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Made in gb
Lead-Footed Trukkboy Driver





so here is the list i am going to use against my brother as a play testing army for this idea:

i am also play testing a second idea which involves taking looted wagons instead of trucks because of the 11 armour front and side. strength 4 weapons cant damage them anymore, and although they move slightly slower, they are only 12 points more expensive! so im giving it a try.

the concept here is that the 4 vehicles (3 looted wagons and the battlewagon) move forward and screen the 60 pursuing boyz while soaking up the fire and soften up the enemy while the weird boyz spawn units that will hit at the same time as the boyz along side them.

1500 points:

CAD

- weirdboy (in unit of 20 boyz)
- weirdboy (in unit of 20 boyz)

- 3 mega nobz with skorchas and boss pole (in Looted Wagon)
- 10 tank bustas with nob boss pole (in battlewagon)

- 20 boyz with nob, pwr klaw, boss pole
- 20 boyz with nob, pwr klaw, boss pole
- 20 boyz with nob, pwr klaw, boss pole

- battlewagon with ram, killkannon, big shoota
- looted wagon with ram, rokkit launcha

CAD 2

- weirdboy (in unit of 20 boyz)

- 10 boyz with nob, pwr klaw, boss pole (in Looted Wagon)
- 10 boyz with nob, pwr klaw, boss pole (in Looted Wagon)
- 10 gretching, runtherd

- looted wagon with ram, rokkit launcha
- looted wagon with ram, rokkit launcha


please let me know what you think i will post when the battle report is done, i will most likely put it up on you tube


Automatically Appended Next Post:
another quick question:

- if i summon daemons, do i still roll for the one eye open rule each turn because they are technically desperate allies?


Automatically Appended Next Post:
Another quick question:

- if i summon daemons, do i still roll for the one eye open rule each turn because they are technically desperate allies?


Automatically Appended Next Post:
Quick question

- if i summon daemons, do i still roll for the one eye open rule because they are technically desperate allies?

This message was edited 3 times. Last update was at 2015/01/02 13:17:22


 
   
Made in gb
Longtime Dakkanaut




UK

Yeh, they are still desperate allies unfortunately
   
Made in gb
Lead-Footed Trukkboy Driver





Niiru wrote:
Yeh, they are still desperate allies unfortunately


ok, thanks for confirm
   
Made in us
Squishy Oil Squig




 Tiny_Titan wrote:
Niiru wrote:
Yeh, they are still desperate allies unfortunately


ok, thanks for confirm


Not on the turn they arrive though as you roll at the beginning of the turn
   
Made in gb
Longtime Dakkanaut




UK

BloodyDove wrote:
 Tiny_Titan wrote:
Niiru wrote:
Yeh, they are still desperate allies unfortunately


ok, thanks for confirm


Not on the turn they arrive though as you roll at the beginning of the turn


You also ignore the 12" deployment thing, as summoning isn't deploying. So the desperate allies problems shouldn't really come up too often. Just be aware they're there and avoid the situation
   
Made in us
Battlewagon Driver with Charged Engine





On your list, you have an extra HQ slot so I'd try to add a painboy.

On One Eye Open, you should be OK as long as your create the horrors as far away from the unit as possible, and run them if you can.

One big question I have is this: If you cast Sacrifice and create a herald within a unit of boys, what is the new faction of the unit? technically it's mixed Orks & Daemons, but there is no rule as far as I know for "majority faction".

Does the HQ have to leave the unit, or can it stay?
   
Made in us
Squishy Oil Squig




 JimOnMars wrote:
On your list, you have an extra HQ slot so I'd try to add a painboy.

On One Eye Open, you should be OK as long as your create the horrors as far away from the unit as possible, and run them if you can.

One big question I have is this: If you cast Sacrifice and create a herald within a unit of boys, what is the new faction of the unit? technically it's mixed Orks & Daemons, but there is no rule as far as I know for "majority faction".

Does the HQ have to leave the unit, or can it stay?


The Herald is separate when summoned, which unfortunately makes him a prime target as he is a single model that can be killed fairly easily. Personally I make a disk herald and try to turbo boost him behind some BLOS so that next turn he can join some pink horrors.
   
