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![[Post New]](/s/i/i.gif) 2013/06/13 02:11:00
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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In a Previous post "Ork 2.0". I recommended that Weird Boys as a troop (Weird Boy), Elite (Weird Nob), and HQ (Warphead) choice.
Currently, I'm only use them as HQ
First roll D6 after deployment, to determine what type of Power,
Place a card with the power under the base of the warphead.
1. Selfish
2. Teleporta
3. Damaga
4. Enhanca
5. Inspira
6. Waaagh!
During the Shooting Phase, the Warphead can activate their power with a d6 roll. Only Damaga Targets Opponent
6. WAAAGH! Table
1. Your Opponent's Force gets to move, shoot, and melee twice in one turn.
2. Your Opponent's Force gains I:Auto, Str+1, T+1, Fearless and FNP. They must attempt melee next turn Roll d6 on 1 unit takes a wound
3. Your Opponent can deny a Waaagh! at any point in the game.
4. Your Force can declare another Waaagh! During any Shooting phase.
5. Waaagh! is casted; Your Force gains I:Auto, Str+1, T+1, Fearless and FNP. They must attempt melee next turn Roll d6 on 1 unit takes a wound
6. Waaagh! is casted; Force gets to move, shoot, and melee twice in one turn.
5. INSPIRA Table
1. Target Unit Attacks Itself. It can not move or shoot until they resolve the self mutilation for 2 Melee phases
2. Target Unit, joins the other side for the remainder of the game
3. Target Unit can not take an action next turn.
4. Target Unit gets 2 move, 2 shooting, and 2 melee phases (If in Melee, only get 2 Melee)
5. Target Unit is Doubled, Put a second unit on the board to represent these models
6. For the remainder of the game whenever the Target Unit is in Melee, the unit gains 2 attack in the phase.
4. ENHANCA Table
1. All Target Unit's weapon now have -3 Str, +3 AP
2. All Target Unit's weapons now have -2 Str +2 AP
3. All Target Unit's Weapons not have -1 Str +1 AP
4. All Target Unit's Weapons not have +1 Str -1 AP
5. All Target Unit's Weapons not have +2 Str -2 AP
6. All Target Unit's Weapons not have +3 Str -3 AP
Limits Str can't go above 10 or below 2
AP can't go above 6+ or below 2+ (if weapon does not have AP it doesn't get an AP bonus)
3. DAMAGA Table
1. Blow My Mind - Weirdboy takes a Zzap Attack
2. 'Eadbanger - Place hold of blast over the Weirdboy takes a Frazzle Attack
3. Peacepath - Opponant chooses any unit on the board, that unit gain +1a
4. Warpath - choose any unit on the board, that unit gain +1a
5. Frazzle Attack
6. Zzap Attack
2. TELEPORTA Table
1. Opponent chooses where the Target Unit Teleports (not off the board), Use LB and SD. All Deep Strike Rules Apply
2. Target Unit takes 2D6 wounds, if vehicle is teleported it takes D6 glancing hits. use Lifta Droppa Rules
3. Closest enemy unit teleports into melee with Target Unit.
4. Target Unit teleports into melee with closest enemy Unit
5. Target Unit Deep Strikes anywhere on the Board
6. Place Target Unit anywhere on the board. Target unit can Shoot or engage in melee as normal
1. SELFISH Table
1. Opponent chooses any figure on the board and exchanges all wargear (including Psychic Abilities) with the Weirdboy
2. Opponent chooses any one of another figure's Wargear and gives it with the Weirdboy
3. Weird Boy suffers Power Failure and is no longer a Psyker
4. Choose any power (other than selfish) for the Weird Boy
5. Take 1 Wargear from any figure on the board
6. Weirdboy exchanges all wargear (including Psychic Abilities) with any figure on the board
0 Power Failure - The Weird boy does not have any power.
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This message was edited 3 times. Last update was at 2013/06/14 04:31:17
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/13 02:26:43
Subject: Weird Boys and lots of charts
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Confessor Of Sins
WA, USA
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Concept is decent, but this execution is just way...way...WAYYYY too complex and overwrought.
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Ouze wrote:
Afterward, Curran killed a guy in the parking lot with a trident.
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![[Post New]](/s/i/i.gif) 2013/06/13 02:38:29
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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curran12 wrote:Concept is decent, but this execution is just way...way...WAYYYY too complex and overwrought.
