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Made in be
Waaagh! Warbiker





Lier, Belgium

wauw. that's so awesome. gonna use it soon

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in ru
!!Goffik Rocker!!








Man, that's hilarious! You got to make one wierdboy look like (or have a model of) Zogworth! That's what his mad waaagh! probably looks like by this time. They've all gone nuts and run around summoning daemons.

This message was edited 1 time. Last update was at 2015/01/06 07:53:28


 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Erm... question?

A daemon that you've just summoned, can you charge with it on that same turn?

If so, get the battlewagon formation, scout, disembark the weirdboy, summon a deamon and then charge with said daemon. Would that actually work?

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in ru
!!Goffik Rocker!!






Sketchyfk wrote:
Erm... question?

A daemon that you've just summoned, can you charge with it on that same turn?

If so, get the battlewagon formation, scout, disembark the weirdboy, summon a deamon and then charge with said daemon. Would that actually work?


You can't. They enter via deepstrike.


Automatically Appended Next Post:
BTW. Don't forget that when you generate +1 warp charge with a wierdboy due to his special rule, you got to take a s2 ap2 hit if the wierdboy didn't manage to cast anything this turn. And not all of them are summoning stuff. So, extra wounds for them on a 6

This message was edited 1 time. Last update was at 2015/01/06 10:38:44


 
   
Made in gb
Stealthy Grot Snipa





Sketchyfk wrote:
Erm... question?

A daemon that you've just summoned, can you charge with it on that same turn?

If so, get the battlewagon formation, scout, disembark the weirdboy, summon a deamon and then charge with said daemon. Would that actually work?


I don't think you can, as the summon (I think) behaves like a DS. However, scouting, disembarking and summoning still seems pretty darn viable, as you've basically plopped down another unit right in your enemies face, choice then becomes do you attempt to kill the summoner or the throw-away unit that is about to get stuck into you.

What units do you guys recommend as being the most useful units to summon with orks?

Turn 1; Horrors? Adds a few extra dice to the pool? But they can't cast the turn they arrive i assume?
Plaguebearers? Pretty good as sorta tarpit/tough units you can throw into the nasty combats while you use your orks to deal with the rest of the army?

Im sure all of them are better in certain circumstances, but whats your overall thoughts on the units and the greater deamons?

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

 
   
Made in ru
!!Goffik Rocker!!






It's situational.

Pink horrors are great for generating warp charges and summoning units instead of wierdboyz themselves. Besides, they get rerolls of 1-s for saving throws, so if you manage to g2g somewhere behind cover, the guyz are outstandingly durablethis way.

Daemonettes are probably the best unit for an emidiate bauble wrap or point grab. Being slaanesh daemons, they get +3 to run moves and daemons can run emidiately after getting summoned. They have lots of high ini rending attacks too.

Plaguebearers have t4 and shrowded. Can glance any vehicle on a 6.

Bloodletters...i don't know. Ap3 swords.
   
Made in gb
Stealthy Grot Snipa





Mmm,
so it seems generally pink horrors would work well in the first couple turns, with the added dice and the ability to move your summoning onto another unit, not to mention being durable like you said.

I think potentially after the first couple turns i'd be looking to summon some other units, daemonettes do seem quite nice, the high ini attacks would work well in combo with the boyz weight of attacks. Thin the crowd first to minimise boyz lost then finish up with your 40 dice Gona have to go take a looky at the daemons dex!

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

 
   
Made in gb
Longtime Dakkanaut




UK

Horrors and daemonettes seem to be the best two to work with, depending on if you want to spawn more units or throw some cc damage at the enemy.

Plaguebearers i think depends on how far from the enemy you are, and wether theres a vehicle nearby. Bit more situational.

This message was edited 1 time. Last update was at 2015/01/06 14:21:51


 
   
Made in us
Squishy Oil Squig




Solar Shock wrote:
Sketchyfk wrote:
Erm... question?

A daemon that you've just summoned, can you charge with it on that same turn?

If so, get the battlewagon formation, scout, disembark the weirdboy, summon a deamon and then charge with said daemon. Would that actually work?


I don't think you can, as the summon (I think) behaves like a DS. However, scouting, disembarking and summoning still seems pretty darn viable, as you've basically plopped down another unit right in your enemies face, choice then becomes do you attempt to kill the summoner or the throw-away unit that is about to get stuck into you.

What units do you guys recommend as being the most useful units to summon with orks?

Turn 1; Horrors? Adds a few extra dice to the pool? But they can't cast the turn they arrive i assume?
Plaguebearers? Pretty good as sorta tarpit/tough units you can throw into the nasty combats while you use your orks to deal with the rest of the army?