Made in us
Battlewagon Driver with Charged Engine





BloodyDove wrote:
The Herald is separate when summoned, which unfortunately makes him a prime target as he is a single model that can be killed fairly easily. Personally I make a disk herald and try to turbo boost him behind some BLOS so that next turn he can join some pink horrors.


Ah, you're right, it's a new unit. Hopefully he can be ran out of sight and away from OEO.

I just had another fun thought...take divination with heralds and greater daemons...Imagine 30 shoota boys with 'eavy, fnp, and invisibility!
   
Made in gb
Longtime Dakkanaut




UK

 JimOnMars wrote:
BloodyDove wrote:
The Herald is separate when summoned, which unfortunately makes him a prime target as he is a single model that can be killed fairly easily. Personally I make a disk herald and try to turbo boost him behind some BLOS so that next turn he can join some pink horrors.


Ah, you're right, it's a new unit. Hopefully he can be ran out of sight and away from OEO.

I just had another fun thought...take divination with heralds and greater daemons...Imagine 30 shoota boys with 'eavy, fnp, and invisibility!


Unfortunately as they are desperate allies, I dont think they can cast spells on non-friendly units. This would only work for battle-brothers. I think.
   
Made in us
Battlewagon Driver with Charged Engine





Niiru wrote:
 JimOnMars wrote:

I just had another fun thought...take divination with heralds and greater daemons...Imagine 30 shoota boys with 'eavy, fnp, and invisibility!


Unfortunately as they are desperate allies, I dont think they can cast spells on non-friendly units. This would only work for battle-brothers. I think.


Aw dangit, you guyz is ruinin' my planz for galactic dominashun!
   
Made in gb
Longtime Dakkanaut




UK

 JimOnMars wrote:
Niiru wrote:
 JimOnMars wrote:

I just had another fun thought...take divination with heralds and greater daemons...Imagine 30 shoota boys with 'eavy, fnp, and invisibility!


Unfortunately as they are desperate allies, I dont think they can cast spells on non-friendly units. This would only work for battle-brothers. I think.


Aw dangit, you guyz is ruinin' my planz for galactic dominashun!



To be honest, if you are playing a friendly game for fun, then you should do what I plan to do and "forge a narrative".

If you are fielding Orky demon models, then these orky demons would be battle brothers (from a fluff perspective) as they are not standard chaos demons. So run them as battle brothers.

It wouldn't be particularly overpowered, as you will still be rolling the extra perils due to not being a demon army. In fact it would probably balance the game more.

You wouldnt be able to do this in tournaments or anything but for friendlies, just ask your opponent if its ok due to the "rule of cool" + fluff of your army.


HOWEVER... I would advise against using invisibility. That power is cheap. No-one should ever use it in a friendly game and still expect to have friends. Other than that you should be good to go.
   
Made in us
Battlewagon Driver with Charged Engine





Niiru wrote:
To be honest, if you are playing a friendly game for fun, then you should do what I plan to do and "forge a narrative".

If you are fielding Orky demon models, then these orky demons would be battle brothers (from a fluff perspective) as they are not standard chaos demons. So run them as battle brothers.

It wouldn't be particularly overpowered, as you will still be rolling the extra perils due to not being a demon army. In fact it would probably balance the game more.


Barring invisibility, I don't think battle brothers would make all that much of a difference, if you managed your spacing correctly. It would also be quite fluffy without it...I can imagine the ork boyz getting pretty upset by all the squiggly things the weirdboy was creating...It's certainly not a right 'n' propa' way for decent orks to carry on.
   
Made in gb
Longtime Dakkanaut




UK

 JimOnMars wrote:
Niiru wrote:
To be honest, if you are playing a friendly game for fun, then you should do what I plan to do and "forge a narrative".

If you are fielding Orky demon models, then these orky demons would be battle brothers (from a fluff perspective) as they are not standard chaos demons. So run them as battle brothers.

It wouldn't be particularly overpowered, as you will still be rolling the extra perils due to not being a demon army. In fact it would probably balance the game more.


Barring invisibility, I don't think battle brothers would make all that much of a difference, if you managed your spacing correctly. It would also be quite fluffy without it...I can imagine the ork boyz getting pretty upset by all the squiggly things the weirdboy was creating...It's certainly not a right 'n' propa' way for decent orks to carry on.



