Switch Theme:

Ork Daemonologists - What fun can we bring to da Waaaagh?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Lead-Footed Trukkboy Driver






With the new FAQ's that hit today, the one thing that stuck out to me is that Weirdboys lost all their old rules and just became Mastery Level 1 Psykers with only access to the Daemonology trees. I think this could be pretty fun and exciting. I started this thread to discuss the ramifications of this change.

With the Sanctic tree, I'm mildly amused that Weirdboys can still get the 'Ere We Go power a la Gate of Infinity.
However the +2 Strength from Hammerhand could be very devastating if you can manage to get it (and with Level 2 Weirdboys, it's not a TERRIBLE chance). I would really love to have a group of boys running around the board, constantly with 5 Strength and 6 on the charge. Grouped with nobs, Power Klaws could be pushed up to Str 10 (which isn't insignificant), 'Uge choppas would be Str 9 on the charge (meh), and good ol Slugga'n'Choppas would be "free" 'Uge choppas with an extra attack per guy.
Sanctuary would be disappointing to get, but if you're lucky you could make a whole mess of 6++ saves, and given the ease of getting Daemons through summoning now, in may not be such a bad power to get.
Purge Soul could be VERY powerful given the Weirdboy will often have a high leadership due to Mob Rule. However, requiring to HIT with the power might cause a great deal of potential to be wasted.
Cleansing Flame could be quite potent once locked in combat with a an enemy squad, potentially doing a large amount of damage given the Auto-hit nature of Nova powers.
With Vortex of Doom... Well...I don't see it ever getting used, but if it does. Oh man, that could be some hilarious shenanigans. Especially if the blast scatters back onto the Weirdboy. (Supa-headbanga anyone? )

Malefic power seemed largely 'meh' to me, as the idea of summoning daemons to do my bidding doesn't quite excite me. It could be very fun to make some custom models to represent the daemons in a more orky fashion though. (Perhaps squigs?)
Cursed Earth would be virtually useless for any ork army, at least in any way I can imagine.
Dark flame could do some decent damage but it doesn't seem to exciting given that it gives the Weird boy a Torrent'd Burna.
The real goal here (at least for me) would be Infernal gaze. An 18" beam with armourbane and Fleshbane? Yes please! I don't even have to HIT with it, so that makes even better!

What do you guys think would be fun, good, or just plain silly with these powers? Does this update make the Weirdboys usable?

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Does the double-rolls when harnessing warp powers causing perils, work if you arent summoning? im a little hazy on if thats the entirety of daemonology (meaning both branches) or just the summoning one.

If they still succumb to doubles causing perils, i want to bring them even less than before because i am going to perils like a little SoB lol.

If not, yeah they just got nasty. Still wish they had some kind of natural armor or weaponry though, since just about every other HQ psyker is a beast on his own.

EDIT: Yup, found it. They do indeed suffer perils on doubles. No thanks, theyre going to kill themself in a single damn phase most likely since that is an insanely high perils chance with 1-4 automatically doing 1 wound, and 5/6 wounding if i fail a leadership.

This message was edited 1 time. Last update was at 2014/05/27 17:53:16


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut






 Vineheart01 wrote:
Does the double-rolls when harnessing warp powers causing perils, work if you arent summoning? im a little hazy on if thats the entirety of daemonology (meaning both branches) or just the summoning one.

If they still succumb to doubles causing perils, i want to bring them even less than before because i am going to perils like a little SoB lol.

If not, yeah they just got nasty. Still wish they had some kind of natural armor or weaponry though, since just about every other HQ psyker is a beast on his own.

EDIT: Yup, found it. They do indeed suffer perils on doubles. No thanks, theyre going to kill themself in a single damn phase most likely since that is an insanely high perils chance with 1-4 automatically doing 1 wound, and 5/6 wounding if i fail a leadership.

Yup, Weirdboyz got even more pointless than they were. At least until the new 'dex drops. Hopefully they get some sort of boost there.
   
Made in us
Lead-Footed Trukkboy Driver






Oh, that's greatly saddening... At least they'll usually have 10 for their leadership, so it'll be easy-ish to "Pass" the Perils.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Only three of them even have a leadership check, one of which just doesnt instasplat you and half your unit but still hurts you if you fail it. 5 does nothing if you pass, 6 turns you into a GOD for a turn lol.

Given that i will most likely perils 2-3 times each phase, odds are he'll die before i get Godly status lol.

