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![[Post New]](/s/i/i.gif) 2014/03/06 05:20:25
Subject: ...So I'm thinking of getting a Weirdboy?
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Yellin' Yoof
Sydney, Australia
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Hi all,
I've been playing my Orks for sometime now and I'm looking to spice things up a bit. Hence, I'm looking at getting myself a Weirdboy.
I am not a very big competitive player and am looking at getting him purely for fun and the utter randomness that can only be achieved through playing such a model in your army.
So I would probably run him with a squad of 'Ard Boyz to increase his Ld and also for their better save just in case his head explodes...
Also, is it worth upgrading to Old Zogwart? I think the idea of turning Abaddon or Mephiston into a squig is pretty hilarious!
As I own 2 dakkajets, it would be good to be able to summon an extra WAAAGH!!! every now and then too...
But I guess another question is how to play him? Do you use him tactically?? I don't really see that as an option...
My thoughts are to put him with a squad and play them independently from the rest of your army. That way if they teleport across the board, it doesn't affect your overall battleplans..
Thoughts?
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- Crap Shooting, but GREAT leadership
~ 5000pt Death Skulls
FFG X-WING
FFG - Armada
Port Stephens are of NSW - PM me for a game if you're close by! |
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![[Post New]](/s/i/i.gif) 2014/03/06 05:29:01
Subject: ...So I'm thinking of getting a Weirdboy?
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Ragin' Ork Dreadnought
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If you're taking a Weirdboy, there's no real reason not to upgrade him to Zogwort. You get more power, a couple fun special rules, and if you can model than a cooler looking guy on the battlefield.
In 10,000+ Point battles, where you're bringing a ton of Boys and 10+ Dakkajets, Weirdboys really start to shine. A garunteed WAAAGH! Every single turn (from 500 points of Warphead) is really great when it gives your entire army fleet and your air force doubles its power. Outside of ridiculously big Apoc. games, though, take only for flavor.
(Remember that woth DTW, you've got a 1/3 chance of squigging a normal character, and 1/4, 1/5, or even less against characters with Admantium Will or with Mastery Levels.)
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![[Post New]](/s/i/i.gif) 2014/03/06 05:35:44
Subject: ...So I'm thinking of getting a Weirdboy?
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Longtime Dakkanaut
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I'd use a proxy model until we see the new codex - there have been some wildly contradictory rumours about the new codex's weirdboy powers working very differently to how they do now.
Yes, I've heard Zoggy is currently the best option.
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![[Post New]](/s/i/i.gif) 2014/03/06 06:23:23
Subject: Re:...So I'm thinking of getting a Weirdboy?
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!!Goffik Rocker!!
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I've run wierdboyz. They rarely do anything useful though. To be honest, they're much more dangerous for you than for your opponent. With current cover and dtw on everything, it's been quite a while when i managed to hurt something with his shooting powers, +1 attack is pretty useless most of the time, deepstrike is quite dangerous cause of mishaps and that it bunchs up your boyz that will just get templated next turn. Waaagh is handy when you have dakkajets though. But double random. U need the dakkajet to be on table and in right position and you need to roll it.
Another problem is that it's not quite clear how to allocate wounds from the 1 result. For example, you've got a wierdboy and 2 guyz under the blast, let's say you got 3 wounds. So, where to put this wounds on? It's not stated that he wounds random models or that you can pick the models yourself like it was in 5 ed. With new 6 ed rules, wounds are allocated to the models closer to the firer. And it's not quite clear if this blast IS a shooting attack. If you interpretate it as a shooting attack than wounds are placed on a wierdboy cause he's the firer himself so you have to pass look outs to save the wierdboy.
What he's good at is giving 5+ deny the witch to the boy'z squad. A few times i had luck with deepstriking 30 shootaboyz in right position. But that was vs an opponent with no blasts and flamers at all. I take wierdboy in crazy games where i also take zzap gunz and sag mek.
Overall, he's worse than mediocre in general but is fun from time to time. The only viable tactix is to take a warphead, 3 dakkajets and prey to Gork and Mork to bless your dice while cursing the opponent's. Some people run him with meganobz hoping to get an 'ere we go but casting something with ld7 is gona be a problem. I run him with 25+ footslogging shootaboyz.