I'll take decent. thank you. I should have made 7 cute little charts and cut down on the explanations. I tried too hard to fill in the loop holes I know and thus creating a "complex and overwrought" list. I would love to hear ideas that would make easier to use, while still keeping the decent concept intact.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/13 02:38:37
Subject: Re:Weird Boys and lots of charts
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Lord of the Fleet
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I gave up half way through reading that.
I imagine a lot of your opponents' eyes would start glazing over if you tried to explain all of this to them before a game.
Way too much going on.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2013/06/13 02:42:00
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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Straight up man, most of that didn't make any sense to me.
Time's like this we need a dope smokin Orkmoticon to really get the point across
Edit: Anyone else think some of those "selfish" powers would be good skills for a Deffskulls IC? Steal a piece of wargear from an opponents character... hell yes.
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This message was edited 1 time. Last update was at 2013/06/13 02:43:11
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![[Post New]](/s/i/i.gif) 2013/06/13 02:55:34
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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heh, sorry I mixed 2 things together.
1. Make me want to take an Ork Psyker
2. Charts - from our discussion about Orks needing more charts.
I'm going to make an attempt to make it easier to understand.
1st Chart - chooses the power of the Weird Boy.
Currently we only have HQ Weird Boyz - so what ever you roll on a D6 is what you get.
Now use the Power chart and Target one of your units with it.
roll d6 and that's the result. Easier to use than the original SAG.
Hope that helps.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/13 05:25:19
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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I'd say simplify it a bit, and use the surplus in the "Ork 2.0" thread as klan bonuses and stuff
Here's what I suggest, or at least, the outlines of it;
Ork Oddboyz
~30 points per model
~1-3 per elites slot
~Each Oddboy must be attached to a unit of infantry and cannot leave the unit. If the Oddboy is the last model alive it may attach to another unit by moving into coherency.
~Multiple Oddboyz may be attached to any one unit, as long as they are dedicated to the same God. However, so much psychic energy gathered together is highly unstable... if one Oddboy in a mob mishaps, even if it is prevented by Grot Minders, it will cause all the others to automatically mishap as well!
~Snakebites armies may forgo using any vehicles or other advanced teknology, but one of the benefits they get is that they may always take an Oddboy to lead any mob in addition to any other leaders and on top of any Oddboyz they take via the FoC
Each Oddboy is dedicated to either Gork or Mork, the gods of Kunnin Brutality and Brutal Kunnin respectively (and will clobber anyone who says otherwise!). Each shooting phase the Oddboy must roll 2d6 and consult the appropriate chart ~ if they score seven or under they refer to the first chart, for eight or higher they refer to the chart of their favoured God (it's essentially two tables that are identical from seven and lower). If a double is rolled, a mishap occurs ~ your power will still be cast, and will in fact be more powerful than usual, but will also have negative effects.
When an Oddboy casts a power, you must check size, rolling 3d6 against the number of models in the mob. If you roll under, then the attack is one 'rank' more powerful than usual. Casting during a WAAAAGH also causes a rank increase to an Oddboy's power. Likewise a mishap causes the power to be one rank stronger, and therefore casting a mishap in a very large mob can cause for some incredibly destructive shenanigans.
Oddboy Powers chart
2
3
4
5
6
7 ~ Example Power: Zapp
-Normal: A psychic shooting attack with the following profile; Range: 12", S: 8, AP: 2, hits automatically
-Boosted: A psychic shooting attack with the following profile; Range: 18", S: 9, AP: 1, hits automatically
-Mentl: The attack is modified to the following; Range 24", S: 10, AP: 1, hits automatically, melta
-Oh shi-: As above but the attack hits every unit within range.
-Mishap: The attack automatically targets the nearest unit, friend or foe, within range.
Gork's table of Kunnin' Brutality
8
9
10
11
12
Mork's table of Brutal Kunnin'
8
9
10
11
12
Mishap Table
1-1
2-2
3-3
4-4
5-5
6-6
Upgrades:
~ Weirdboy upgrade [+15 points]: Rather than just taking the result of the dice added together, you may instead choose take the power corresponding to the number rolled on either of the two dice.
~ Warphead upgrade [+30 points]: As above, but uses two different powers per turn. Warpheads may opt to take a leadership test in order to not use any psychic powers at all during a shooting phase, but must opt to do so before they roll on the chart.
