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Made in gb
Lead-Footed Trukkboy Driver





Hello all!

I have just been wondering, since orks can take the Malefic powers as weirdboyz, why not take an ork hourde detatchment with 3 min squads of grots for holding objectives (even though they wont have objective secured, they can take objectives as your man force surges forward) and 3 Weird boyz!!! thats 210 points worth of weird boyz. with the powers, odds are that you will be able to get possession which for 3 warp charges (you will generate minimim of 7 warp charges a turn and a max of 15) you can summon a bloodthirster EASY! sure, the 70 point weirdboy will die, but who cares! you now have a 250 point monster instead of a 70 point weirdboy. PLUS you could get incursion to send tonnes of bloodthirsters running towards the enemy along side your orks - terrifying!

this idea excites me becausei have always wanted to play demons and orks, let me know your thoughts!?
   
Made in us
Slashing Veteran Sword Bretheren






I say you try it and let us know how it goes. Battle report requested.

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 
   
Made in us
Auspicious Daemonic Herald





You perils on any doubles and only have Ld7 to defend yourself against it. You weird boyz will probably die before anything actually happens

Also never summon bloodthirsters. They are the worse greater daemon to summon.
   
Made in gb
Longtime Dakkanaut




UK

 Tiny_Titan wrote:
Hello all!

I have just been wondering, since orks can take the Malefic powers as weirdboyz, why not take an ork hourde detatchment with 3 min squads of grots for holding objectives (even though they wont have objective secured, they can take objectives as your man force surges forward) and 3 Weird boyz!!! thats 210 points worth of weird boyz. with the powers, odds are that you will be able to get possession which for 3 warp charges (you will generate minimim of 7 warp charges a turn and a max of 15) you can summon a bloodthirster EASY! sure, the 70 point weirdboy will die, but who cares! you now have a 250 point monster instead of a 70 point weirdboy. PLUS you could get incursion to send tonnes of bloodthirsters running towards the enemy along side your orks - terrifying!

this idea excites me becausei have always wanted to play demons and orks, let me know your thoughts!?



How do you get "a mininum of 7 and a maximum of 15" warp charges per turn?

With 3 weirdboyz with level 2 psycher upgrade, they will produce 6 warp charges a turn. If they are all withing range of 10 units with... is it "ere we go"? (Not got my rulebook on me) then they produce 1 extra charge each.
So its minimum 6 and maximum 9.

Or at least, thats my understanding.

This message was edited 1 time. Last update was at 2014/12/31 14:40:44


 
   
Made in us
Tough-as-Nails Ork Boy





San Diego

Why not take an attachment with more werid boyz then you can have a 6 weird boyz and surround them with nothing but ork boyz, maybe green tide wink wink, for 18 min warp charges, when upgraded to warp heads, 2base pluse one for speacial rule.

Either way tell me how it goes, I am also excited bout doing this if i ever get some deamons.

 
   
Made in us
Slashing Veteran Sword Bretheren






Niiru wrote:
 Tiny_Titan wrote:
Hello all!

I have just been wondering, since orks can take the Malefic powers as weirdboyz, why not take an ork hourde detatchment with 3 min squads of grots for holding objectives (even though they wont have objective secured, they can take objectives as your man force surges forward) and 3 Weird boyz!!! thats 210 points worth of weird boyz. with the powers, odds are that you will be able to get possession which for 3 warp charges (you will generate minimim of 7 warp charges a turn and a max of 15) you can summon a bloodthirster EASY! sure, the 70 point weirdboy will die, but who cares! you now have a 250 point monster instead of a 70 point weirdboy. PLUS you could get incursion to send tonnes of bloodthirsters running towards the enemy along side your orks - terrifying!

this idea excites me becausei have always wanted to play demons and orks, let me know your thoughts!?



How do you get "a mininum of 7 and a maximum of 15" warp charges per turn?

With 3 weirdboyz with level 2 psycher upgrade, they will produce 6 warp charges a turn. If they are all withing range of 10 units with... is it "ere we go"? (Not got my rulebook on me) then they produce 1 extra charge each.
So its minimum 6 and maximum 9.

Or at least, thats my understanding.


