what shooting roll you get, you aren't wasting the shoooting of the squad. They're still solid in HtH, and really do better with a "ere we go" than a dedicated assault unit. I'd go with the warp 'ead, less to avoid kiling my own boys, but to avoid having to deep strike when I want to charge. a few boys is a bad break. Losing the charge can be crippling.
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This message was edited 1 time. Last update was at 2011/10/06 21:04:17
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![[Post New]](/s/i/i.gif) 2011/10/06 21:06:43
Subject: Your Guide to the Weirdboy.
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Stealthy Grot Snipa
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Polonius wrote:This is a pretty good breakdown, and I think that weirdboys might be slightly underused in green hordes.
That said, most of the time, no matter how good the weirdboy is, a mek or boss would be better.
Exactly why I said in small point games, because he's cheap and cheerful, but in Green tide he's essential.
I heard about a game in my FLGS where someone got a Waagh every turn needless to say the opponent lost
The great thing is they're fun and that roll adds spice to a phase Orks are not best in
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![[Post New]](/s/i/i.gif) 2011/10/06 21:31:22
Subject: Your Guide to the Weirdboy.
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Longtime Dakkanaut
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Nice breakdown and guide.
I'll say from experience that the warphead upgrade is worth while, not only for rolling 1's but also for when you don't want to have to deepstrike the unit, or when there's no good/safe place to do so.
Another oddball unit that they have really good synergy with is Tank Bustas*. All of the Weirdboys powers (with the exception of Ead Bang) compliment the Tank Bustas very nicely.
*also note, Tank Bustas rules are often miss-read/played, so be sure to re-read your dex before writing them off for the Glory Hogz rule.
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![[Post New]](/s/i/i.gif) 2011/10/06 22:08:16
Subject: Your Guide to the Weirdboy.
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Yellin' Yoof
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More Dakka wrote:Nice breakdown and guide.
I'll say from experience that the warphead upgrade is worth while, not only for rolling 1's but also for when you don't want to have to deepstrike the unit, or when there's no good/safe place to do so.
Another oddball unit that they have really good synergy with is Tank Bustas*. All of the Weirdboys powers (with the exception of Ead Bang) compliment the Tank Bustas very nicely.
*also note, Tank Bustas rules are often miss-read/played, so be sure to re-read your dex before writing them off for the Glory Hogz rule.
agreed. imo warphead is a necessity. when im footslogging, i dont want my mob to have +1 A, so at that point, 1/3 of my rolls i dont want (  & 4). I often wont want to deepstrike too that early depending on board setup too, so that miight actually be 50%.
when in combat, again i might want to avoid deepstrike (usually as it was my decision to put them into the combat i dont want them to bgger off again  ). a waaagh by that stage of the game may also be largely useless, in which case id rather a roll of 1-4. etc etc
anyway, theres no guarantee the next roll will be anybetter, but i like the option of rerolling of what i get truly is pants.
lastly, i get the mathammer, but what if you roll a 1 more than once? moreover what if that 1 loses you your wierdboy? id be most agrieved at that point. anyway, for 30 points, i think the upgrade the biggest bargain in the list, though i take your point on 500 point lists.
it was a good read though, and youve reinvigorated my desire to field my wierdboy instead of a KFF/ WB or KFF/ SAG combo as i always seem to do!
many thanks
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This message was edited 1 time. Last update was at 2011/10/06 22:11:25
"when words fail to describe the dismay, there is always facepalm"
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![[Post New]](/s/i/i.gif) 2011/10/06 22:21:57
Subject: Re:Your Guide to the Weirdboy.
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Stealthy Grot Snipa
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If you roll a  more than once I feel sorry for you. Or It could turn out the other way getting everything you want.
I agree between the Synergy with the Tankbustas, and Surprisingly I believe there might even be synergy with Flash Gitz. If his leadership was better blonde moment forgetting that
Small Squad perfect to Teleport more Attacks in CC to keep up with their Nob brethren and some Ranged powers that compliment them Nicely. Even Zzap since your all but guaranteed a Kill and you can take out the pesky dreadnaught.
I'm glad to have enthused people over my favourite character, that and Exualts would make my day
I might write one up on Flash Gitz since they're another Favourite of mine and will be seen in my 750P list
Thanks for the support.
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This message was edited 1 time. Last update was at 2011/10/06 23:26:08
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![[Post New]](/s/i/i.gif) 2011/10/07 09:03:12
Subject: Your Guide to the Weirdboy.