Least the WAAAAGH! powers were comical. Daemonology on an ork is just suicide.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Krazed Killa Kan






What's with the force entry for orks on the chart of psyker schools? Old zog and Weirdboyz can't take it currently so what ork psyker can take it? I get that this FAQ is in limbo until the new dex but are orks getting a new psyker? Why not just let Weirdboyz use the Force school?

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Lead-Footed Trukkboy Driver






What are you refering to?

This message was edited 1 time. Last update was at 2014/05/27 18:28:40


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Longtime Dakkanaut






Vankraken wrote:
What's with the force entry for orks on the chart of psyker schools? Old zog and Weirdboyz can't take it currently so what ork psyker can take it? I get that this FAQ is in limbo until the new dex but are orks getting a new psyker? Why not just let Weirdboyz use the Force school?


Force isn't really a school. It's for activating Force Weapons, which I'm guessing Weird Boyz will get in the next codex to put the inline with most other psykers.
   
Made in us
Krazed Killa Kan






Oh ok, I really hope Weirdboyz get their own codex psyker set or else they are going to be practically useless. Thx for clearing that up.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Lead-Footed Trukkboy Driver






Not having been very familiar with the Psyker rules, I just read over them, and it still doesn't seem that bad. With a level 2 Weirdboy (only costing 80 points), you'll generate 1d6+2 Charges. With an average of 5.5 charges, you could devote 2 and 3 charges to a power respectively. (Or just 2 and 2 if you want to play it safe.)
The first power has a 1/6 chance of perils-ing and a 25% of actually casting (assuming it's power level 1). The second, if you use all 3 remaining (and I'm doing the math right), would have a 45% chance of perils-ing and a 12.5% chance of casting if Power Level 1.
Given that only one of the perils has a CHANCE of out-right killing the Weirdboy, it's pretty likely he's going to be able to survive, at the very least, the first power. If you can manage to stick him in with a Pain Boy, then he'd even get the Feel No Pain roll, which would help a bit.

It's not a very "safe" play, but it's definitely something that I would consider using at least once. I'm not sure how you can peril "2-3 times each phase", Vineheart. Heck, if you REALLY want to play it safe, just throw single dice for the tests. Yeah, it's a 50% chance of failing, but you CAN'T perils those.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Regular Dakkanaut




Jacksonville, FL

I'm still using the powers, just for giggles. If my Weirdboy blows up, it'll be hilariously funny. If not, he can do some nice shenanigans. Either way, I'll be laughing and having fun.

New book is only two, maybe three weeks away. Until then, just go nuts with the Orks and have fun being insanely stupid.

Realms of Inisfail
http://www.realmsofinisfail.com 
   
Made in us
Nasty Nob





United States

You can pay 25 points to make them lvl 2.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Longtime Dakkanaut





whidbey

it made me giggle to see the ork FAQ which will be usefull for less than 2 weeks.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I imagine if any of the psykers, including the currently unavailable oddboyz, get access to force weapons it would be Zogwort. His poison weapons are interesting but ineffective and tend to not even work due to the split-initiative crap.
I wouldnt doubt it if they give him some kinda orky Force weapon, probably similiar to pklaws or a bigchoppa.

The inclusion of orks and Force is too strong of a hint were getting something. Tyranids DONT have access to Force, as their codex is new and they dont have any force weapons either.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Never Forget Isstvan!






Orks are gonna get force weapons yes. They will also get their own way to generate force points and will likely get some kind of seperate perils chart that is orky.

Sanctic is acctually a pretty good tree for orks.


+1 invun on mega armored nobs with cybork bodies is quite nice and makes them into a psudo paladin squad only using power claws instead of force weapons.

also im sure being ork players, they will try their darndest to get off vortex.

JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

But both daemonologies cause perils on doubles. How many times will you get any of those awesome abilities off without losing the weirdboy in the process, since the only way to give him FNP is to attach him to Grotsnik (bad idea lol) or a Nob/Flash Git unit with a painboy. Yes, others would have the same issue, but others wont be taking daemonology and suffering 1-3 perils a TURN because of it.

Though i'd laugh if a weirdboy in a blob of boyz trying to give them +2Str before assulting, got a 6 on the perils and passed his LD10 test. FEAR DA WEIRD ONE!!!