Are you forgetting that you roll a d6 for warp charges?
1+6 = 7,
6+9=15

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 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I'd suggest unbound with the weirdboyz attached to a unit of Boyz and a Mad Doc for FNP. Play with the numbers to optimize what works best for you.

Fighting crime in a future time! 
   
Made in us
Slashing Veteran Sword Bretheren






 PipeAlley wrote:
I'd suggest unbound with the weirdboyz attached to a unit of Boyz and a Mad Doc for FNP. Play with the numbers to optimize what works best for you.


The FNP is not a bad idea, since it is technically not a save and you can make it against the wounds caused from perils.


Automatically Appended Next Post:
6 Warpheads
6 Painboyz
6 units of 30 boyz w/ nob, bp, BC, ‘eavy armor

This comes to 1980 points. and works out to a nice 666 demon combo. While there are no PKs, you should hopefully be able to summon some daemons that can smash some armor. But this is also unbound and uses 180 Boyz.

This message was edited 1 time. Last update was at 2014/12/31 15:26:50


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 
   
Made in gb
Longtime Dakkanaut




UK

 Icculus wrote:


Are you forgetting that you roll a d6 for warp charges?
1+6 = 7,
6+9=15


Ok, well, yes. Yes I did.

I've been playing around with this idea too (Though now it sounds slightly better with the extra dice), if only because it would be a bit of a different army list style to play. Always nice to have variety. You would probably want to load up on wierdboyz though. Two Ork detachments, so 6 HQ slots, would mean you could go for 5 wierdboyz and a painboy. Though might be more sensible to go for 4 weirdboyz and 2 painboyz and split them up into two boyz squads.

This is if you're gonna try for a big demon summoning host. I'd be tempted to go for something more balanced, like 3 weirdboyz, 1 painboy, 1 big mek with KFF (or warboss maybe) and have some other units like warbikers around... however going half-assed will likely mean your weidboyz will kill themselved without producing much.

Icculus' suggestion of 6 weirdboyz might be the way to go. Though I'm not sure you need a unit of 30 boyz per weirdboy (unless theres some reasoning behind it, like one of the powers destroys entire units or something). I'd think that 3 weirdboyz could hide in one squad of boyz pretty easily. Also means you'd only need 2 painboyz.

.... does summoning work from inside vehicles? 3 weirdboyz + 17 boyz in a battlewagon? Dunno if theres a point to that... Except that then the demons you summon would be in the enemy front lines instead of being back in your deployment?

   
Made in us
Slashing Veteran Sword Bretheren






Hold up! I think you are on to something with the battlewagons!

5 Warpheads
5 battlewagons w/ a ram and a big shoota
5x 19 boyz w/ nob, bp, PK

1745 points and uses the battlewagon formation. So the army gets to scout up 12 inches. First turn of summoning gets your daemons even closer. And this follows the WAAGH detachment and standard CAD detachment. 3 HQs and 3 troops and then 2 HQs and two troops.

But a side note is that the extra warp charge for being near 10 boyz does not work while embarked in a vehicle.

This message was edited 1 time. Last update was at 2014/12/31 16:04:23


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 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Icculus wrote:
But a side note is that the extra warp charge for being near 10 boyz does not work while embarked in a vehicle.
And neither do any Conjuration Powers.
   
Made in gb
Longtime Dakkanaut




UK

Ahh, I just re-read the rule and you're right. No transports or buildings, if you want the bonus charges. Guess its a toss-up between the extra charges and the extra defence.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Niiru wrote:
Ahh, I just re-read the rule and you're right. No transports or buildings, if you want the bonus charges. Guess its a toss-up between the extra charges and the extra defence.
But if you're going down the Daemonology route, you need to disembark to summon anything anyway.
   
Made in us
Slashing Veteran Sword Bretheren






 grendel083 wrote:
Niiru wrote:
Ahh, I just re-read the rule and you're right. No transports or buildings, if you want the bonus charges. Guess its a toss-up between the extra charges and the extra defence.
But if you're going down the Daemonology route, you need to disembark to summon anything anyway.


Well that wouldnt be so bad. scout 12" first turn disembark. Then begin summoning and you would still get the extra charges because you are around 10+ boyz in the start of the psychic phase.