Probably true. The only change I planned to make to my army list (due to forging narrative etc) is to essentially make a "supplement rule" where the mekaniaks rule (you can take one mek for every HQ in your force) is overwritten by a Warpheadz rule (taking one wierdboy for every HQ in your force.)

I'm running over some of the logistics, but I can't see why it would be unbalanced. I'm not bothering to changed the desperate allies or perils rolls, as they have been covered by my fluff quite nicely anyway.
   
Made in us
Squishy Oil Squig




Niiru wrote:
 JimOnMars wrote:
Niiru wrote:
To be honest, if you are playing a friendly game for fun, then you should do what I plan to do and "forge a narrative".

If you are fielding Orky demon models, then these orky demons would be battle brothers (from a fluff perspective) as they are not standard chaos demons. So run them as battle brothers.

It wouldn't be particularly overpowered, as you will still be rolling the extra perils due to not being a demon army. In fact it would probably balance the game more.


Barring invisibility, I don't think battle brothers would make all that much of a difference, if you managed your spacing correctly. It would also be quite fluffy without it...I can imagine the ork boyz getting pretty upset by all the squiggly things the weirdboy was creating...It's certainly not a right 'n' propa' way for decent orks to carry on.



Probably true. The only change I planned to make to my army list (due to forging narrative etc) is to essentially make a "supplement rule" where the mekaniaks rule (you can take one mek for every HQ in your force) is overwritten by a Warpheadz rule (taking one wierdboy for every HQ in your force.)

I'm running over some of the logistics, but I can't see why it would be unbalanced. I'm not bothering to changed the desperate allies or perils rolls, as they have been covered by my fluff quite nicely anyway.


I feel like that is going to get out of hand REALLY fast as meks can really only support/benefit the 1 unit that they are attached to as opposed to weirdboyz which are force multipliers especially if you take daemonology powers. As much as I'd love to do that I feel like I'd be 'ing my opponent to death
   
Made in gb
Longtime Dakkanaut




UK

BloodyDove wrote:
Niiru wrote:
 JimOnMars wrote:
Niiru wrote:
To be honest, if you are playing a friendly game for fun, then you should do what I plan to do and "forge a narrative".

If you are fielding Orky demon models, then these orky demons would be battle brothers (from a fluff perspective) as they are not standard chaos demons. So run them as battle brothers.

It wouldn't be particularly overpowered, as you will still be rolling the extra perils due to not being a demon army. In fact it would probably balance the game more.


Barring invisibility, I don't think battle brothers would make all that much of a difference, if you managed your spacing correctly. It would also be quite fluffy without it...I can imagine the ork boyz getting pretty upset by all the squiggly things the weirdboy was creating...It's certainly not a right 'n' propa' way for decent orks to carry on.



Probably true. The only change I planned to make to my army list (due to forging narrative etc) is to essentially make a "supplement rule" where the mekaniaks rule (you can take one mek for every HQ in your force) is overwritten by a Warpheadz rule (taking one wierdboy for every HQ in your force.)

I'm running over some of the logistics, but I can't see why it would be unbalanced. I'm not bothering to changed the desperate allies or perils rolls, as they have been covered by my fluff quite nicely anyway.


I feel like that is going to get out of hand REALLY fast as meks can really only support/benefit the 1 unit that they are attached to as opposed to weirdboyz which are force multipliers especially if you take daemonology powers. As much as I'd love to do that I feel like I'd be 'ing my opponent to death


Not sure how... You would only be able to take 2 FOC free warlocks in a standard CAD, or 3 FOC free in a Orks detachment. And the cheapest they can be for mastery 1 is 45pts.

In an eldar list you can take 10 warlocks, that dont take up any FOC slots, for 35pts each. And they can also take daemonology.

So my version is 300-400% less cheesy than a standard official eldar list. And more expensive to field. And Eldar can ignore perils with ghosthelm lol.

The only actual difference it makes in-game, is that I would not need to take the extraneous troops options to field multiple CADs. It's basically a fluffy way of saying "This is unbound, but here's a good reason for it" to a friendly opponent.

Plus, for it to match the theme, I'd have to use a weirdboy as a warlord. So no warboss warlord = no waaaghs. Also Big-Meks wouldn't really fit either. So actually I lose a lot of bonuses, in exchange for one specific 'force multiplier'.