Automatically Appended Next Post:
But the bright side is that you can try to make him out of a regular nob! They're of about the same size.
1. Take a nob without arms.
2. Take grot prod - must be stock with a runthered. Add some plastic bits to it to make it 'shinier'
3. Try to find a spare hand that's holding nothing - will be harder to do than sounds, probably will have to cut off a choppa from a regular nob'z arm. Might be good to leave a choppa's handle.
4. If possible, find some insane-looking hat and a cloak not necessarily from wh40k. And something that looks like tin cans. Glue this 'kanz' to a simple painted thread. Than glue it to the wierdboy'z body. They like wearing such stuff fluffwise.
Here you go! If you don't like him as a wierdboy, you alwayz can swap arms and he'll be regular nob once again.
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This message was edited 5 times. Last update was at 2014/03/06 09:53:18
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![[Post New]](/s/i/i.gif) 2014/03/06 14:21:45
Subject: ...So I'm thinking of getting a Weirdboy?
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Nasty Nob on Warbike with Klaw
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Main problem with Zogwort is his Bs0.
Means he can't use half the powers on the chart (even though they auto hit, Bs0 means he can't shoot at all, auto hit or not).
Deepstriking 30 shoota boys can be fun, but the size of the unit means a mishap is more likely. Also they're very grouped together, even a run move won't spread 30 Orks out much. They also can't assault.
For non-competitive fun, you want a smaller (less mishap) tougher unit, with lots of Dakka! Flashgitz!
You'll not find a more enjoyable (and random) combination than Weirdboy and Flashgitz.
Dangerous for 2 reasons:
1). Your opponent has no idea what they'll do next,
2). Neither do you!
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![[Post New]](/s/i/i.gif) 2014/03/06 14:59:02
Subject: ...So I'm thinking of getting a Weirdboy?
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Yellin' Yoof
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A possible combo is a double warphead weirdboyz with 3 dakkajet (or 6 at 2000). Waagh all the time and release the dakka from the sky.
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![[Post New]](/s/i/i.gif) 2014/03/06 17:19:37
Subject: ...So I'm thinking of getting a Weirdboy?
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Growlin' Guntrukk Driver with Killacannon
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Waaaghpower wrote:If you're taking a Weirdboy, there's no real reason not to upgrade him to Zogwort.
I have had fantastic success with Warpheadz in a Battlewagon shooting. Yes, shooting. The BW gets him in position and protects him. The Boyz make him LD 10. Re-rolling 'Eadbanger and 'Ere We Go results from the chart, you will get one of the auto-hit shooting attacks about 4/9 of the time, and only get the unwanted ones 1/9 times. You roll for the power at the beginning of the Shooting Phase, so you know which shooting attack you have before targets are declared. Yes, your opponent will get Deny the Witch and whatever saves they can muster, but this is one of the more reliable ways for an Ork Army to have AP2 and 3 ranged attacks. That Zzap is sick. I've annihilated a good number of Walkers and Vehicles with it.
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This message was edited 1 time. Last update was at 2014/03/06 17:20:27
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) 2014/03/06 18:42:39
Subject: Re:...So I'm thinking of getting a Weirdboy?
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Dakka Veteran
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You can have fun in an Ork list with two Weirdboyz. They work best in a Green Tide list.
By RAW, Zogwart is currently broken because of his BS0, so he is unable to use any of the Ork Psychic shooting powers. GW, in their infinite wisdom even decided it was worth pointing out in the FAQ that he can't use these powers... instead of realizing 6th Edition had broken him, and just given him an Errata entry to increase his BS skill to "1".
However, if you're playing friendly games, I'd simply say "Look, 6th Edition broke Zogwart and Games Workshop is dumb. Is it OK if I treat him as having a BS of 1?"
So, that said, I cooked up what would be a fun beginnings of a two warphead list.
Old Zogwart
Warphead
1x30 'Ard Boyz with Shootas
3x20 Boyz with Shootas, Nobz w/Big Choppa, Boss Pole, 'Eavy Armor
2xDakkajet
That comes in at a nice 1250 points. That leaves you room in a 1500 point list to add some PowerKlaws maybe, and sprinkle in some Lootas or even a couple of Battlewagons if you don't want ALL your boys to be footslogging.