~ Grot Shaman: Even more annoying than a regular Gretchin, the Grot Shaman's powers are limited to the infliction of a variety of irritating ailments. For each Grot Shaman accompanying your character, you may re-roll one or both dice on the psyker chart, or opt to swap the power rolled (or one of the powers for a Warphead) for the following spell [insert annoying rash spell here, like the Goblin Shaman in Fantasy]. You may not re-roll a dice if a mishap is rolled. You may take 1-3 Grot Shamans per Oddboy character.
~ Grot Minder: Hapless Grots chained to an Oddboy and told to "keep 'im under control... or else!", Grot Minders are useful in helping prevent dangerous mishaps. If a mishap is rolled for an Oddboy with one or more Grot Minders you may roll a d6, and on a 4+ the mishap has been prevented. The Grot Minder will be 'used up' regardless of whether the mishap occurs. If you have multiple minders you may use more than one to prevent the mishap, but all minders after the first simply add +1 to the dice roll for your 4+ mishap prevention roll as opposed to allowing multiple 4+ rolls. You may take 1-3 Grot Minders per Oddboy character.
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This message was edited 2 times. Last update was at 2013/06/13 05:27:19
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![[Post New]](/s/i/i.gif) 2013/06/13 20:58:19
Subject: Re:Weird Boys and lots of charts
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Flashy Flashgitz
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Dakkamite wrote:I'd say simplify it a bit, and use the surplus in the "Ork 2.0" thread as klan bonuses and stuff
I think it's funny because your outline is more complicated than rolling a d6 for what power you get and a d6 for activation. All Weirdboys use only 1 list and cast 1 time per turn. Warpheads are obviously just able to harness more power - but only cast once.
Currently the only thing that makes a Weird Boy special is the fact that he could give a second Waaagh! - other than that, the +1a for a squad that is trying to say out of range, is pretty useless. The other 4 rolls are not worth taking the chance to get a Warp Burn for. Last Weirdboys are only HQ and at 85 points, you might as well take a Big Mek with a KFF for the same cost.
I love calling them Oddboyz - but term Oddboyz include Mek Boyz and Pain Boyz. Weird just means Psyker and I never want to confuse that.
30 Points is expensive (would go with 20 points like a nob or a 10 point upgrade to an Orkboy squad instead of a nob. It takes up an elite slot for a max of 3 and you force the elite squad to be attached to an infantry unit. Last currently the only reason you would take a weirdboy is because you have Dakkajets. I don't see forcing an army to take a weird boy as a benefit, even if they are snakebite only.
Ork's don't pray nor do I think they can tell the difference between Mork or Gork. Orks do not gain any benefit for their worship of any of their gods.
One of the things I hate with the current powers chart is the fact that if my opponent has a powerful Psyker, they will "deny the witch" anything that will harm them. The Ork Psyker could still get burned and still takes the chance of something bad happening, basically it's all of the risk none of the reward. This is how I attempted to fix that.
First, most powers target only Orks - no "deny the witch", unless you cast it. The only power Damaga is the option for 'deny the witch' but they have to choose to deny before the result, so if the roll was harmful to Orks instead, it's still denied
Dakkamite wrote:Weirdboy upgrade [+15 points]: Rather than just taking the result of the dice added together, you may instead choose take the power corresponding to the number rolled on either of the two dice.
I don't understand this. So are you saying I can choose between powers I want instead of it being totally random?
Dakkamite wrote:~ Warphead upgrade [+30 points]: As above, but uses two different powers per turn. Warpheads may opt to take a leadership test in order to not use any psychic powers at all during a shooting phase, but must opt to do so before they roll on the chart.
I forgot to say that Warphead or any ability to fix a roll were removed. Giving an Ork the abilty to choose between using his power or not - how do you stop an Ork from doing something self destructive? I just don't like it, it doesn't feel like something I would spend 30 points on. Are we Orks or Eldar?