Actually ends up sounding fairer than most of the supplements that have been released so far!

   
Made in us
Squishy Oil Squig




Niiru wrote:


Not sure how... You would only be able to take 2 FOC free warlocks in a standard CAD, or 3 FOC free in a Orks detachment. And the cheapest they can be for mastery 1 is 45pts.

In an eldar list you can take 10 warlocks, that dont take up any FOC slots, for 35pts each. And they can also take daemonology.

So my version is 300-400% less cheesy than a standard official eldar list. And more expensive to field. And Eldar can ignore perils with ghosthelm lol.

The only actual difference it makes in-game, is that I would not need to take the extraneous troops options to field multiple CADs. It's basically a fluffy way of saying "This is unbound, but here's a good reason for it" to a friendly opponent.

Plus, for it to match the theme, I'd have to use a weirdboy as a warlord. So no warboss warlord = no waaaghs. Also Big-Meks wouldn't really fit either. So actually I lose a lot of bonuses, in exchange for one specific 'force multiplier'.

Actually ends up sounding fairer than most of the supplements that have been released so far!



I like the idea, just saying it will probably make as many friends as seer councils do - Edit: if you're going all weidboyz with the summoning powers

Quick Points RE warlocks/eldar:
Ghosthelm only ignores the wound from perils not perils itself and is only on Farseers (e.g. if they roll a 1 on perils they are still potentially screwed as it removes from play).
I've never actually seen someone take Warlocks without bikes so for comparison figure 50pts per 1 ML warlock which is nearly the same as a weirdboy except you'll almost always be getting +1 ML on turn 1 & 2.
You can't actually take warlocks in anything but your primary detachment.
I'd be extremely happy if the warlocks were taking daemonology and not fishing for invis
edit #2: IIRC if you take more than 1 warlock they also have to form a unit and cannot be separated to be attached to other units meaning that you then have to take a lot of them for survivability

This message was edited 2 times. Last update was at 2015/01/02 19:29:52


 
   
Made in gb
Longtime Dakkanaut




UK

BloodyDove wrote:
Niiru wrote:


Not sure how... You would only be able to take 2 FOC free warlocks in a standard CAD, or 3 FOC free in a Orks detachment. And the cheapest they can be for mastery 1 is 45pts.

In an eldar list you can take 10 warlocks, that dont take up any FOC slots, for 35pts each. And they can also take daemonology.

So my version is 300-400% less cheesy than a standard official eldar list. And more expensive to field. And Eldar can ignore perils with ghosthelm lol.

The only actual difference it makes in-game, is that I would not need to take the extraneous troops options to field multiple CADs. It's basically a fluffy way of saying "This is unbound, but here's a good reason for it" to a friendly opponent.

Plus, for it to match the theme, I'd have to use a weirdboy as a warlord. So no warboss warlord = no waaaghs. Also Big-Meks wouldn't really fit either. So actually I lose a lot of bonuses, in exchange for one specific 'force multiplier'.

Actually ends up sounding fairer than most of the supplements that have been released so far!



I like the idea, just saying it will probably make as many friends as seer councils do - Edit: if you're going all weidboyz with the summoning powers

Quick Points RE warlocks/eldar:
Ghosthelm only ignores the wound from perils not perils itself and is only on Farseers (e.g. if they roll a 1 on perils they are still potentially screwed as it removes from play).
I've never actually seen someone take Warlocks without bikes so for comparison figure 50pts per 1 ML warlock which is nearly the same as a weirdboy except you'll almost always be getting +1 ML on turn 1 & 2.
You can't actually take warlocks in anything but your primary detachment.
I'd be extremely happy if the warlocks were taking daemonology and not fishing for invis
edit #2: IIRC if you take more than 1 warlock they also have to form a unit and cannot be separated to be attached to other units meaning that you then have to take a lot of them for survivability


-Well ok, the ghosthelm thing is only for some of their psykers and not all of them. Still pretty good. The wounds are the most common issue with perils anyway.

-So for 5 points more than a basic weirdboy, you get a warlock + a jetbike? This is still an absolute bargain lol.

-I can make it so the warpheadz rule only works for primary detachment easily enough. I was only planning on running one detachment anyway, that was the point of adding the rule.