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 
   
Made in de
Dakka Veteran




i tried that once... unbound with a green tide. friendly game, where i warned them that i would bring something "special"

did manage to summon plenty of pink horrors and other lesser deamons to multiply my charges =)
all in all twas really funny game... worked suprisingly well.
i had like 5-6 weridboyz and about 100 boy plus a warboss, grotsnik and stuff... i think about 1500 points.

for competitive or "real" games with friends thought? idk... it seems a bit cheesy... but than dameaeaoneology is always a bit strange... not to mention going unbound... ... -.-

This message was edited 4 times. Last update was at 2014/12/31 17:02:05


 
   
Made in us
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The only time I did this, I had a single weirdboy who summoned pink horrors. They in turn could summon safely, and I got off 1 unit of plaguebearers, but then my opponent started to focus on them and killed them all. Still not bad for 1 weirdboy, and it was great fun and a huge surprise.

   
Made in gb
Longtime Dakkanaut




UK

I know nothing about any of the daemons, so pink horrors can also summon? Are they psykers or do they get a special power specifically (without rolling on daemonology)?

May need to go find and read a copy of the chaos daemons book. Intrigueing.
   
Made in us
Battlewagon Driver with Charged Engine





Pink Horrors are brotherhood of psykers, but will only generate 1 warp die and only have 1 power (which can be the primaris summoning of course.)

The main thing is that even if they peril and die, you only lose 1 and you would need to lose all 10 to stop them summoning.

The best part of this is they do get a roll on the malific table when they are created, and just might get a 6...voila, instant greater daemon. Or possibly better they could get sacrifice and create a herald, who then gets more rolls and dice.

This message was edited 1 time. Last update was at 2014/12/31 17:22:40


 
   
Made in gb
Longtime Dakkanaut




UK

What I mean is, you roll for psychic powers pre-game... so what do you do if you summon a unit of psykers? Do you roll for their powers when they appear, or do they just get the primaris as default?

This may be obvious, I just havent used psykers much in a long time.
   
Made in us
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You roll for new powers as soon as they are manifested.
   
Made in gb
Longtime Dakkanaut




UK

On a different forum, a similar thread came up about making a summoning weirdboy army, but instead of using daemon models they wanted to use different types of squigs.

This appeals to me.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

It is not going to work.
The Weirdboyz will get their brains fried early in the game.

Former moderator 40kOnline

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Made in gb
Longtime Dakkanaut




UK

 wuestenfux wrote:
It is not going to work.
The Weirdboyz will get their brains fried early in the game.


Well they get two attempts each, as a failure isn't instant death its just one wound (most of the time anyway). So in the first two turns you have a decent chance of summoning at least 6 units of demons (with the army lists above of 6 weirdboys, assuming you'll get about 50% fail rate between rolling doubles and enemy deny the witch).

Considering the weirdboy only cost 70 points each, this seems like it would be fairly points-efficient. Not as good as a proper demon list obviously. But then if weirdboyz heads didnt explode on occasion, they wouldn't be orky enough. Over the whole game you should be able to summon enough before the weirdies die to cause your opponent some distress. Maybe.

   
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the brain of a single boy does not interest one, when a greater deamon is on the field =)
   
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Slashing Veteran Sword Bretheren






And even if the weirdboyz dont make a big dent in the mix of things, with my list there would still be 95 ork boyz 18" away from their own deployment on their first turn. So, there's that.

I honestly really want to field this now. I just need to get 4 more boxes of boyz, two more battlewagons and 4 more weirdboyz. I may just proxy the weirdboys though.

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 
   
Made in gb
Lead-Footed Trukkboy Driver





holy moly guys, thanks for the replies! was not expecting so many so quickly, i will do my best to reply to you all

 Icculus wrote:
I say you try it and let us know how it goes. Battle report requested.


will do!

 CrownAxe wrote:
You perils on any doubles and only have Ld7 to defend yourself against it. You weird boyz will probably die before anything actually happens

Also never summon bloodthirsters. They are the worse greater daemon to summon.


i still think its worth the sacrifice of a weird boy. even if he dies (it is almost expected anyway) please explain what you would choose instead and why?