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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How about putting the Wierdboy with a squad of Meganobz? If you get the teleport result...Gulp. That would be very scary.
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Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote:I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition! |
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![[Post New]](/s/i/i.gif) 2011/10/07 11:45:26
Subject: Your Guide to the Weirdboy.
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Sneaky Lictor
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It wouldn't be scary, because you can't assault after deepstriking. So they would just be out there in the open to shoot them
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FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.
Ork Management Program
I take care of problems that need to be solved with violence |
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![[Post New]](/s/i/i.gif) 2011/10/07 12:51:04
Subject: Your Guide to the Weirdboy.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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A friends' girlfriend has a really curious way of using her flash gitz. She fields 10+Badruk with two(!) warpheads to force a first turn "'ere we go" (52% chance) and deep-strikes behind enemy lines and then starts wrecking vehicles from behind. Also note that FNP can be used against 'eadbanger.
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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. |
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![[Post New]](/s/i/i.gif) 2011/10/07 14:59:00
Subject: Re:Your Guide to the Weirdboy.
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Stealthy Grot Snipa
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That sounds nasty. But knock out one or two Gitz and Leadership is a huge issue.
Boyz or Grots are really the only solid choices, Meganobz wouldn't work because they can't assault and they're better in small Numbers in proportion to points. Better for a Wagon KFF and Warboss with Megaamour. Nothing can survive.
Anyway this is about the Weirdboy, tankbustas are also perfect for a retinue roughly the same range does the same purpose enhanced combat capabilities. Sounds nasty especially when you deepstrike and exploit Rear AV.
Even though at 225P for the Squad you might as well get the thirty Boyz. Longer LD10
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![[Post New]](/s/i/i.gif) 2011/10/07 15:12:59
Subject: Re:Your Guide to the Weirdboy.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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InquisitorVaron wrote:That sounds nasty. But knock out one or two Gitz and Leadership is a huge issue.
Actually, it isn't. If you kill two gitz (four wounds vs 4+/5++/ FNP plus whatever you are spreading to warpheads and badrukk), you would still have an 11 model unit, being ld 10 and fearless. Badrukk himself is also ld9.
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This message was edited 1 time. Last update was at 2011/10/07 15:14:47
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. |
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![[Post New]](/s/i/i.gif) 2011/10/07 18:55:53
Subject: Your Guide to the Weirdboy.
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Longtime Dakkanaut
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Hah, never thought of Gitz+Weirdboy, that sounds hilarious!
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![[Post New]](/s/i/i.gif) 2011/10/07 19:04:09
Subject: Your Guide to the Weirdboy.
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Insect-Infested Nurgle Chaos Lord
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I'm a huge fan of wierdboyz , and less of fan of mathhammer 40K
I often run a warphead plus Zogwart list, mainly because i roll more ones than i'd like.
I generally bamph tankbustas behind enemy lines or jump a large ardboyz mob up close and personal
I've not tried it with gitz, so i'll have to give that a go.
My only problem with them is that one of my main opponents is craftworld eldar. If she brings a farseer my wierdboys pretty much just kill themselves, between eadbang and runes..
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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) 2011/10/07 19:37:05
Subject: Re:Your Guide to the Weirdboy.
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Sadistic Inquisitorial Excruciator
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Great breakdown, you should do this more often. Plus nice profile pic
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![[Post New]](/s/i/i.gif) 2011/10/08 07:38:06
Subject: Your Guide to the Weirdboy.
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Hollerin' Herda with Squighound Pack
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I love using the weirdboy. it adds a bit of fun to the game. it really does suck though when you roll double ones when you take warphead.
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Why walk when you can WAAAAAGH!!!!!
Starting my Ork army over
GENERATION 9: 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. |
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![[Post New]](/s/i/i.gif) 2011/10/09 23:45:10
Subject: Your Guide to the Weirdboy.
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Stealthy Grot Snipa
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Orkymike wrote:I love using the weirdboy. it adds a bit of fun to the game. it really does suck though when you roll double ones when you take warphead.
Which adds another Reason I don't take it at low points, It doesn't always workout well and using Boyz as unit of Measurement costs 5 Boyz. So in CC Attacks 20 or 15.
Anyway, its nice to see that a couple of us still value the Weirdboy.
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![[Post New]](/s/i/i.gif) 2011/10/10 00:24:39
Subject: Your Guide to the Weirdboy.
