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![[Post New]](/s/i/i.gif) 2013/06/10 16:31:38
Subject: Ork Warphead and 30 boyz
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Growlin' Guntrukk Driver with Killacannon
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I run a bikerboss and nob bikers with a couple of battlewagons full of boys and lootas at the back, soon gona be adding a couple of dakkajets soon aswell. So yeh spamming ork assets to the max!
I wanna run a warphead with 30 boys with this list, because it sounds fun.
I am wondering how people think this would work, am I ruining a good list or will it be fairly effective aswell as fun. I'd like to know before I play test as I wanna know before I spend loads of money on more boys!
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2013/06/10 16:32:33
Subject: Ork Warphead and 30 boyz
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Only reason you want Weirdboy these days is for the random fun factor, Or the extra waaghs for your dakkajets.
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2013/06/10 16:54:35
Subject: Ork Warphead and 30 boyz
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Flashy Flashgitz
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I agree with Phatonic on the use them with Dakkajets. In fact I would go so far as to say if you have 3 Dakkajets you should run at least 1 Warphead. Other than Waaagh!'ing Dakkajets there isn't much use for them. The weapons are so so and if your opponent rolls a 6 - it's denied. Then again you can roll to deny 'Eadbanger, if that fails 'look out sir' at a 2+.
If you have the points Old Zogwort is the preference of Weird Boys. Mostly because (and I'm 4 for 4) there is that chance to turn an IC into a squig. But I have played Old Zogwort over 30 times and have only gotten that chance 4 times, Once with 6th edition and it wasn't denied.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/10 16:55:40
Subject: Ork Warphead and 30 boyz
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Sleg wrote:I agree with Phatonic on the use them with Dakkajets. In fact I would go so far as to say if you have 3 Dakkajets you should run at least 1 Warphead. Other than Waaagh!'ing Dakkajets there isn't much use for them. The weapons are so so and if your opponent rolls a 6 - it's denied. Then again you can roll to deny 'Eadbanger, if that fails 'look out sir' at a 2+.
If you have the points Old Zogwort is the preference of Weird Boys. Mostly because (and I'm 4 for 4) there is that chance to turn an IC into a squig. But I have played Old Zogwort over 30 times and have only gotten that chance 4 times, Once with 6th edition and it wasn't denied.
Who are you and what you've done to dakkamite?!
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2013/06/10 16:55:45
Subject: Ork Warphead and 30 boyz
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Slashing Veteran Sword Bretheren
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I've used this and just ran them straight up the field, they got shot to hell, and the weirdboy was able to get a hull point off of a monolith. Other than that, they were great for taking fire while my lootas and looted wagons caused long range damage.
They werent the stars of the match, but proved to be an attractive target to my opponents.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2013/06/10 17:23:59
Subject: Ork Warphead and 30 boyz
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Bounding Assault Marine
Nocturne
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I've tried this tactic once or twice. It's a fun little gimmick , especially when you roll the power that let's you pick up and deepstrike the weirdboy and his unit! There's something incredibly gratifying about successfully deepstriking that many models.
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This message was edited 1 time. Last update was at 2013/06/10 17:24:19
Sun Tzu "All warfare is based on deception"
Into the Fires of Battle! Unto The Anvil of War!
2500 pts
1500 pts
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![[Post New]](/s/i/i.gif) 2013/06/10 17:38:41
Subject: Ork Warphead and 30 boyz
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Growlin' Guntrukk Driver with Killacannon
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when they deepstrike can they shoot and assault?
Automatically Appended Next Post: I stopped being lazy and looked at the rulebook myself... they can shoot but no assault :(
But a deepstrike behind a gunline would be nice. To be able to drop in and wipe out a unit of dire avengers would prolong the life of my bikes.
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This message was edited 1 time. Last update was at 2013/06/10 17:51:08
mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2013/06/10 18:14:36
Subject: Ork Warphead and 30 boyz
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Longtime Dakkanaut
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It is fun. I have a friend who will slowly move backward to his own table edge but always just in range with his guns. Deepstriking 30 boys behind him on occasion. Funny to see his face at that point.
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![[Post New]](/s/i/i.gif) 2013/06/10 19:53:29
Subject: Ork Warphead and 30 boyz
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Growlin' Guntrukk Driver with Killacannon
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What happens if I have the warphead and his boys in a battlewagon? On the deepstrike roll does the wagon deepstrike?
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2013/06/10 20:06:47
Subject: Ork Warphead and 30 boyz
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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BAN wrote:What happens if I have the warphead and his boys in a battlewagon? On the deepstrike roll does the wagon deepstrike?
You deepstrike out of the battlewagon.
I qoute the FAQ:
Q. Does a Weirdboy embarked on a vehicle still roll for his powers? If
so, can you clarify what happens in all cases? (p37)
A. He still rolls for his powers and the effects are as follows:
• ‘Eadbanger: Causes a Strength 6 hit on the vehicle’s rear
armour.