The grots are cute, but again taking the randomness out or preventing the bad always makes me go "ehh"
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This message was edited 1 time. Last update was at 2013/06/13 21:03:47
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/13 22:39:05
Subject: Weird Boys and lots of charts
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Major
Fortress of Solitude
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Wierdboys totally need to become less reliable
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/06/14 00:04:28
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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Yes, I probably should list Stats and Cost. Before I attempt to simplify the charts. I proposed in Ork 2.0 Thread that an Ork Player have the ability to field very eclectic Troops (all called Boyz) and Elites (all called Nobs). But here I wanted to "fix" the Weird Boys and Still allow this Change to be used with the Current Codex. Also, fit into any future codexes or suppliments that were made for 6th edition.
On to the Stats
Warphead: Psyker HQ - cost 55 points
WS:5 BS:2 S:5 T:5 W:3 I:4 A:4 Ld:9 Sv:6+
Unit Composition: 1
Wargear:Staff
Special Rules: IC, Furious Charge, Mob Rule, Waaagh!, Ork Psyker.
Options: None
The grots that the figure have are merely decoration. Ork Psykers even though they only cast once per turn are incredibly powerful Psykers with a Master level of 4. Ork Psykers can not use any other Psychic ability chart.
Optional Ideas
Weird Nobs: Elite - cost 20 points
WS:4 BS:2 S:4 T:4 W:2 I:3 A;3 Ld:7 Sv:6+
Unit Composition: 3 - 10
Wargear:Staff
Special Rules: Furious Charge, Mob Rule, Waaagh!, Ork Psyker.
Options: None
Just like a Warphead, except a Weird Nob can not access the Waaagh! Power List. Psychic Mastery Level 2. When rolling for Type of power, if a Nob roll a 1, he is no longer a Psyker.
Weird Boyz: Troops - cost 6 points
WS:4 BS:2 S:3 T:4 W:1 I:2 A;2 Ld:7 Sv:6+
Unit Composition: 10 - 30
Wargear:Staff
Special Rules: Furious Charge, Mob Rule, Waaagh!, Ork Psyker.
Options: For every 10 WeirdBoyz in the squad a Weird Nob can be taken
Powers just like a Warphead, except a Weird Boy can not access The Waaagh! or Inspira Power List. Psychic Mastery Level 1. When rolling for Type of Power if a 1 or 2 is rolled the Weird Boy is no longer a Psyker.
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This message was edited 4 times. Last update was at 2013/06/14 00:13:18
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/14 00:48:40
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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Sleg wrote: Dakkamite wrote:I'd say simplify it a bit, and use the surplus in the "Ork 2.0" thread as klan bonuses and stuff
I think it's funny because your outline is more complicated than rolling a d6 for what power you get and a d6 for activation. All Weirdboys use only 1 list and cast 1 time per turn. Warpheads are obviously just able to harness more power - but only cast once.
I actually tried to make it more complicated than necessary because complicated seems to be what your looking for.
If you remove the size check and stuff my method is almost as simple as the current one, and IMO the added complexity is made up for with a bit more control over the Weirdboyz power.
I love calling them Oddboyz - but term Oddboyz include Mek Boyz and Pain Boyz. Weird just means Psyker and I never want to confuse that
Weirdboy - Warphead - Warpboss
30 Points is expensive, takes up an elites slot, forcing army to take a weirdboy etc
I disagree, considering they're currently 55-85 points, 30 points is fine.
Whats wrong with them taking up an elites slot? What else are they going to be, heavy support?
They're not being forced. Snakebites would ditch high tech stuff and get other things in return. One of those things is an advantage with regards to Weirdboys. Whats the issue?
Ork's don't pray nor do I think they can tell the difference between Mork or Gork. Orks do not gain any benefit for their worship of any of their gods.
Never said they pray. Each Ork also has a preference... wars have been started over which god is which for instance. And considering the rumours of a Gork / Mork set of psyker tables I don't see an issue here either.
I don't understand this. So are you saying I can choose between powers I want instead of it being totally random?
You roll two dice to get your random power. With this upgrade, you gain a limited ability to choose between the powers. Say you rolled 3 and 4. Normally you'd take power #7. With this upgrade, you can choose power #3, power #4, or power #7.
Giving an Ork the abilty to choose between using his power or not - how do you stop an Ork from doing something self destructive?
Thats what mishaps are for. And Orks with totally random powers... well, they tried it with the Weirdboy and he's put simply he's gak. If they want the Ork psyker to be used, best way to do so is to give the player *some* say over the power that he uses each turn. I've chosen to extend that not only to influence over the power used but an option to try and prevent a power being used at all. Also gotta point out under your system some Weirdboys will get no powers at all.