Im sure all of them are better in certain circumstances, but whats your overall thoughts on the units and the greater deamons?


Turn 1 & 2 - Pink horror squad & if possible herald of on a disk (have your pink horrors cast spells and your weirdboyz are just warp charge batteries starting turn 2). have the pink horror squad go to ground in ruins for a 3+ re-rolling 1s cover save (if you're lucky on an objective)
Turn 3 - you should have gotten possession and/or incursion by now so a great unclean one midfield or enemy's backfield and if not use incursion to make bloodcrushers (if facing MEQ) or plague drones (for most everything else)
turn 4 - prep for end game by summoning whatever you need to. Daemonettes to run to a far away objective, bloodletters to kill those remaining marines, plaguebearers to glance a vehicle to death, pink horrors if your warp charges are getting low, or greater daemons for the lulz

As far as greater daemons a bloodthirster is a trap as they aren't really useful for 2 turns (swooping monstrous create deepstrikes as swooping, then must go into glide mode, then can assault). Lord of change is good but you already have a good # of warp charges from pink horrors/weirdboyz. Great Unclean One is usually my go-to as he soaks a lot of damage, is a big scary threat if you DS'd him midfield or in the enemy's backfield, and can be in cover for a good save thanks to shrouded

Edit:
If you're about to be charged by something nasty like TWC a great idea is to summon Daemonettes, doing this repeatedly is both funny and helpful since a very expensive squad must keep wasting its attacks on free daemons. Just remember to run them (+3 inches) so that you can spread the out

This message was edited 1 time. Last update was at 2015/01/06 14:40:08


 
   
Made in us
Rough Rider with Boomstick






After reading through all of this I now want to play as Orks... lol

Regardless... DO IT! I want to hear how Chaotic Orky combat goes!

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in gb
Stealthy Grot Snipa





I definitely plan on!
As with my orks I like to model units to either be usable as multiple units (IE, most of my vehicles magnetise to be BW's, LW's, trukks or whatever else I was able to magnetise).

So khorne herald; Ork warboss with relic axe, il make him nice and beefy, perhaps paint him red skinned, or maybe il try the glue and red ink blood technique and literally coat him in blood.
Pink horrors; I currently have no shoota boyz which sucks, so im thinking of conversions so they look like daemonic shoota boyz but pink skinned
Daemonettes; just girly lookin' orks with pincer arms!! choppa boyz when needed.

You get the jist Plus! I can make a really fat ork! as a GUO but also counts as defdread for when im running pure ork! nomnomnomnomnomnom multi use goodness!

I think i'll add this as a secondary CAD, consisting of 2 grot units and as many warpheads as possible, then i'll just throw them forward with my list, using my normal list as the core, but with this super annoying set of grots that spawn chaos entities. That way its sorta similar to a MANz missile, cheap, but seriously needs dealing with, as potentially some big baddies are gona be popping up soon!

This message was edited 1 time. Last update was at 2015/01/06 15:31:41


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

 
   
Made in gb
Longtime Dakkanaut




UK

I plan on using warhammer fantasy orcs/goblins models, jyst so its easy to differentiate the orks from the daemons, though giving the orks red skin is also a cool idea.

Goblin riding giant spider as a great unclean one maybe, or you could use one of the troll figures. Or a warboss riding a giant cave squig. I believe these all use the same base size.

Bloodcrushers could be the black orc boar riders, which can also be used for warbikes (maybe paint thrm snakebite colours).

Theres a bunch of options, would be a fun conversion and painting project.

For horrors im thinking goblin shamans (shamen?) As they show wysiwyg "magic squad" better than shoota boyz imo
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

I came up with a list like this:

1st CAD:
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon A)
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon A)
Troops: 10 Gretchen + Runtherd = 35 (inside Battlewagon A)
Troops: 10 Gretchen + Runtherd = 35

2nd CAD:
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon D)
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon E)
Troops: 10 Gretchen + Runtherd = 35
Troops: 10 Gretchen + Runtherd = 35

3rd CAD:
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon B)
HQ: Painboy = 50 pts (inside Battlewagon B)
Troops: 18 Slugga Boys with Eavy Armor inc Nob + BP + PK = 234pts (inside Battlewagon B)
Troops: 20 Shoota Boys with 2 Rokkits inc Nob + BP = 165pts (inside Battlewagon C)

Elites: 7 Tankbustas inc Nob + BP + 3 Bomb Squigs = 147pts (inside Battlewagon D)
Elites: 7 Tankbustas inc Nob + BP + 3 Bomb Squigs = 147pts (inside Battlewagon E)

Via Formation:
A, B and C = Battlewagon + Ram + 1 Rokkits = 120pt each
D = Battlewagon + Ram + 2 Rokkits = 125pts
E = Battlewagon + Ram + 3 Rokkits = 130pts
Total: 1849pts (ish???)