• Frazzle: Fired from the vehicle following the normal rules for
passengers firing.
• Zzap: Fired from the vehicle following the normal rules for
passengers firing.
• Warpath: Applies as normal to the embarked unit.
• ‘Ere we go: Applies as normal to the embarked unit. No
effect on the vehicle.
• Waaagh! Applies as normal.
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2013/06/10 20:12:50
Subject: Ork Warphead and 30 boyz
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Growlin' Guntrukk Driver with Killacannon
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Hmmm so not alot of point in putting them in a wagon then.
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2013/06/10 20:24:25
Subject: Ork Warphead and 30 boyz
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Growlin' Guntrukk Driver with Killacannon
Denmark
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BAN wrote:What happens if I have the warphead and his boys in a battlewagon? On the deepstrike roll does the wagon deepstrike?
No, the unit teleports out of the battlewagon as far as I remember.
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![[Post New]](/s/i/i.gif) 2013/06/11 01:59:32
Subject: Ork Warphead and 30 boyz
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Flashy Flashgitz
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I don't understand the question. If this is about my Avatar, I changed it - I might bring back my Bad Moon banner, but it will be vry different from Dakkamite's Automatically Appended Next Post: BAN wrote:when they deepstrike can they shoot and assault?
Automatically Appended Next Post:
I stopped being lazy and looked at the rulebook myself... they can shoot but no assault :(
But a deepstrike behind a gunline would be nice. To be able to drop in and wipe out a unit of dire avengers would prolong the life of my bikes.
Deepstriking is a good way to lose your mob. It's very Orky but it actually does more harm than good, I hate rolling on the mishap table. When the deepstrike works, I'm more relieved than ready to go. But I will admit shoving 31 orks into the heart of enemy is amazing even if you lose 10 in the process. rolling an extra Waaagh! is nothing special (unless you have Dakkajets, then you want to Waaagh!). 4 is great when you are going into melee or already in melee and really the only roll worth anything, if I had Dakkajets I would still reroll it.
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This message was edited 1 time. Last update was at 2013/06/11 02:11:51
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/11 02:21:01
Subject: Re:Ork Warphead and 30 boyz
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Guarding Guardian
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Did it first turn i got the deepstrike thing and next turn lost 2/3 of my orks to shooting then i krumped vindicator and a tactical squad. take what you will from that.
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![[Post New]](/s/i/i.gif) 2013/06/13 10:20:38
Subject: Ork Warphead and 30 boyz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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The chances of warpheads (not even talking about weirdboyz) getting the right power at the right time is just too low to varrant both their points cost and them using a HQ slot. A big mek with a KFF costs just as much and will always do something useful and never kill your unit or himself by accident.
People that claim that warpheads+dakka jets will actually get you somewhere are either very lucky or lying. In 10 games with two warpheads, the best thing to ever come out of them was one of them melta'ing a terminator sergeant with CML in the face and killing him, after failing both 4+ deny the witch(every psyker is higher than mastery level 0) and the 5++ TDA save. I killed some eldar with an 'eadbanger though, I guess that's worth noting
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This message was edited 1 time. Last update was at 2013/06/13 10:23:18
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) 2013/06/13 10:55:49
Subject: Ork Warphead and 30 boyz
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Big Mek in Kustom Dragster with Soopa-Gun
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The idea of deepstriking 30boyz is awesome but even without additional orky randomness (which im surprised isnt there) its REAAALLY easy to mishap with 31 models. Landing in difficult terrain is just a dangerous test but if you land next to a wall/building youre screwed.
Weirdboyz really need to be regular model, not an HQ. It does absolutely nothing except free Waaaagh! which are pointless now save for dakkajets and the occational 36" Melta is always nice. The damn guy has 0 melee capability though since he has no armor and crap initiative.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/13 12:36:56
Subject: Re:Ork Warphead and 30 boyz
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Disguised Speculo
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This has got to be my least favourite strategy in the Ork codex. Why? Because no assault from deepstrike.
Every time I've taken a Weirdboy I've been dissappointed. I literally roll nothing but +1 Attack (when not in melee) or Teleport. And by god does teleport suck. Any benefit they may give by absorbing fire they lose because they are bunched up as all hell for pie plate devastation.
I want this to be cool, but its not. It's never done anything but put a downer on my games.
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![[Post New]](/s/i/i.gif) 2013/06/13 17:01:35
Subject: Re:Ork Warphead and 30 boyz
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Khorne Veteran Marine with Chain-Axe
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My buddy did exactly that, deepstriked some 20+ boyz right behind my main firing line. One turn later, the entire unit was dead from 10 noise marines, a plasma cannon and a helbrute charge.
Random is funny, but not always effective.
