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Made in gb
Yellin' Yoof





London

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

This message was edited 1 time. Last update was at 2011/10/06 22:11:25


 
 
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