While the Gretchin don't have the "ere we go" rule for the added warp point, if you unload the Weirdboys within range of the Boyz mobs, then they should get the bonus.

The idea is to scout forward on the first turn, disembark, behind the Battlewagons and use them as cover for summoning stuff.

This means you've scouted really powerful threats (like the greater unclean one) or tarpits (like daemonettes) really close.

Yay or nae?

This message was edited 1 time. Last update was at 2015/01/06 22:51:07


30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Squishy Oil Squig




Sketchyfk wrote:
I came up with a list like this:

1st CAD:
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon A)
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon A)
Troops: 10 Gretchen + Runtherd = 35 (inside Battlewagon A)
Troops: 10 Gretchen + Runtherd = 35

2nd CAD:
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon D)
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon E)
Troops: 10 Gretchen + Runtherd = 35
Troops: 10 Gretchen + Runtherd = 35

3rd CAD:
HQ: Weirdboy lvl 2 = 70pts (inside Battlewagon B)
HQ: Painboy = 50 pts (inside Battlewagon B)
Troops: 18 Slugga Boys with Eavy Armor inc Nob + BP + PK = 234pts (inside Battlewagon B)
Troops: 20 Shoota Boys with 2 Rokkits inc Nob + BP = 165pts (inside Battlewagon C)

Elites: 7 Tankbustas inc Nob + BP + 3 Bomb Squigs = 147pts (inside Battlewagon D)
Elites: 7 Tankbustas inc Nob + BP + 3 Bomb Squigs = 147pts (inside Battlewagon E)

Via Formation:
A, B and C = Battlewagon + Ram + 1 Rokkits = 120pt each
D = Battlewagon + Ram + 2 Rokkits = 125pts
E = Battlewagon + Ram + 3 Rokkits = 130pts
Total: 1849pts (ish???)

While the Gretchin don't have the "ere we go" rule for the added warp point, if you unload the Weirdboys within range of the Boyz mobs, then they should get the bonus.

The idea is to scout forward on the first turn, disembark, behind the Battlewagons and use them as cover for summoning stuff.

This means you've scouted really powerful threats (like the greater unclean one) or tarpits (like daemonettes) really close.

Yay or nae?


It could work well. How well the game goes will probably be heavily reliant on how you allocate your WC dice turn 1 (e.g. gotta watch out for screwing yourself over by not allocating enough dice to each power). I'm quite interested to see how a test game with that list would pan out
   
Made in se
Been Around the Block




As per the FAQ/Errata astra militarum can actually summon demons too now. A wyrdvane psyker squad can provide ablative perils protection, and you can get loads of warp dice through sanctioned psykers and allied psyker inquisitors with 3 units of two acolytes and a henchman psyker.

That could give you pretty nice control over the midfield while your artillery and/or gunlines keep shelling your opponent from long range.
   
Made in gb
Stealthy Grot Snipa





kodi wrote:
As per the FAQ/Errata astra militarum can actually summon demons too now. A wyrdvane psyker squad can provide ablative perils protection, and you can get loads of warp dice through sanctioned psykers and allied psyker inquisitors with 3 units of two acolytes and a henchman psyker.

That could give you pretty nice control over the midfield while your artillery and/or gunlines keep shelling your opponent from long range.


Are you talking ork-free?
Or with taking AM as allies in order to boost warp dice?

If going the AM allies route you could really push the artlillery idea;
So your AM psycher-fest, with as much artlillery as possible,
Then load up on weirdboys/ big meks with SAG (if you dont need the warp dice or an ork caster - depends who'd you preferred did the summoning), stick in some grot meat shields and pile in the mek gunz! I mean the cheap ork mek gunz alongside the AM artillery with the meat shields and your constant summoning meat shields could be nasty. I mean lobbas are sooo diiiiirt cheap you could just hammer in those S5 blasts all day. Not to mention the fact that the AM can bring some of the larger blasts, while the orks bring the mass 35 pts plasma cannons.

Could be hilariously fun for an ork defensive style. maybe hide in a couple cheap MANz squads as cheap as possible, simply their to jump into any combats that the grots/guard are struggling with.

This message was edited 1 time. Last update was at 2015/01/08 12:08:43


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

 
   
 
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