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![[Post New]](/s/i/i.gif) 2013/06/14 02:10:02
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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Ok Terms are Weird Boy=Troop, Warphead=elite, Warpboss =HQ.
Here's the problem against the elder or any powerful Psyker Army, you are screwed. That alone makes taking them not worth it. The Psyker with probably WarpBurn before doing anything and if I were an opponent to an army with Warpheads in them. I would ignore them the entire game and wait to collect the points on them. If I'm lucky they will be dead from mishap in the first turn.
Any attack roll, will be denied. So you take all of the mishaps rolling 3d6 or with your list 4d6 against the number in your mob. 25% of your rolls will do anything. Half your rolls will do nothing to your opponent. Half of your rolls will do you harm.
I'm less likely to take them with your list than with them only as HQ. Currently, the Elite Slots are very valuable - Lootas and when given the choice between Lootas and Warpheads that I'm forced to take dedicate troops to - Lootas will always win.
Now I know my list is complex. But let's say you have a Warpboss, that rolls a 3 (Damaga). Whenever he is going to cast from that list the Opponent can cast "Deny the Witch", before I roll. I have a 50% to do something useful and a 50% chance to do something harmful to myself. If denied, my opponent might have just saved me from a world of hurt - not the way it currently is. If I get an attack - it can be denied. If I get Teleport, I'm now deep striking and nothing can stop that. The only good news is I can try to deny "Eadbanger" but currently for the ork list my master level is 1 so only a roll of a 6 will save me.
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This message was edited 1 time. Last update was at 2013/06/14 04:36:32
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/14 02:38:32
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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Doesn't make sense to me personally as to why deny the witch and stuff would happen before the Weirdboy casts anything. Far as I know everyone takes perils before deny the witch so don't know why it would be different. Not even sure why we're discussing that, its something that I don't care about.
The current choice is between Big Meks, Warbosses, or "uneffective warpheads". If you want to make Weirdboyz into troops then thats just being greedy IMO. Elites is the only slot where they could reasonably go.
On top of that, not everyone takes three units of Lootas every game. Some people might be pissed if your trying to take one of their troops slots, and others (ie me) dislike having to lose an HQ to take them. Theres gonna be disadvantages wherever you put them so I reckon put them where it makes the most logical sense - elites, or HQ for a Warpboss if he is a seperate character type.
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This message was edited 1 time. Last update was at 2013/06/14 02:43:04
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![[Post New]](/s/i/i.gif) 2013/06/14 03:28:51
Subject: Re:Weird Boys and lots of charts
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Flashy Flashgitz
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Dakkamite wrote:Doesn't make sense to me personally as to why deny the witch and stuff would happen before the Weirdboy casts anything. Far as I know everyone takes perils before deny the witch so don't know why it would be different. Not even sure why we're discussing that, its something that I don't care about.
Ok end of discussion on "deny the witch" before random roll of attack.
My goal was certainly not to make it more complicated - in fact the opposite, I tried (due to a lot of words) in vain to present a more rebust simple to use Weird Boy's Ability List, my single-minded goal is to make them attractive enough so that I would take them. If the list doesn't work game wise, I'd like to know how can I fix it.
Dakkamite wrote:The current choice is between Big Meks, Warbosses, or "uneffective warpheads". If you want to make Weirdboyz into troops then thats just being greedy IMO. Elites is the only slot where they could reasonably go.
I agree there are much better HQ choices than a Weird Boy with Warphead. I don't know why, giving troops Psyker is greedy, especially since they wont be very power. Then again we don't have that Troop option, so for me it's not even on the table. I would like the choice of making them a boss choice of a mob of Ork Boyz or an elite squad of 3-10. Again wishful thinking on my part - currently, the only thing I have is an HQ slot. It would be my Warphead ( HQ) over the current Weird Boy ( HQ). Personally, I would actually field mine and work incredibly hard to fit it in. But now that I learned that I have 3 HQ choices, that makes it easier for me. I would not field 3 elites with a 30 orkboyz squad, using an overly complicated space marine psyker list, with added mishaps.
Dakkamite wrote:On top of that, not everyone takes three units of Lootas every game. Some people might be pissed if your trying to take one of their troops slots, and others (ie me) dislike having to lose an HQ to take them. Theres gonna be disadvantages wherever you put them so I reckon put them where it makes the most logical sense - elites, or HQ for a Warpboss if he is a seperate character type.
I said lootas because that are the most attractive of the elites but is it more attractive than Nobs with a pain boy, or Mega Nobs. Your lists say 1-3 in and elite unit, that must be attached to a troop unit. I don't know what powers your lists gives so I have to assume that it's going to be half fluff, quarter attractive, and a quarter detrimental (which basically sends you to the Mishap list - that has 40% chance of really messing you up). The other enhacment strip out the randomness with buffs, so it's just like every other Psyker list.
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This message was edited 4 times. Last update was at 2013/06/14 04:45:37
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![[Post New]](/s/i/i.gif) 2013/06/14 05:09:34
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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Nob Leaders make sense for troops mobs. Weirdboys don't IMO, except possibly in a Snakebites army.
And being able to take 6 psykers in your army (and that assuming only Ork Boyz can take it, not anything else), where the only real sacrifice you make is losing the very crappy Nob leaders, seems like a huge advantage. Again, the only exception being a Snakebites list that pays the price of losing 50% of their codex choices.
I see them only fitting in two places. They can be an elites choice as I said earlier, or as part of a IC retinue ~ either just part of some generic retinue for all characters, or taken for a Warpboss which would be an HQ choice. Then like the Royal Court for Necrons they can be delegated to join various units.
And of course you'd go out of your way to use your list. You designed that list with a bunch of powers and stuff that you want, so it'd be very strange if you would not use it. I personally wouldn't want to use your list because I really dislike the idea of keeping track of which power each of the 50+ psykers in my army has nor having to learn 36 different powers with confusing instructions.
It's also strange that you'd take an HQ Weirdboy now that you have three HQ slots, but not Weirdboyz in elites now that you have a fourth elites slot.
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This message was edited 1 time. Last update was at 2013/06/14 05:10:10
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![[Post New]](/s/i/i.gif) 2013/06/14 11:10:52
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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Again, my list is only for HQ, but the option for troops is there. But let's say the option is on the table, I go crazy and purchase the 30 troops with nob psyker upgrade for 190 points. I throw the 29d6, all the 1's and 2's mean no power at all - which comes out to about 10. The rest get their power (no Waaagh!, no Inspira). The nob as well gets the chance for no power at all and (no Waaagh!). Half the time when they cast it's detrimental, especially if I end up with a lot of Damaga and around 5 of them will have that. It would be crazy. no matter what they roll a d6 for their power, it doesn't get any simpler than that. Boys with the same power list can roll together.
I wouldn't take 50+ but the option is there. There are no upgrades, no armor, other than the 6+ save. They basically will get blasted and still fail half their activation rolls and half their Leadership checks
Back to Psyker HQ only - he gets a 1 in 6 chance to have the Waaagh! list. He's great for Armies that have Dakkajets, he can handle other Psychic attacks and he's a 55 point, IC
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This message was edited 1 time. Last update was at 2013/06/14 11:22:34
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/14 11:41:00
Subject: Weird Boys and lots of charts
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Fixture of Dakka
Temple Prime
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Most of these powers range from essentially conceding the game to your opponent on a dice roll to "I win", except for damaga, which is largely just mediocre across the board.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/14 12:16:30
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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I'm extremely confused.
By my understanding of your rules you roll once for each psyker at the start of the game to see what power chart they will roll on, which means keeping tabs on 30 different models with regards to their powers.
Even if thats not the case, I can now take, on one force org and with just 1200 points, 180 fething psykers. Heaven forbid we play a 2k game. And you will have to roll individually for those psykers every turn because otherwise how do we resolve which one has the 'eadbanger' template put over him? Or which one steals a piece of wargear? Or which one has suffered "power failure?". And then we have to mark them as to which has had which effect and holy crap thats horrifying. This will literally take an entire games worth of time to resolve one turn.
I also can't really understand you when you try to explain it because you seem to go off on random tangents - like take your last sentance on your last post; "Back to Psyker HQ only - he gets a 1 in 6 chance to have the Waaagh! list. He's great for Armies that have Dakkajets, he can handle other Psychic attacks and he's a 55 point, IC" ~ what does this have to do with anything? Whats going on? How did I get here? How long are we going to have to keep rolling for those fething weirdboys?