-Yeh, daemonology seems a lot less cheesy than invisibility, which orks cant get anyway.

And nope, any warlocks from the 1-10 warlock council can be split off and put into any units you want. Any you dont seperate off, remain with the council.

With mine, all the weirdboyz have to join units, so you can't make a weirdboy-star (which would be rubbish anyway), and also means you need to field units to protect them. I actually think the whole idea will be underpowered (as opposed to if I ran it with an eldar list), just would be a bit of fun. In every respect, its more expensive and less powerful than the eldar equivalent.

BTW I'm only using eldar as an example because they are my old army, and so I have the codex to hand lol. Chaos demons would be even worse I think. Probably the only army that would be worse at this than orks is Tau (they have no psykers, right?) so I'm pretty sure I'm safe on the "being cheesy" front.


edit: Actually, thinking about it from another angle, if I wanted to add in some Squig "counts as" units, they wouldn't *need* to be summoned in, as I could just field them as allies. Would open up more options as what to count them as.
...Except I can't think of any alternatives, other than chaos daemons. Can't think of any other armies that have cavalry, except thunderwolf cavalry and thats a bit of a stretch when it comes to size and points cost. Need cheap gribblies, and cheap cavalry, in the same list as big monster. Daemons is all that seems to work.
But allying them in might be more reliable then attempting summoning shenanigans. But then of course, they dont turn up for free haha.

This message was edited 1 time. Last update was at 2015/01/02 20:03:39


 
   
Made in us
Nasty Nob






I've thought of doing something similar. I like the idea of using Grots for bubblewrap, and I think you still get the bonus warp charge off of 10+ Grots (rather than spending points on Boyz). Great idea on the Painboyz and Big Mek. It would be really funny to toss in a Warboss with Da Finkin Kap, and then roll for Infiltrate, and drop a bunch of Weirdboyz close enough to either use their Primaris power, or demon summoning, or even another power (Powervomit, etc). Muahahahaha...

Looking forward to your batrep.

This message was edited 1 time. Last update was at 2015/01/02 21:09:35



My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in gb
Longtime Dakkanaut




UK

 Cleatus wrote:
I've thought of doing something similar. I like the idea of using Grots for bubblewrap, and I think you still get the bonus warp charge off of 10+ Grots (rather than spending points on Boyz). Great idea on the Painboyz and Big Mek. It would be really funny to toss in a Warboss with Da Finkin Kap, and then roll for Infiltrate, and drop a bunch of Weirdboyz close enough to either use their Primaris power, or demon summoning, or even another power (Powervomit, etc). Muahahahaha...

Looking forward to your batrep.


Unfortunately, grots dont have the "'ere we go!" rule, and so dont count for the warp charge. Which is a shame.
   
Made in gb
Lead-Footed Trukkboy Driver





Hello all, I have just concluded the battle report

I will write it up using pics I have taken ASAP and link the post here when it is finished



..... And yes, I will be using weird boyz again
   
Made in gb
Longtime Dakkanaut




UK

 Tiny_Titan wrote:
Hello all, I have just concluded the battle report

I will write it up using pics I have taken ASAP and link the post here when it is finished



..... And yes, I will be using weird boyz again


Haha, this sounds interesting. Can't wait to hear it. Make sure you post up what list you ended up using
   
Made in us
Longtime Dakkanaut





after looking at daemon spam again, if it were to be made viable I think the best way to do it is to run as many warpheadz as possible.

ideally 4-5.

You overload your chance to get a power off, just have 2 weirdboyz a turn summon so you guarantee you get it, statistically you are going to perils anyways so why not just guarantee you get it +peril anyways?

roll 7-8 dice per attempt with 2 warpheadz a turn.

next turn do the same but use different warpheadz.

this keeps your WC pool high and will prevent models from exploding to perils until turn 4 by which you should have summoned 4 units + any the newly summoned units could summon.

To maximize this, would really need a 3 source list.

blitz brigade
and 2 ork hordes, or ork horde+waaagh detachment, or horde detachment + CAD.

you put 4 squads of 16+ ardboyz into the battlewagons with scout, along with the warpheadz.

first turn move up and disembark all the ardboyz+warpheadz, and then cast. should get you far into the table to summon. Which gives you the option to summon things that can summon more things, or summon things that are an assault threat turn 2.