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Been Around the Block
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Given his limited & unpredictable psychic powers (compared to Rune Priests & such..) making a Wierdboy an Elite choice would make him more viable in my mind.
Wierdboy competing with KFF Mek & Warboss for those valuable HQ spots..... is tough for any competitive setting.
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![[Post New]](/s/i/i.gif) 2011/10/12 17:56:09
Subject: Your Guide to the Weirdboy.
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Longtime Dakkanaut
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My only real problem with the Weirdboy is the amount of psychic nullification out there. Every army these days seems to have a Librarian with psychic hood or equivalent, which turns the Weirdboy into an overpriced, underequipped Nob.
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![[Post New]](/s/i/i.gif) 2011/10/12 17:59:06
Subject: Re:Your Guide to the Weirdboy.
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Trazyn's Museum Curator
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As much as I would like to take the Weird Boy, I find the fact that he takes up a HQ slot discomforting. I would rather have a Big Boss and a Mek.
Now if he took up an elite slot, then I would be interested.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/10/12 18:54:12
Subject: Your Guide to the Weirdboy.
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Insect-Infested Nurgle Chaos Lord
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More Dakka wrote:My only real problem with the Weirdboy is the amount of psychic nullification out there. Every army these days seems to have a Librarian with psychic hood or equivalent, which turns the Weirdboy into an overpriced, underequipped Nob.
By every i assume you mean every Eldar and SM army
Necrons, Orks, Chaos (mostly anyway), tau etc have little to no psychic defense, and the Nids version isn't that great either..
DE have the crucible of feth you psykers.. but no-one takes it because it's not that hot either. Malys is immune, as is her squad, but that doesn't affect the wierdboy much.
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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) 2011/10/12 19:03:26
Subject: Your Guide to the Weirdboy.
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Courageous Space Marine Captain
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GK are a "Hey psykers, see my middle finger?" army. Their Daemonbane affects them, and they have Combi-weapons that autoperils them, they have stormravens with the same effect5, Orbital Bombardments, null rods, and to top it all off, are psykers themselves. That doesn't include the psychic hood.
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Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2011/10/12 19:28:05
Subject: Your Guide to the Weirdboy.
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Dakka Veteran
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Jidmah wrote:A friends' girlfriend has a really curious way of using her flash gitz. She fields 10+Badruk with two(!) warpheads to force a first turn "'ere we go" (52% chance) and deep-strikes behind enemy lines and then starts wrecking vehicles from behind. Also note that FNP can be used against 'eadbanger.
Well, I would HOPE she wrecks a lot of vehicles with that strategy! That is one hell of an expensive unit to deep-strike like that.
I'm somewhat curious how that would work... I guess you can roll for the psychic abilities in whatever order you want, so weird things like rolling double "ere we go" results would be resolvable.
I'd love to see a Battle Report with that list.
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![[Post New]](/s/i/i.gif) 2011/10/17 04:30:05
Subject: Your Guide to the Weirdboy.
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Numberless Necron Warrior
denmark
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Guys i hate to burst your bubble but blast just means the blast template and not the large blast template...
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![[Post New]](/s/i/i.gif) 2011/10/17 06:39:11
Subject: Your Guide to the Weirdboy.
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Nasty Nob on Warbike with Klaw
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rana dandra wrote:Guys i hate to burst your bubble but blast just means the blast template and not the large blast template...
I'm so confused as to what this is to ...
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![[Post New]](/s/i/i.gif) 2011/10/17 06:57:18
Subject: Your Guide to the Weirdboy.
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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The OP talks about the perils of rolling a one based on what happens if you centre a large blast on the Wierdboy. But results 1 & 2 don't use the large blast, they use the small blast. So his calculations of the downside are off (in a good way), but the upsides of rolling a 2 are off in a bad way.
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![[Post New]](/s/i/i.gif) 2011/10/17 07:01:16
Subject: Your Guide to the Weirdboy.
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Nasty Nob on Warbike with Klaw
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Chrysis wrote:The OP talks about the perils of rolling a one based on what happens if you centre a large blast on the Wierdboy. But results 1 & 2 don't use the large blast, they use the small blast. So his calculations of the downside are off (in a good way), but the upsides of rolling a 2 are off in a bad way.
From the OP's post I couldn't tell lol
Didn't look like they were stated anywhere, oh well. I was reading the codex along with the post, so I was duely informed so I may have missed something.
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