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Tough-as-Nails Ork Boy





South Carolina

 Vineheart01 wrote:
But both daemonologies cause perils on doubles. How many times will you get any of those awesome abilities off without losing the weirdboy in the process, since the only way to give him FNP is to attach him to Grotsnik (bad idea lol) or a Nob/Flash Git unit with a painboy. Yes, others would have the same issue, but others wont be taking daemonology and suffering 1-3 perils a TURN because of it.

Though i'd laugh if a weirdboy in a blob of boyz trying to give them +2Str before assulting, got a 6 on the perils and passed his LD10 test. FEAR DA WEIRD ONE!!!


Gotta love it when Orks are weird like that. I still remember fondly the time I tabled myself in a 500 point game on round 1.

"Nothing good can ever come from staying with normal people." -Harry McDougal (Outlaw Star)
"Hey, I don't make the rules, I just twist them to my purpose." -Celia (Order Of The Stick) 
   
Made in nz
Disguised Speculo





So is it just malefic that causes extra perils?

I've got to have one game with this before the new dex. Its just too stupid to pass up
   
Made in us
Ragin' Ork Dreadnought




Dammit, I just looked at the Space Wolves FAQ. Runic Weapons just give Admantium Will by any other name now... They don't even improve DTW against blessings...
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Dakkamite wrote:
So is it just malefic that causes extra perils?

I've got to have one game with this before the new dex. Its just too stupid to pass up


Oh yea definitely lol. i dont even have a weirdboy assembled but i proxy an AOBR boss i never painted the few times i feel like being weird (HA see what i did there?). I'll probably do exactly what i said, get 1 spell off and die from mental nukage, but if its the +strength spell and im in a large group of boyz....thats gonna be some hurtin' umies rite dere.

And to the comment of "thats how orks work" believe me i know. i have wiped out 600pts in my earlier days on turn 1 because i had too much crap near my SAG and i snake-eyes the damn thing, furthering into a 6" bubble of "He's dead, Jim." - theres a point where thats funny, but it happens far too often where something horrible just costed me the game because what would normally be a "nothing happened" result to another race, causes me to go BOOM (other situations as well, SAG is a unique oddball and would be glad if it keeps its risk. Nothing else though, please, i dont want an entire army of "Please no ones please no ones please...no..ones...")

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Lesser Daemon of Chaos




The deck of the Widower

I remember the old fluff about how weirdboys had to stay at the top of a really tall tower because their heads liked to explode frequently. This method of casting powers seems to recall that old fluff. Sure they can do something cool once or twice but that head is gonna go.....

 
   
Made in mx
Steadfast Grey Hunter





Mexico

When i just finished to read the FAQ, just one thing was on my head: a weird boy wearing a preacher costume, with a book on one hand and an Gork (or maybe Mork) symbol on the other, a la exorcist (of couser, without insulting any religion or belief) thats my new project for my ork army
I dont care if his head blow up on the firts turn, thats the fun factory that draw a smile in your face playing orks, gosh i even make my comversion just to see him on the table, i dont care if it not cost effective or loose it on the firts turn, i just want to have fun playin my exorcist weird boy banishing chaos daemons of exploding his head trying, in my book thats just pure fun on the orkish way

This message was edited 1 time. Last update was at 2014/05/28 06:23:15


 
   
Made in us
Lead-Footed Trukkboy Driver






Eihnlazer wrote:
Orks are gonna get force weapons yes. They will also get their own way to generate force points and will likely get some kind of seperate perils chart that is orky.


I actually can't see Orks getting a new Perils chart. We could just assume that the effects are caused by Da Waaagh instead of the Warp. For instance, if you roll a 1 on the perils, instead stead of being sucked into the warp, the weirdboy just focused a bit too much Waaagh energy and popped....really REALLY hard, hurting some boys near him when he exploded. Or on a 6, he channeled too much energy in the RIGHT way and became an avatar or Gork (or Mork).
Along those lines, I think it'd be interesting to go through the names for the various Daemonology powers and re-name them into something more Orky. Gate of Infinity becomes 'ERE WE GO, BOYZ!, the beam attack from Malefic becomes Mork's Mad Eye (or Gork's Glare). Ya know, fun stuff like that.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in ru
!!Goffik Rocker!!






You can't make them ML2. You pay 25 pts to reroll a random power.
   
Made in mx
Steadfast Grey Hunter





Mexico

 koooaei wrote:
You can't make them ML2. You pay 25 pts to reroll a random power.


