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Made in us
Fresh-Faced New User



Georgia

My apologies if this has already been addressed in another thread. So what about weirdboyz with sanctic daemonology powers? I just envision shoota boys with gate of infinity and hammer hand. What's the story on this? Any experiences with this? I wanna try it out. Good idea? Bad idea?
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

I haven't tried my weirdboyz with anything except the Gork/Mork list, because it's so good. It has a lot of utility to take out either infantry, or vehicles as well. But, it could be worth exploring other options since they have access to Demonology as well. I haven't really given that table a look to be honest.
   
Made in us
Fresh-Faced New User



Georgia

I was just thinking it is definitely a good tool kit if you end up facing daemons at a tournament. The primaris power Could give you a leg up against them. Also hammerhand gives your psyker and the unit he's attached to +2 strength. Strength 6 boys on the charge sounds good to me. Your pk nob is now strength 10 like the warboss. Strength 10 meganobz?
Sanctuary could give your boys a 6++. Not much but at least they always get their save.
I dunno. Just a thought.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

Snottyjo3 wrote:
I was just thinking it is definitely a good tool kit if you end up facing daemons at a tournament. The primaris power Could give you a leg up against them. Also hammerhand gives your psyker and the unit he's attached to +2 strength. Strength 6 boys on the charge sounds good to me. Your pk nob is now strength 10 like the warboss. Strength 10 meganobz?
Sanctuary could give your boys a 6++. Not much but at least they always get their save.
I dunno. Just a thought.


It might be something to dabble in once in a while, +2 S isn't terrible, I won't lie. Being able to smack around MC's and their high toughness, or helping get hits on vehicles is helpful to say the least.
   
Made in us
Longtime Dakkanaut





I haven't tried out sanctic yet.

There is a lot of appeal to give a large unit of boyz +2 strength tho...30 ard boyz at str6 on the charge is nothing to ignore.

In a greentide list it would be nasty.

Do an Ork horde 3 HQ detachment with 3 weirdboyz, 3 min units of grots, and some mek guns(traktor kannons)
greentide.

have weirdboyz roll on sanctic til you get hammerhand then they roll on WAAAGH for warpath.

100+boyz/nobs/warboss/weirdboyz/might as well have meks in there too..that are all +1 attack and +2 str. The basic boy would have 5 str6 attacks on the charge. All the HQs would be str 9 or 10 on the charge.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

blaktoof wrote:
I haven't tried out sanctic yet.

There is a lot of appeal to give a large unit of boyz +2 strength tho...30 ard boyz at str6 on the charge is nothing to ignore.

In a greentide list it would be nasty.

Do an Ork horde 3 HQ detachment with 3 weirdboyz, 3 min units of grots, and some mek guns(traktor kannons)
greentide.

have weirdboyz roll on sanctic til you get hammerhand then they roll on WAAAGH for warpath.

100+boyz/nobs/warboss/weirdboyz/might as well have meks in there too..that are all +1 attack and +2 str. The basic boy would have 5 str6 attacks on the charge. All the HQs would be str 9 or 10 on the charge.


I see a lot of people auto including Traktor Kannons...why? Unless you REALLY know your playgroup, those seem like total dead weight, only capable of snap shotting ground based units. I'd only bnring them if I knew for certain my opponent was bringing fliers, or has a tendency to do so.

This message was edited 2 times. Last update was at 2014/07/30 00:42:23


 
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Sanctuary with a Kustom Force Field sounds nice. Vortex templates fit right in with the rest of the ork armory. Hammerhand gives you a better charge and would be a nice change from crappy str3 on a second round of combat. Gate is a decent way to get a unit across the board without buying an unreliable trukk.
   
Made in ca
Pulsating Possessed Space Marine of Slaanesh







Whoops... there doesn't seem to be anything here.

This message was edited 1 time. Last update was at 2017/10/10 17:40:05


3000pts
500 pts
Slaanesh Veteran Marine with Tentacles 
   
Made in us
Longtime Dakkanaut





Melevolence wrote:
blaktoof wrote:
I haven't tried out sanctic yet.

There is a lot of appeal to give a large unit of boyz +2 strength tho...30 ard boyz at str6 on the charge is nothing to ignore.

In a greentide list it would be nasty.

Do an Ork horde 3 HQ detachment with 3 weirdboyz, 3 min units of grots, and some mek guns(traktor kannons)
greentide.

have weirdboyz roll on sanctic til you get hammerhand then they roll on WAAAGH for warpath.

100+boyz/nobs/warboss/weirdboyz/might as well have meks in there too..that are all +1 attack and +2 str. The basic boy would have 5 str6 attacks on the charge. All the HQs would be str 9 or 10 on the charge.


I see a lot of people auto including Traktor Kannons...why? Unless you REALLY know your playgroup, those seem like total dead weight, only capable of snap shotting ground based units. I'd only bnring them if I knew for certain my opponent was bringing fliers, or has a tendency to do so.


I tend to play in leagues/tourneys and you cant switch your list so I think bringing some traktor kannons is useful. Of course if you know your opponent isnt bringing any there is no reason to.

and they are useful against more than just flyers. You can use them against skimmers and FMCs(with no restriction to what flight mode they are in.

This message was edited 1 time. Last update was at 2014/07/30 04:21:42


 
   
Made in eu
Regular Dakkanaut




So this means they are usefull against :
- eldar (lots of skimmers)
- dark eldars (lots of skimmers)
- tyranids (lots of FMC)
- necrons (lots of skimmers)
- deamons (lots of FMC)
- TAU (often a skyray there at least in my meta)
- SMC (often FMC)

So we could wonder who they are bad against, and that would be imperial armies mainly
   
Made in ru
!!Goffik Rocker!!






Though, they have a decent chance to die from perils considering ork's ld.
   
Made in us
Fresh-Faced New User



Georgia

Yeah. And daemonology is perils on any doubles. Not just sixes. I'm going to try three weirdboyz out in my next game and see how they fair. I'm planning on running this list at 1850 vs. Astra militarum

Orks: 1850
Mad doc: 160

3x weirdboyz: 210
Extra ml

Troops:
20 shoota boys : 165
2 big shootas
Nob bp

2x 25 shootas: 400
2 big shootas
Nob bp

30 sluggas: 215
Nob pk

Heavy:
2 x 10 lootas: 280
2x battlewagon: 270
4 big shootas
Reinforced ram
6 flashgitz: 150
W/ runts

The gitz and 20 boys go in battlewagons. Each foot slogging group gets a weirdboy. Mad doc goes with the group of 30.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Melevolence wrote:
blaktoof wrote:
I haven't tried out sanctic yet.

There is a lot of appeal to give a large unit of boyz +2 strength tho...30 ard boyz at str6 on the charge is nothing to ignore.

In a greentide list it would be nasty.

Do an Ork horde 3 HQ detachment with 3 weirdboyz, 3 min units of grots, and some mek guns(traktor kannons)
greentide.

have weirdboyz roll on sanctic til you get hammerhand then they roll on WAAAGH for warpath.

100+boyz/nobs/warboss/weirdboyz/might as well have meks in there too..that are all +1 attack and +2 str. The basic boy would have 5 str6 attacks on the charge. All the HQs would be str 9 or 10 on the charge.


I see a lot of people auto including Traktor Kannons...why? Unless you REALLY know your playgroup, those seem like total dead weight, only capable of snap shotting ground based units. I'd only bnring them if I knew for certain my opponent was bringing fliers, or has a tendency to do so.


I tried the Traktor Kannons in my last game and they were useless. My opponent brought 2 flyers that immediately went to Hover mode, so I was snap firing against them because for some stupid reason they aren't "flying" anymore. I would have done better with Lootas.
   
Made in us
Killer Klaivex




Oceanside, CA

You got robbed last game then.
A flyer in hover mode is treated as a fast skimmer.
Skyfire lets you fire normally at Flyers, Flying Monstrous creatures, and Skimmers.

A flyer is either counting as a skimmer or a flyer, both of which skyfire units shoot normally.

I would take tractor cannons every time. If an opponent isn't taking flyers, flying monsters or skimmers, I'd be so happy I won't care that those tractors have to snap shot.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Longtime Dakkanaut





What Hawaii Matt said.

I would be more than happy to have to snapfire my traktors because that means there are no flyers zomming/hovering, theres no skimmers, and thers no FMC swooping/whatever.

Sounds good to me.

Every army has access to flyers/skimmers/FMC many armies rely heavily on them for what are seen as competitive builds.

also a lot of IG players use Valks/Vendettas and space marines sometimes have landspeeders/stormtalons/stormravens...




   
Made in us
Smokin' Skorcha Driver




Dallas, TX

 HawaiiMatt wrote:
You got robbed last game then.
A flyer in hover mode is treated as a fast skimmer.
Skyfire lets you fire normally at Flyers, Flying Monstrous creatures, and Skimmers.