Niiru wrote:


How do you get "a mininum of 7 and a maximum of 15" warp charges per turn?

With 3 weirdboyz with level 2 psycher upgrade, they will produce 6 warp charges a turn. If they are all withing range of 10 units with... is it "ere we go"? (Not got my rulebook on me) then they produce 1 extra charge each.
So its minimum 6 and maximum 9.

Or at least, thats my understanding.


so basically, 6 warp charges standard. you always roll D6 and add the amount to your dice pool, the least you can roll is 1, so 6+1=7. then if, as you say, you take 3 charges for each weird boy for their rule, and then roll the max on the d^ (6) then you will have 9+6=15.

 Mojo1jojo wrote:
Why not take an attachment with more werid boyz then you can have a 6 weird boyz and surround them with nothing but ork boyz, maybe green tide wink wink, for 18 min warp charges, when upgraded to warp heads, 2base pluse one for speacial rule.

Either way tell me how it goes, I am also excited bout doing this if i ever get some deamons.


fabulous idea my friend!!!! with so many weird boyz you could even put one or two on the waaagh table to get the +1 attack. or even have a go on the other demon table to get hammerhand! the combos are real boyz.

 PipeAlley wrote:
I'd suggest unbound with the weirdboyz attached to a unit of Boyz and a Mad Doc for FNP. Play with the numbers to optimize what works best for you.


though this could work and could be fun and competitive for friendly, tournament settings do not normally let you use unbound.

 Icculus wrote:
 grendel083 wrote:
Niiru wrote:
Ahh, I just re-read the rule and you're right. No transports or buildings, if you want the bonus charges. Guess its a toss-up between the extra charges and the extra defence.
But if you're going down the Daemonology route, you need to disembark to summon anything anyway.


Well that wouldnt be so bad. scout 12" first turn disembark. Then begin summoning and you would still get the extra charges because you are around 10+ boyz in the start of the psychic phase.


yep, wouldnt be too bad, but then the wagons are a massive point sync that may be slightly wasted i think. for that many points you could have some big threats.

RedNoak wrote:
i tried that once... unbound with a green tide. friendly game, where i warned them that i would bring something "special"

did manage to summon plenty of pink horrors and other lesser deamons to multiply my charges =)
all in all twas really funny game... worked suprisingly well.
i had like 5-6 weridboyz and about 100 boy plus a warboss, grotsnik and stuff... i think about 1500 points.

for competitive or "real" games with friends thought? idk... it seems a bit cheesy... but than dameaeaoneology is always a bit strange... not to mention going unbound... ... -.-



so here i would mention that it is possible to have 5-6 weirdboyz with a CAD and a ork hourde detachment, so it could be used in a competitive setting, even if it is a little cheesy, but like i said at the start, it isnt the cheese that i have thought about this idea for, its the fact i can field my two favorite factions together in a weird and (possibly) fatal way (fatal to my opponent OR me!)

 JimOnMars wrote:
The only time I did this, I had a single weirdboy who summoned pink horrors. They in turn could summon safely, and I got off 1 unit of plaguebearers, but then my opponent started to focus on them and killed them all. Still not bad for 1 weirdboy, and it was great fun and a huge surprise.



yes! this is what i love about orks so much now just multiply the weird boyz for extra fun

Niiru wrote:
On a different forum, a similar thread came up about making a summoning weirdboy army, but instead of using daemon models they wanted to use different types of squigs.

This appeals to me.


YES

 wuestenfux wrote:
It is not going to work.
The Weirdboyz will get their brains fried early in the game.


please explain how? i mean, if you have a tonne of power dice, you can do whatever you want and it doesnt matter if a weirdboy dies, because (hopefully) he will have done something awesome, and if not, who cares, orks are orks haha

RedNoak wrote:
the brain of a single boy does not interest one, when a greater deamon is on the field =)


- a scrumptious quote my friend


so a couple of questions for you guys

1) since any role of a double is perrils on the demon table, if you roll, for example, 2 6s, 2 3s and 2 5s (3 sets of doubles), do you suffer perils once or 3 times?