I'm outta here man, this gak is way too confusing for me. Good on you for trying to fix the crappy weirdboy but these rules just ain't for me.
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![[Post New]](/s/i/i.gif) 2013/06/14 17:43:55
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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Kain wrote:Most of these powers range from essentially conceding the game to your opponent on a dice roll to "I win", except for damaga, which is largely just mediocre across the board.
I don't see the "I win" on just one roll. But there will be turns that will have the Orks going "I'm so screwed" to the next turn of "Bring it on!" Don't forget the Weird Boy has to cast every turn and only an exceptional string of good luck will bring about the 'I win'. If you are an Ork, why would you concede the game (unless the game has gone on for too long), if Orks had their unpredictability again at any moment fortune could smile, even in the more dire times. Then again the reverse should be true, If the Orks are stompin' at any moment their fortune could change. Which is why you should always bring numbers.
Dakkamite, first I would like to thank you for the debate - It gives me a lot to think about, even if it is just wishful thinking. I feel bad that you have reached your limit on this issue, but I agree maybe it's best to "table" it for the time being. If you could I woud still like to see what powers you would give the Ork Psyker.
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This message was edited 1 time. Last update was at 2013/06/14 17:45:52
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![[Post New]](/s/i/i.gif) 2013/06/14 23:04:49
Subject: Re:Weird Boys and lots of charts
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Disguised Speculo
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I haven't even thought about the particular powers, only the bureaucracy required to make them work and the grot assistants for them.
I guess I'd take the usual powers, and add a few on top. Teleport would go to Morks side and that +1 A would be made less gak (add +1 S) and go on Gorks side.
Ideas;
~Foot of Gork: That thing with the Foot template from Warhammer Fantasy. Good gak.
~Transform boys into Nobs, or a Nob into a Boss
~give a unit / all units shrouded or create a forcefield of some kind
~weirdboy becomes an 'avatar of Gork/Mork', sorta like a C'tan with crazy strength or crazy shenanigans
~'eadbanger is auto-kill, and removes all Orks (or all models?) within a small blast radius.
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![[Post New]](/s/i/i.gif) 2013/06/15 18:04:51
Subject: Weird Boys and lots of charts
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Flashy Flashgitz
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This has puzzled me. I agree that giving a unit of Ork Boyz Psykic Powers will not only bog down the game, it could easily get confusing, trying to keep track of who has what. I'm going to stick with just an HQ (55pts).
Still, add a Troop group of Weird Boys (6ps each), that have no powers and only Staffs as Weapons. They can upgrade to 1 WeirdNob (10 pts) for every 10 boy, also with no powers and only Staffs as weapons.
I'm still flushing it out, but the HQ Warphead can cast his powers which takes 1 Warp Charge. The remainder of warp charges rolls a d6 on a roll of a 1, remove 1 Weirdboy on a roll of a 6, a Weirdboy becomes a Psyker rolls for power using the same as above (but they aren't powerful enough to make more.
I'm playing in about an hour, so if the games go quick. I'm going to see if we can at least try out a few of these ideas - see if they work or don't bother. I thinking of using your idea of 2d6, to up different results, but that's still in the planning stage, though
Automatically Appended Next Post:
The test: we did a test with a small army list. Me with a Warphead and 30 weirdboys (3 nobs) against Eldar Farseer and a squad of Harlequins (clown spam).
I roll a 3 - Damaga. - First turn, I go second and then I get eaten I lose 10 boys, one nob makes his look out sir. My turn, I hit my squad with a Frazzle (don't deviate), I make my look out sir and lose 3, No Psyker, lose 1 more.
The clowns are actually charging me (it could be because I lost almost half the squad in the first turn). Only 6 from shooting and then only 3 from melee. I make my Ld. Since I have Damaga, my Staff becomes a power maul (no rolling on the chart). I make the second psyker roll and roll a 1 for power (not a psyker). We actually kill 1 clown.
Turn 3, my squad is gone, only the Warphead is left with 1 wound. I kill a second clown and take a burn for not casting (we were disputing if it should be one wound or 3, but it didn't matter.
Turn 4 the test was over.
Not really a fair test for it - but it certainly needs work - maybe not a complete over haul, but certainly a lot of major changes.
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This message was edited 2 times. Last update was at 2013/06/16 00:14:36
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