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Made in gb
Tough-as-Nails Ork Boy





UK

So, how to use this fella?

Im used to using SM Libbys as buff-masters, but ive no idea how best to use this Ork crazy.

He seems like he'd function as sort of a suped up Flash Git. Get close-ish to the enemy, and blast 'em.
   
Made in us
Ragin' Ork Dreadnought




Frankly, I feel like Sanctic Divination is the best choice for a really effective Weirdboy. Yes, you're going to end up dying pretty quickly from perils, but +2 Strength is a great buff on a horde of 30 Ork Boys. Or, you attach him to a unit with a KFF (Or a relic KFF?) and hope for a roll on Sanctuary for a 4++ or even 3++.
Also, thankfully, a Painboy can help reduce the damage you'll be taking from your inevitable Perils of the Warp, and the Witchfires available are pretty decent.

If you would rather go with the Orky chart, though, he's got some decent Close Range witchfires. Fortunately, not many of them rely on BS (In fact, without the chart in front of me, I can't recall if any of them do) so you won't be missing out on a lot. Unfortunately, though, you will have a tough time hitting anyone with them due to general short range and the usual problems with witchfires: Boosted Deny the Witch.
Unless you're spamming Weirdboys (Which you really shouldn't, Painboys or Big Meks are better for spamming buffs and Warbosses are better for damage-dealing HQs) you won't have enough Warp Charges for most of your powers unless you want them all to be Denied instantly. Take this into account.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ive used him a fair bit and ive noticed 2 major issues.

1) 0 defense. None, zip, zero, nodda. If he at least had a 5++ from Da Waaaagh! powers he holds or something, say if he succeeds at casting a spell he has this invul, he would be dramatically better. As it is, hes way too juicy of a target for how easy he dies. If he werent an HQ slot, i wouldnt care, but our HQs are what makes our army actually work right now.

2) the WAAAGH! powers have no medium power. They range from "Ooooo dat's gooood!" to "wtf is this..." - my first game i got Killbolt and Da Kruncha, which thanks to new psyker rules i got Frazzle as well. THAT was nasty, as each psyker phase i threw out 3 spells and blasts really dont get hurt by BS2 and Killbolt is a Beam, so auto-hit.
Second game i got 'Eadbanger (most...useless...spell...ever...) and Power Vomit (seriously? a flamer? i am NOT putting this guy towards the front of my boyz just to get to use this damn thing as he will IMMEDIATELY die afterwords).

His other spells are actually very powerful, and he himself is pretty strong too (S6 by default AP4, can activate Force). But his melee strength means absolutely nothing since he will always die before he attacks.

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

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





UK

So hes basically best kept buried in the back of a unit trying to cast ranged spells...

Ive always found SM Libbys pretty squishy, so I imagine this will be much worse lol

I just love the idea of a weirdboy.
   
Made in us
Regular Dakkanaut




Weirdboy do anything interesting when you attach him to some guys outflanking? Curious.
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

Power vomit can actually be awesome against MEQ or TEQ

This message was edited 1 time. Last update was at 2014/07/10 11:10:57


 
   
Made in us
Lead-Footed Trukkboy Driver







Ally in the Green tide. Hope to get teleport spell. Teleport 100 orks near your opponent. Also attach painboy, for feel no pain. Watch your opponent cry. Laugh. Hurr, hurr hurr!
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Tears from laughing too hard probably. You've just lost the game because you mishapped 100 orks.

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 gb
Stealthy Grot Snipa





 Jidmah wrote:
Tears from laughing too hard probably. You've just lost the game because you mishapped 100 orks.


misshaps are fine! the orks most likely landed in front of some other army midbattle and we know orks only care for one thing! a dang good krumpin'! probably wouldn't even notice till the fight was over.
but yeh misshaps would be the bane of that list


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Deepstrike 100boyz...

Thats impossible. Do you know how huge a footprint 100boyz cause? I would be VERY surprised if you had a spot anywhere on the board that big without mishapping.

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
Renegade Kan Killin Orks





San Francisco, CA

Da weird boyz iz still an ork you gits! Send 'im in whiff a bunch of boyz to mind 'im and send dem at da uvver gits. I 'ad a unit of CSM for lunch... save for the sarge, who punched da weird boy in da face. :\

Was a good fight tho, won the game

   
Made in us
Longtime Dakkanaut






 Vineheart01 wrote:
Second game i got 'Eadbanger (most...useless...spell...ever...) and Power Vomit (seriously? a flamer? i am NOT putting this guy towards the front of my boyz just to get to use this damn thing as he will IMMEDIATELY die afterwords).


One thing for Power Vomit: In the shooting phase, RUN your Weirdboy backward into the blob of Boyz. That's the only thing I can think of to make this work.

Well, that or battlewagons.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Are you even allowed to individually run a model within a unit? Im usually running this unit anyway since its all slugga boyz, but if i just fired and damaged something with Power Vomit i cant run and still charge without the WAAAGH! (which has to be called at the start of your turn now for some stupid reason)

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
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

I suppose you could have the Weirdboy leave the unit in the movement phase to get ahead, and then run back in during the shooting phase. Risky, though, if you roll poorly on the run.

"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks 
   
Made in us
Longtime Dakkanaut






 Vineheart01 wrote:
Are you even allowed to individually run a model within a unit? Im usually running this unit anyway since its all slugga boyz, but if i just fired and damaged something with Power Vomit i cant run and still charge without the WAAAGH! (which has to be called at the start of your turn now for some stupid reason)


I'll have to double check, but I don't think so. I just meant while the other Boyz run forward (for some reason I automatically assumed he was in a unit of Slugga Boyz), have him run backwards.
   
 
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