2) what would you summon by default for the possession power and why? personally i would go for the bloodthirster, but obviously it would depend on my opponent, but i think that the fact he is fast and hits like a truck compliments the orks that should also be hurtling forward and provide another threat for my opponent to deal with.

3) what would you summon by default with the sacrifice and incursion powers? personally was thinking of bloodcrushes because they are fast and furious, and not to mention badass, and perhaps a nurgle or tzeench champion with extra mastery for the other one?

your thoughts PLEASE!

This message was edited 1 time. Last update was at 2014/12/31 18:55:49


 
   
Made in us
Slashing Veteran Sword Bretheren






Kind of makes me wish I had painted my Orks red and made them Chaos Orks from Warcraft III and then had them summon all these daemons.

But here's a question, do Orks and Daemons still suffer the penalties from the ally chart?

As per your questions, I don't know about the doubles thing. I would think it's only 1 peril.

As per number 2 I would probably summon either a Great Unclean One or a Lord of Change

The last one, the heralds would be good, like the herald of tzeentch on a disc, or the bloodcrushers would also be pretty cool.

If you didnt already own a daemon army you'd have to make your mind up before you started this list and have the units ready.

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 
   
Made in gb
Longtime Dakkanaut




UK

I would also like to know:

Which Summoning?
Which Sacrifice?
Which Incursion?
Which Possession?


As I would hope that there is one unit per power which is the "Best" (at least for orks), so that I could then look into making conversions for those units...

Would be cool to make myself a little side-army of "Ork Beasts and Oddboyz". Squigs and hulking ork brutes.
   
Made in us
Battlewagon Driver with Charged Engine





With 6 weirdboys all rolling 2x on the malific table you'd get a few sacrifice / possession shots to go along with your pink horror spam.

If you went 100% tzeentch on all of that lunacy you'd end up with a pretty dang strong daemon factory on turn 2, especially if a lot of the weirdboyz survive.

If you couple that with some good ol' fashioned ork dakka, rokkits and choppas you might be able to make a competitive army...I'm going to try it with some weirdboy proxies and see.
   
Made in us
Squishy Oil Squig




Long time lurker finally deciding to contribute.

I've found that 2 lvl 2 weirdboyz is the perfect number. Stick one with backfield grots as ablative wounds (and a wound pool for making Heralds with Sacrifice) and put the other with mek gunz (T7 and giving grots that extra leadership) or boyz. Ideally you throw EVERY warp charge you have into making sure you summon a unit of pink horrors turn 1 and if you get it save a few dice for sacrifice. If your weirdboy perils, who cares? You've just summoned more than his cost in daemons already (70 for a weirdboy vs 115 for pink horrors because you get a leader, banner, and instrument for free w/ summoned units).

Then using the pink horrors you can get bloodcrushers (plague drones are better but bloodcrushers are more orky) from incursion, Tzeentch heralds on discs (turbo boost to hide or use jetbike speeds to contest/score objectives), MOAR PINK HORRORS, or become a Great Unclean One. Doing so rapidly allows you to turn 140pts worth of guys into ~400-500 points worth of stuff that your opponent must deal with.

As an extra bit of defensive oomph to your newly summoned pink horrors have them go to ground in ruins for a 3+ cover save re-rolling 1s to waste your opponents shots while still being able to use them as summoning factory and/or score/deny objectives.

The best part is that if your opponent has massive amounts of warp charge dice (eldar seer councils or daemon factory), you've only invested 140pts into the strategy which with good rolling can still work.

As for models I've personally done this:
Fantasy Savage Orks = pink horrors
Fantasy boar boyz = bloodcrushers
Fantasy black orks = bloodletters
Various fantasy orks + bits to make heralds


I would also like to know:

Which Summoning? Pink Horrors
Which Sacrifice? Tzeentch heralds on discs
Which Incursion? Plague Drones (Blood Crushers are easier to justify model wise)
Which Possession? Great Unclean One (No on Blood Thirster since he won't be any use for 2 turns due to being a swooping monstrous creature when he arrives)


As I would hope that there is one unit per power which is the "Best" (at least for orks), so that I could then look into making conversions for those units...

Would be cool to make myself a little side-army of "Ork Beasts and Oddboyz". Squigs and hulking ork brutes.
   
 
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