Yes you can, as the faq:

"Replace the first line of the Weirdboy options with the following:
May be upgraded to a Psyker (ML 2)...... 25 pts"

Is on the third page of the FAQ, just before the Errata section
   
Made in ru
!!Goffik Rocker!!






Yep, you're totally correct!

So, now we've just got 'normal' psychers? Or still stuck with unique random table?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Stuck with the two daemon tables until the codex hits.

People seem to forget that we previously had a one in six chance to get 'eadbanger on top of perils which forced you to allocate 3-4 wounds to your warphead due to it being the closest model to firer (itself). Getting 'ere we go when you were about to charge something could also lose the game, plus the many times where you'd roll a Waaagh! or warpath when no combat was about to happen.

Now you get a warphead, roll two sanctic powers, get the near useless primaris for free and can actually chose to use those powers when you need them. If you don't want your warphead to explode himself on turn 1, just don't cast a power until you actually can use that hammerhand, gate or vortex of doom. Meanwhile, enjoy two more DTW dice and some extra psychic defense for the attached unit.

Not to mention that we pretty much all we got before upgraded:
Zzap -> Vortex - I'd take a strength D blast over a melta hit any day, thank you. It also keeps jumping around afterwards, potentially murdering orks and foes alike
Warpath -> Hammerhand - hammerhand actually helps with killing monstrous creatures, something we are truely lacking. It also makes being stuck in combat a breeze, rather than multiple rounds of struggling to wound on 5's.
'ere we go -> Gate of Infinity - Rather than gating away at most inconvenient times, you can no chose to get your boyz right in front of the enemy turn1. Deep-striking burnaz anyone? Or pick up some leftover boyz and put them on an objective when needed.
Frazzle -> Purge Soul/Cleansing Flame - This one got worse, you either have to hit (bad idea unless you got a warp charge to spare) or lose a lot of range, strength and AP.
Waagh! -> Sanctuary - So we lost a blessing doubling the shots of our dakka jets. Since this never was great tactic to begin with, not a whole lot will be missed. On the other hand you can now annoy your opponent with 6++ boyz, buff nobz to 4++ or go on unhindered rampage with Doc Grotznik and his 4++ cybork boyz - right after deepstriking them into your opponent's face.

You definitely want a warphead to be able to roll and use two powers, as well as increased chances of actually being able to get off cleansing flame and vortex of doom.

If anything, the warphead has gotten better, as in actually being a help to your army every game rather than being dead weight more often than not.

This message was edited 1 time. Last update was at 2014/05/28 10:07:46


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
Lead-Footed Trukkboy Driver






 Jidmah wrote:
If anything, the warphead has gotten better, as in actually being a help to your army every game rather than being dead weight more often than not.


I was extremely happy the FAQ and immediately recognized the potential the new Weirdboys have. Everything you said is 100% accurate and I am only SLIGHTLY disappointed with some of the powers we got. Our only psyker got better and even dropped in points! (Cause seriously, who would take a Mastery Level 1 Weirdboy?) I'm almost a bit sad that we'll only get to have daemonology for a couple of weeks, but oh what fun we can have until then!

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

On the note of new perils for orks, i dont see why they WOULDNT if the rumors of Waaaagh! points being used for psyker spells is true. Seems kinda off-the-wall to think its true now, but still possible.
Ork psykers dont use the Warp, they use the Waaaagh! - so im confused what theyre trying to do with them and probably will remain confused until they release the new dex lol.

Also, even if i nuke my brains in the process if i can get that Str D Vortex out and not manage to roll doubles on the following scatters, im going to love my life. Thats the end of every turn, something has a chance to just go BOOM lol. Though with the range it'll probably be me...but oh well im orks its an occupational hazard

This message was edited 1 time. Last update was at 2014/05/28 17:44:56


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Lead-Footed Trukkboy Driver






 Vineheart01 wrote:
Also, even if i nuke my brains in the process if i can get that Str D Vortex out and not manage to roll doubles on the following scatters, im going to love my life. Thats the end of every turn, something has a chance to just go BOOM lol. Though with the range it'll probably be me...but oh well im orks its an occupational hazard


Roll up Gate to Infinity and the Vortex power. Run up the field, throw all your dice save for one at the Vortex power and (hopefully) survive your Waagh-induced aneurism. Then throw the last die for Gate to Infinity and (hopefully) Deep Strike to safety!
It's a fool-proof plan that couldn't POSSIBLY fail.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
 
Forum Index » 40K General Discussion
Go to: