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![[Post New]](/s/i/i.gif) 2014/11/25 15:28:09
Subject: Orks - Weirdboy Abuse
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Waaagh! Warbiker
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I'm not 100% sure if this should be under tactics or under army lists. I've got the below list to illustrate how i get 4 Weridboys, and the plan is to join them all up to 30 Slugga Boys. Could a Weirdboy army effectively? A question on if multiple weirdboy powers stack together. I was wondering something similar to the below list. I know people don't like Grots, but they're only really here to unlock the 2 extra CADs: 1st CAB -- HQ: Warlord + Bike + PK + Da Finkin Kap (Warlord) 1st CAB -- HQ: Mad Doc Grotsnik 2nd CAB -- 2x HQ: HQ: Weridboy lvl 2 3rd CAB -- 2x HQ: HQ: Weridboy lvl 2 1st CAB -- Troops: 30 Slugga Boys + 3 Rokkits inc Nob + BP = 235pts I can't see any rule which states that the Weirdboy powers don't stack. So could we, in theory, give a unit of 30 boys stupidly high Strength? Or lots of attacks? The Finkin Kap is on the Warboss rather than Da Lucky stikk because I figured, if we can Infultrate/Outflank the boys via the Warlord trait, would we then also start summoning lots of Deamons really close to the foe. With 4 Weirdboys, all lvl 2, next to at least 10 "Ere' we go" boys, then they each generate an extra point. Giving us 12 ponts in total. Has anyone tried this? Outflanking/infultrating this numbre of boys seems frightening. I did have the idea about doing this with a large group of Ork commando's instead, however I'm not sure if that would be as effective... any thoughts or comments will be greatly appreciated.
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This message was edited 1 time. Last update was at 2014/11/25 15:31:44
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... |
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![[Post New]](/s/i/i.gif) 2014/11/25 15:42:58
Subject: Orks - Weirdboy Abuse
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Screamin' Stormboy
Stuck in wit da boyz
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Interesting.
That's a lot of points dedicated to getting one unit.
Sounds fun. I'll try it.
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If brute force doesn't do it, you're not using enough. |
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![[Post New]](/s/i/i.gif) 2014/11/25 17:33:38
Subject: Re:Orks - Weirdboy Abuse
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Krazed Killa Kan
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A unit my only cast a psychic power once - so you could only cast something like warpath or hammerhand once per squad, even if you had multiple wierdboyz who had it. So you couldn't have a squad of boyz with +4 A and Str if 4x wierdboys somehow got hammerhand & warpath.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2014/11/25 21:12:08
Subject: Re:Orks - Weirdboy Abuse
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Waaagh! Warbiker
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Kap'n Krump wrote:A unit my only cast a psychic power once - so you could only cast something like warpath or hammerhand once per squad, even if you had multiple wierdboyz who had it. So you couldn't have a squad of boyz with +4 A and Str if 4x wierdboys somehow got hammerhand & warpath.
Damn that's ashame...
Any other ways we could use Weirdboys? Could we infultrate them with commandos?
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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... |
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![[Post New]](/s/i/i.gif) 2014/11/25 22:08:57
Subject: Orks - Weirdboy Abuse
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Shunting Grey Knight Interceptor
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Not much to abuse. Not that they're bad, but they won't be gamebraking. Most of their powers are short-range shooting -- typical Orkiness. In which case, infiltrating with Kommandos is not a bad idea.
The power most ripe for abuse also happens to be my most favorite: Da Jump. Drop some Tankbustas in a tank's rear arc for rokkit and bommsquig shots. Or move some burnaboyz up close to clear out guys behind cover. Don't forget that the Weirdboy can also shoot another psychic power or two in the same turn if you have the warp charges for it.
After you've delivered your specialized shooty troops, detach the IC Weirdboy (he can even Run into cover later in the same turn). Now you can go pick up a nearby unit for another ride across the board. Maybe bring some large shootaboyz over near an objective if you dare risk the mishap of deepstriking 20-30 models!
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![[Post New]](/s/i/i.gif) 2014/11/25 22:22:44
Subject: Re:Orks - Weirdboy Abuse
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Krazed Killa Kan
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An IC without infiltrate cannot join a unit that does and infiltrate with them.
So, kommandos can't bring a wierdboy (or anyone else, for that matter) along with their infiltration.
Wierdboyz are decent, and got solid spells (with the exception of headbanger, which is terrible), but there's not a lot of reliable shenanigans to be had with them.
Though, once I did manage to get da jump and killbolt in a game. Late game, I was winning and my opponent had a unit of ~5 incubi in a line behind a wall, so I decided to try and teleport next to them and killbolt down their line. I managed to get a direct hit on my teleport and fried each and every one. It was pretty hilarious.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2014/11/25 22:34:15
Subject: Re:Orks - Weirdboy Abuse
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Waaagh! Warbiker
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Kap'n Krump wrote:An IC without infiltrate cannot join a unit that does and infiltrate with them. So, kommandos can't bring a wierdboy (or anyone else, for that matter) along with their infiltration.
Ah, yeah I just found that rule. Well that saves me from ever buying a box of Kommandos then!
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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... |
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![[Post New]](/s/i/i.gif) 2014/11/26 02:15:08
Subject: Orks - Weirdboy Abuse
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Nasty Nob
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What you could do is the Battlewagonz formation.
Across four wagon you could get your two CAD four the four weird boyz. Problem is I think you can't jump from transports.
Of course I'm a fan of his witch fire powers and you can do that from wagon
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2014/11/26 17:13:39
Subject: Orks - Weirdboy Abuse
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Waaagh! Warbiker
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Mmmm that's an interesting idea. Not sure how easily that would all fit together points wise. I really like the idea of outflanking Weirdboys, however the best way to do that would be with Da Finkin Kap and with a unit who have a dedicated transport...
A trukk of 12 boys might be good enough, but if it explodes we've already lost quite a few people and will be unable to generate that additional physic level.
We could just take some Nobs? Give them all Eavy Armor to soak up any explosion. Put 3 weirdboys in there (1 for each physic table they can use) and infultrate/outflank that way.
Thinking of that, it does make alot of sense to run 2 CADs and the 5 battlewagons. Scout is really good...
Do we disembark from vechiles before or after the physic phase? I really don't have much experience with it.
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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... |
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![[Post New]](/s/i/i.gif) 2014/11/26 19:47:57
Subject: Orks - Weirdboy Abuse
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Screamin' Stormboy
Stuck in wit da boyz
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Help stop weirdboy abuse.
Adopt a weirdboy today.
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If brute force doesn't do it, you're not using enough. |
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![[Post New]](/s/i/i.gif) 2014/11/27 03:51:50
Subject: Orks - Weirdboy Abuse
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!!Goffik Rocker!!
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