Can take mekz for the warpheadz so they can eat any possible assaults+challenges should your opponent want to stop your warpheadz.

Big meks with KFF in the units could also allow you to replace ardboyz with boyz.

turn 2 you would be 30 inches into the table, and could summon 12" more inches in, for a 42" threat range, and be setup for a nasty turn 2 charge with summoned units +whatever.

This message was edited 1 time. Last update was at 2015/01/03 01:56:29


 
   
Made in gb
Lead-Footed Trukkboy Driver





blaktoof wrote:
after looking at daemon spam again, if it were to be made viable I think the best way to do it is to run as many warpheadz as possible.

ideally 4-5.

You overload your chance to get a power off, just have 2 weirdboyz a turn summon so you guarantee you get it, statistically you are going to perils anyways so why not just guarantee you get it +peril anyways?

roll 7-8 dice per attempt with 2 warpheadz a turn.

next turn do the same but use different warpheadz.

this keeps your WC pool high and will prevent models from exploding to perils until turn 4 by which you should have summoned 4 units + any the newly summoned units could summon.

To maximize this, would really need a 3 source list.

blitz brigade
and 2 ork hordes, or ork horde+waaagh detachment, or horde detachment + CAD.

you put 4 squads of 16+ ardboyz into the battlewagons with scout, along with the warpheadz.

first turn move up and disembark all the ardboyz+warpheadz, and then cast. should get you far into the table to summon. Which gives you the option to summon things that can summon more things, or summon things that are an assault threat turn 2.

Can take mekz for the warpheadz so they can eat any possible assaults+challenges should your opponent want to stop your warpheadz.

Big meks with KFF in the units could also allow you to replace ardboyz with boyz.

turn 2 you would be 30 inches into the table, and could summon 12" more inches in, for a 42" threat range, and be setup for a nasty turn 2 charge with summoned units +whatever.


After my battle I have to agree with your first idea of having 4-5 warp heads, I used 3 in my game and realised that I could have done with 1 more. I have made another list to make this 4 warp heads, but by only using 2 CADs. I find this sufficient, though I think your idea of scouting 5 battle wagons only to move forward 6 inches, disembark another six and literally spawn daemons on your opponents units is hilarious, I think that perhaps 550+ points worth of battle wagons may not be quite worth it.
   
Made in us
Nasty Nob






Niiru wrote:
 Cleatus wrote:
I've thought of doing something similar. I like the idea of using Grots for bubblewrap, and I think you still get the bonus warp charge off of 10+ Grots (rather than spending points on Boyz). Great idea on the Painboyz and Big Mek. It would be really funny to toss in a Warboss with Da Finkin Kap, and then roll for Infiltrate, and drop a bunch of Weirdboyz close enough to either use their Primaris power, or demon summoning, or even another power (Powervomit, etc). Muahahahaha...

Looking forward to your batrep.


Unfortunately, grots dont have the "'ere we go!" rule, and so dont count for the warp charge. Which is a shame.


By Mork, you're right. (The Runtherd does get 'ere we go!', oddly). Stupid, weedy Grots.


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Slashing Veteran Sword Bretheren






 Tiny_Titan wrote:
blaktoof wrote:
after looking at daemon spam again, if it were to be made viable I think the best way to do it is to run as many warpheadz as possible.

ideally 4-5.

You overload your chance to get a power off, just have 2 weirdboyz a turn summon so you guarantee you get it, statistically you are going to perils anyways so why not just guarantee you get it +peril anyways?

roll 7-8 dice per attempt with 2 warpheadz a turn.

next turn do the same but use different warpheadz.

this keeps your WC pool high and will prevent models from exploding to perils until turn 4 by which you should have summoned 4 units + any the newly summoned units could summon.

To maximize this, would really need a 3 source list.

blitz brigade
and 2 ork hordes, or ork horde+waaagh detachment, or horde detachment + CAD.

you put 4 squads of 16+ ardboyz into the battlewagons with scout, along with the warpheadz.

first turn move up and disembark all the ardboyz+warpheadz, and then cast. should get you far into the table to summon. Which gives you the option to summon things that can summon more things, or summon things that are an assault threat turn 2.