A flyer is either counting as a skimmer or a flyer, both of which skyfire units shoot normally.

I would take tractor cannons every time. If an opponent isn't taking flyers, flying monsters or skimmers, I'd be so happy I won't care that those tractors have to snap shot.


Do you happen to know where that is in the BRB so that I can reference next time?

Thank you Matt
   
Made in nz
Regular Dakkanaut






mrfantastical wrote:
 HawaiiMatt wrote:
You got robbed last game then.
A flyer in hover mode is treated as a fast skimmer.
Skyfire lets you fire normally at Flyers, Flying Monstrous creatures, and Skimmers.

A flyer is either counting as a skimmer or a flyer, both of which skyfire units shoot normally.

I would take tractor cannons every time. If an opponent isn't taking flyers, flying monsters or skimmers, I'd be so happy I won't care that those tractors have to snap shot.


Do you happen to know where that is in the BRB so that I can reference next time?

Thank you Matt


BRB p171
Special Rules - Skyfire
A model with this special rule fires at normal BS when shooting at Flyers, FMCs and Skimmers, but can only snapshot against other targets.

BRB p85
Hover
If a flyer is Hovering, it is treated exactly like a Fast Skimmer.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

unfassbarnathan wrote:
mrfantastical wrote:
 HawaiiMatt wrote:
You got robbed last game then.
A flyer in hover mode is treated as a fast skimmer.
Skyfire lets you fire normally at Flyers, Flying Monstrous creatures, and Skimmers.

A flyer is either counting as a skimmer or a flyer, both of which skyfire units shoot normally.

I would take tractor cannons every time. If an opponent isn't taking flyers, flying monsters or skimmers, I'd be so happy I won't care that those tractors have to snap shot.


Do you happen to know where that is in the BRB so that I can reference next time?

Thank you Matt


BRB p171
Special Rules - Skyfire
A model with this special rule fires at normal BS when shooting at Flyers, FMCs and Skimmers, but can only snapshot against other targets.

BRB p85
Hover
If a flyer is Hovering, it is treated exactly like a Fast Skimmer.


Awesome, thanks.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Heres my thing about daemonology for orks.

Our HQs are vital to our army, i find it difficult to even bring the weirdboy as i would REALLY love another big mek or painboy. That in itself makes the weirdboy a non-sacrificial unit, and taking daemonology forces him to be just that.

Any doubles....repeat ANY doubles...causes a perils. Most of them auto-wound, some only if you fail a leadership, others are worse if you dont fail than if you passed a leadership. On an LD7...not happening that often lol.

The only daemon spell that appeals to me is the +2 strength to his unit, as giving that to 20+ boyz (however many are alive by the time they assault) makes them craaaaazy strong. But if you roll more than 3 dice to try and cast it, odds are you will peril. Hell, 3 dice is a 45% chance of any doubles as it is. The vortex is epic sounding but its WP2 which means i pretty much cant cast it unless i want to say screw it and take the perils chart to the face.
Gate of Infinity....we have that lol its called Da Jump and functions the same exact way (minus the pretty much never-happening side effect for Da Jump) without the perils danger.

+1 Attack on a big blob of boyz with Warpath is as lethal as +2 strength, just in a different sense. +2 strength enables the boyz to hurt T5-6 models reliably, T7 at a disadvantage, and able to hurt T8/9 rather than impossible. The +1 attack threatens T5 or less just as much if not more as my ~25 boyz are now throwing 125 S4 attacks in your face, and more powerklaw hits too.

I use a weirdboy almost every game, and i refuse to use daemonology because the outcome vs the risk is at best highly situational.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut




Hmmm it might be fun in an unbound list to field 5 or 6 weird boyz and some of them using demonology santic or malific. Might not be competitive but it could be fun =)
   
Made in nl
Blood Angel Neophyte Undergoing Surgeries




Groningen

Orks summoning deamons would surely suprise your opponent, even your own boyz would look twice
   
Made in us
Grovelin' Grot Rigger






Los Angeles, CA

I plan on trying it and using my old mad boyz as proxies for daemons. [I have a WFB daemon army but I like this idea better.] But first I'm going to convert a weirdmek : I'm not a huge fan of psykers so I'm fluffing it up that one of the meks is harnessing powers he doesn't fully understand with a giant contraption. But I digress.
   
 
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