I've run a two Warphead list before. I think I only ran it twice, maybe three times. I never won with it, but it was a heck of a lot of fun to play.
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![[Post New]](/s/i/i.gif) 2014/03/06 19:53:16
Subject: ...So I'm thinking of getting a Weirdboy?
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Nasty Nob on Warbike with Klaw
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Ghenghis Jon wrote:Waaaghpower wrote:If you're taking a Weirdboy, there's no real reason not to upgrade him to Zogwort.
I have had fantastic success with Warpheadz in a Battlewagon shooting. Yes, shooting. The BW gets him in position and protects him. The Boyz make him LD 10. Re-rolling 'Eadbanger and 'Ere We Go results from the chart, you will get one of the auto-hit shooting attacks about 4/9 of the time, and only get the unwanted ones 1/9 times. You roll for the power at the beginning of the Shooting Phase, so you know which shooting attack you have before targets are declared. Yes, your opponent will get Deny the Witch and whatever saves they can muster, but this is one of the more reliable ways for an Ork Army to have AP2 and 3 ranged attacks. That Zzap is sick. I've annihilated a good number of Walkers and Vehicles with it.
Codex:Orks FAQ wrote:Q. Which Weirdboy psychic power is a psychic shooting attack? (p37)
A. Frazzle and Zzap (though they include a few exceptions to the normal shooting rules, as specified in their description).
BRB FAQ wrote:Q: What happens if a model with BS0 takes a Snap Shot? Do they count as having a BS of 1? (13)
A: Models with BS 0 cannot make any form of Shooting attack – see the rules for zero-level characteristics on page 3
Zzap is a shooting attack, therefore unusable by Zogwort.
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![[Post New]](/s/i/i.gif) 2014/03/06 21:02:28
Subject: ...So I'm thinking of getting a Weirdboy?
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Sister Vastly Superior
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On the plus side he can't blow himself up because 'eadbanger is treated as a shooting attack. Although if in a vehicle it still screws you over.
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Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers
I have a KickStarter problem. |
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![[Post New]](/s/i/i.gif) 2014/03/07 07:01:40
Subject: ...So I'm thinking of getting a Weirdboy?
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Insect-Infested Nurgle Chaos Lord
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I enjoy using Zogwort in casual games.
Squigging people is just hilarious.
Unfortunately it only works on ICs.
It would be more fun if it worked on all Characters. Maybe when the Ork codex eventually gets here...
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2014/03/07 11:26:58
Subject: ...So I'm thinking of getting a Weirdboy?
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Growlin' Guntrukk Driver with Killacannon
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Wasn't arguing with you about Zogwort.
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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) 2014/03/07 18:17:54
Subject: ...So I'm thinking of getting a Weirdboy?
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Nasty Nob on Warbike with Klaw
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I do appologise, miss read.
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![[Post New]](/s/i/i.gif) 2014/03/08 11:55:45
Subject: ...So I'm thinking of getting a Weirdboy?
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Yellin' Yoof
Sydney, Australia
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Thanks for the input guys, it's been very helpful!
I think I'm going to go ahead and pick one up and use him as a Warphead and give old Zog a miss..
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- Crap Shooting, but GREAT leadership
~ 5000pt Death Skulls
FFG X-WING
FFG - Armada
Port Stephens are of NSW - PM me for a game if you're close by! |
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![[Post New]](/s/i/i.gif) 2014/03/09 02:43:55
Subject: Re:...So I'm thinking of getting a Weirdboy?
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Flashy Flashgitz
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I used to use zoggy all the time, but I've found he really doesn't do much at all, as others have said, especially for his points.
In order to squig someone, you need to pass a psychic test, he needs to fail deny the witch, and, most importantly, you need to roll higher than him, ties going to him. The odds are not in your favor. He is a good area denial unit though, or a bullet magnet, depending on who you're facing.
Warpheads are OK. But they're still too random to be any kind of useful. A full 3 of the rolls are useless and/or even screw you over, the waaaaggghh is only a 1/6 chance, and only useful if your dakkajets are still alive when you roll it. The two auto hit shots are useful, but you'll roll either one of them just as much as you'll roll to kill your boyz. The re-roll helps, but your just as likely to roll something useless again
And when you think about it, zoggy costs almost as much as tigurious.
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