Can take mekz for the warpheadz so they can eat any possible assaults+challenges should your opponent want to stop your warpheadz.

Big meks with KFF in the units could also allow you to replace ardboyz with boyz.

turn 2 you would be 30 inches into the table, and could summon 12" more inches in, for a 42" threat range, and be setup for a nasty turn 2 charge with summoned units +whatever.


After my battle I have to agree with your first idea of having 4-5 warp heads, I used 3 in my game and realised that I could have done with 1 more. I have made another list to make this 4 warp heads, but by only using 2 CADs. I find this sufficient, though I think your idea of scouting 5 battle wagons only to move forward 6 inches, disembark another six and literally spawn daemons on your opponents units is hilarious, I think that perhaps 550+ points worth of battle wagons may not be quite worth it.


His idea? I had this idea on page 1. Even had the points for the final cost. Although I didn't make them all 'ard boyz. That would add up fast.

This message was edited 1 time. Last update was at 2015/01/04 18:46:37


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Dakka Veteran





California

I want to paint up fantasy savage orcs as ghosts. So fluff wise I summon ork spirits/ghosts to fight. That way I can say they count as the demons I need them to be. And use savage orc boar boyz or trolls as the bigger demons.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in gb
Longtime Dakkanaut




UK

 Dakkafang Dreggrim wrote:
I want to paint up fantasy savage orcs as ghosts. So fluff wise I summon ork spirits/ghosts to fight. That way I can say they count as the demons I need them to be. And use savage orc boar boyz or trolls as the bigger demons.


HAHA! I was going to just paint the squigs and fantasy orcs normally, but making them ghostly is a good idea lol. Maybe paint them white/grey. Zombie orcs. Ha.
   
Made in gb
Lead-Footed Trukkboy Driver





so after a lot of faffing around..... HERE IS THE BATTLE REPORT

sorry, i had taken pictures but i cant seem to upload them as the files are too big, i tried making a video to put on you tube using the pics and just recording a voice over but that didn't work either, had lots of trouble with the software etc. ANYWAY, i will have to just do batreps with a video camera from now on to make it easier.

BUT I HAVE GOT THE PICS OF THE BATTLE ON YOU TUBE if you want to see: https://www.youtube.com/watch?v=mOtQ6h7ys8s

so, here is the info... 1500 points:

Orks army list:

2 CADs (originally split up)

3 weirdboyz (warphead upgrades)
3 units of 20 boyz boss pole pwr klaw
2 lots of 10 boyz nob pk and bp in looted wagon with rockit and ram
3 maga nobz with knobi skorcha in looted wagon with rockit and ram
10 tank bustas in a battlewagon with big shoota, killkannon, ram
10 gretchin


and yes, i am using looted wagons so that strength 4 pot shots cant wreck my vehicles

Eldar:
(not 100% sure of the details of equipment)

farseer on jet bike
the avatar
2 lots of 8 dire avengers
fire prism
8 fire dragons in wave serpent
wraithlord
wraithknight

we are playing the maelstrom mission cloak and daggers

Nigh fighting on first turn

Eldar:
warlord trait: Ambush of blades: on a turn, re roll wounds
Powers: Guide, doom, fortune, Erdrich storm

Orks:
Warlord trait: Conqueror of cities: move through cover in ruins and stealth(ruins)
weirdboy powers:
Cursed earth, incursion
Cursed earth, internal gaze
Infernal gaze, incursion

so yes, i got no 6 for the greater daemon (75% chance of getting at least one 6), so i have already mad eit hard for myself, lets see what we can do...

orks deploy and go first

Turn 1 orks:
- Move up (conga line back to my own edge for a victory point)
- got 13 dice in psychic and summoned 3 blood crushers on left flank (killa kans proxy) then lost power with perils roll of a 2!! very unlucky
- other weirdboy failed to summon, and lost primaris (another roll of a 2) again, very unlucky

Turn 1 Eldar:
-moved around
- guide fire prism, failed fortune
- 2 hulls to LW
-wreck another LW
- imobalised and 1 hull to last LW
All would be wreck if i had used trucks
- killed 1 bloodcrusher with dire avengers
-wraithknight charges and explodes LW with maganobz inside