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-I dedicate these deaths to Odin Allfather, Spearshaker, One Eye.
Rock hard, ride free, and hold the heathen hammer high!
"Orkses is never beaten in battle; if we win, we win, if we die, we died fightin' so it doesn't count, and if we leg it, we always come back for anuvver go, see?"
God, I'd love to shunt the Hulk into the Eye of Terror and see what comes out. -Reiner
"Sons of the Last Breath"
"Host of Shattered Purity"
"Kabal of the Dying Sun, Cult of Marrow Excised, Coven of Lambent Hunger" |
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![[Post New]](/s/i/i.gif) 2013/06/14 05:33:19
Subject: Ork Warphead and 30 boyz
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Big Mek in Kustom Dragster with Soopa-Gun
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'Ere We Go! wont ever be viable unless they take the orky randomness out of it, which would make it have no sense to it.
They would have to be allowed to charge after deepstriking in order to let this be viable, but that is nearly impossible unless they didnt scatter at all or not as bad since the blob is so big. Few times ive taken a weirdboy ive mishapped every time.
Quite frankly i think Orks are the only race that SHOULD be allowed to charge after deepstrike/infiltrate/reserves because theyre suppose to pop up outta nowhere and cause chaos and mayhem. Zagstrukk is the only one in the game that can, but again always mishaps and usually is just a 1 trick pony since you want him to charge a vehicle, thus not being locked in combat.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/14 06:32:19
Subject: Ork Warphead and 30 boyz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Well, you could have your weirdboyz join a unit with Zagstrukk... with two warpheads trying to get 'ere we go they would probably cause a lot of mayhem
Zagstrukk actually isn't bad at all, between less punishing mishaps and 2d6 charge range he has gotten a lot better, and I3 powerklaw is pretty awesome in challenges. Too bad his unit is still way to expensive for what it does.
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This message was edited 1 time. Last update was at 2013/06/14 06:32:42
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) 2013/06/14 12:31:30
Subject: Re:Ork Warphead and 30 boyz
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Disguised Speculo
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Lol, might as well just have the stormboyz deep strike by themselves... clever thinking though.
Only reason to use a Warphead/Stormboy deep strike is if you've got a Warboss or something that you want to get stuck in. And thats assuming that Zagstruk's rule doesn't have some special wording that craps all over this idea...
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![[Post New]](/s/i/i.gif) 2013/06/14 15:00:53
Subject: Ork Warphead and 30 boyz
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Nasty Nob on Warbike with Klaw
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Teleporting a squad of 30 is fun, but there is a larger danger of Mishap with a big squad. A smaller squad is more reliable.
My all-time favouite unit in my force is joining my Warphead to a unit of Flashgitz.
There are very few uses for Flashgitz sadly, but this is one of them! Problem with Deepstriking is you're bunched up (attracting every blast marker the opponent has) and you can't assault (so a shooty unit is better). Gitz survive better and shoot more! Admittedly I'm always looking for an excuse to use Gitz, as they fit my Freeboota theme. Tactics be damned!
Most random unit around, and is dangerous for two reasons.
1). Your opponent has no idea what it will do,
2). Neither do you!
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![[Post New]](/s/i/i.gif) 2013/06/14 17:02:13
Subject: Ork Warphead and 30 boyz
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Growlin' Guntrukk Driver with Killacannon
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On Zagstruck:
A Stormboy mob including Zagstruck MUST start in reserves and deploy via Deep Strike. Since no Ork HQ has the Deep Strike SR, no Weirdboy can join the unit until after it is on the table. That takes some pretty convoluted maneuvering to get the Weirdboy in coherency with Zagstuck. A ploy I have been using is running a Bike Boss in a 30 Mob, then using the 12" mobility to join the Warboss to the Stormboyz after they Deep Strike. He usually gets to join their assault as well.
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2013/06/14 17:13:28
Subject: Ork Warphead and 30 boyz
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Pyro Pilot of a Triach Stalker
New York
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Personally, I love my Warphead.
The last time I took him was in a mission that was my Orks and 2 Tau players against IG and Space Wolves. The IG were evactuating civilians and holding off for the Space Wolves to deep strike in. Each turn, aircraft escaped unless we destroyed objectives to stop them. (This was inspired by Saigon)
Turn 1: A Venerable Dreadnought drops down in front of my Weirdboy and his squad of 20 shootas. Weirdboy vomits a melta beam and blows it up.
Turn 2: I say "I wish I could get over by that defensive missile silo." My Weirdboy rolls and ends up deep striking right next to it, no scatter. I am then able to drop a deathstrike missile on top of the Imperial Guard.
Turn 3: The Weirdboy leaves the board, restricting the escaping aircraft to 1 per turn (started at 3, Tau did something that I can't recall to slow it down to 2).
Turn 4: There are no more Space Wolves or Imperial Guard on the battlefield.
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