Orks turn 2:
- move up
- spawned 10 bloodletters on left flank and weirdboy rolled 1 on the perils table, so he died. yet more horrific rolling (proxied by easterlings)
- meganobz wipe out avengers with skorchas
- killkannon scatter perfectly onto fire dragons and kills 2
- wound knight once with tank bustas
- multicharge eldar farseer and fire dragons with boyz
-kill far seer and then get chaced down by fire dragons (but gain 2 tactical objectives from killing him)
- kill most dire avengers when bloodcrushers charge
- wound knight once when other unit of boyz and a unit with a weirdboy charge him

Eldar turn 2
- move up
- fire everything at meganobz and kill 2
-kill 5 blood letters with fire prism and 3 boyz
- wreck last LW
- 1 more wound on knight happens in combat and the avatar charges the bloodcrushers but that combat is stagnant

Orks turn 3
- move up
- summon 10 Nurgle plague bearers on left flank (proxied by easterlings)
- tank bustas kill 3 fire dragons with shooting and fail charge
- lone meganobz charges and kills wave serpent
- avatar wins combat and boyz fail leadership and get run down by the avatar who also finished off the bloodcrushers
- another wound to wraithknight

Eldar turn 3
- wraithlord burns tank bustas who are then charged by him and get overrun
- fire dragons shoot and kill meganobz
- fire prism kills 2 plague bearers
- yet another lone wound on wraithknight from 2 power klaws (was very lucky with his 5+ inv)

Orks turn 4
- perils and die on spawning bloodletters and fail to cast it on 8 dice (only 1 weird boy left)
- kill wraithlord in combat with boyz
- do another wound to knight
- plague bearers tie avatar up in combat

Eldar turn 4
- shot and did nothing
- Wraith knight died
- avatar killed a plague bearer

Orks turn 5
- moved up
- killed a fire dragon with shooting as they retreated backwards with killkannon

Eldar turn 5
- moved around (he only has avatar, fire prism and 2 fire dragons left)
- killed 3 boyz
- killed 4 plague bearers

Orks turn 6
- summon 10 blood letters (proxied by easterlings)
- killed last 2 fire dragons with killkannon

Eldar turn 6
- Shot and killed 2 blood letters
- killed another plaguebearer

the game then ended and orks WON 11-3!

as you may have noticed, my rolling with the weird boyz was appalling, but it did not matter because i still managed to spawn over 400 points of daemons with my 210 points of weird boyz! i was able to reinforce wherever i wanted (choosing to tie up the avatar and wipe out a squad of dire avengers on the left flank and captured a couple of points with the daemons. I did unfortunately roll the one eye open a the only time i was required to roll on it, which was very unlucky. Again, despite rolling terribly and not even being able to summon a GUO, the orks still came out on top.

In the future i will be using 4 weird boyz to increase the chances of me getting a 6 on the powers table. i will have to remember to run my units as soon as they deep strike, which i forgot to do, and to also summon them further away from the weird boyz.

This message was edited 2 times. Last update was at 2015/01/05 10:59:06


 
   
Made in gb
Stealthy Grot Snipa





Daemons! Daemons! ORKYDAEMONSMN!N!NSSDS!!

PHEW!
after 3 pages of reading finished up with a bat rep I got a little excited...
I've been pondering this style list for a little while too! primarily because there is just so much conversion madness to be had here its unbearable!

I think im gona have to go truely mad and give it a go when I can.
I mean I think im just gona glue some really really random bits together (choppas, arms, many many many ork heads, bits of sprue) then with a little GS magic make them into shambling horrors! Then I can sorta proxy them as whichever unit I fancy while I make more specific ones up I may get a prototype in later.

As for tactics...
I would think the overall idea of;
running multiple CAD's at minimum cost to get those weirdboys and a couple grot mobs.
Then run your standard list

As in reality, it is quite* cheap; *as in pretty darn cheap. That you can use this block of 3 warpheads and grots to throw into any list. Yes its totally dicey, yes its likely to in some games be very lack luster.... but if you haven't got a chancy list then you ain't orky enuff!


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Longtime Dakkanaut




UK

I agree, i think this is gonna get written up for an experimental secondary list for me (my primary being a mek vehicle spam list).

Weirdboys and primitive horrors makes a nice contrast to it
   
 
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