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I made a convetion weridboy today. but i was thinking...
what do i use him as?
Old Zogwort? or just a normal weridboy?
Theres not alot of differnce about the two but zogwort is 145pts and weridboyz are 55pts.
They both count as HQ and some of the stats on zogwort are actually worst then a normal weridboy.
And is it worth spending upgrading a normal weridboy to warphead for extra 30pts?
Well, I've played a few games against both, and while Zogwart seems a bit expensive, he works very well (he get's a re-roll on his tests or something), but if you're happy with not getting a re-roll, just go with a normal wierd boy (I've been told teh upgrade isnt' really worth it). However, I'm not really an Ork player, so wait to see what others say first before you take my word lol.
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I would go or a warp-head jsut so you don't roll a bad physic power and kill the weirdboy and anything surrounding him.
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Zogwart actualy has better stats if you think about it. For one thing, he has 5 toughness and 3 wounds, already making him harder to kill then a normal weirdboy. He's also much better in CC with his Nest of Vipers. He doesn't really need a str stat when all his attacks wound on a 2+...
Althogh I have to wonder if those D6 extra attacks at initiative 4 also get the initaive bonus on the charge ...
And just think how hillarious it would be to turn a c'tan into a squig.
Always upgrade the weirdboy into a warp 'ead. This will give them a re-roll if you don't like the random power you rolled. Old Zogwort gets this is as well, so the question is: do you have the points in the army to spare? Zogwort is more expensive than a warp 'ead by 60 points, which is almost enough to field another weirdboy.
In fact, in a 1500 point game or higher, that's exactly what you should do. I'd convert another weirdboy, and use both as warp 'eads. If you've got the spare points, use one as Zogwort instead, but I wouldn't use Zogwort alone. If you've got the points to spend on Zogwort, you've got the points for another weirdboy, and the extra rolls, to get those extra wauuughhhs, will serve you better than Zogwort's curses.
As already mentioned always take the Warphead upgrade, think of it in the same light Eldar see holofields and spirit stones for their falcons i.e. mandatory
Zogwort is more of am added extra then a necessiety however there are two roles he excells in MC killing (he will butcher any hapless carnie that gets in his way) and with his curse IC removal, it works a treat and its funny as hell to the see your opponents face when you explain them that Abaddon is now a squig. He is therefore a first choice option if your are either palying a nidzilla list or a IC heavy army.
Key things for an Ork to remember in the heat of battle:
Always remember to pillage BEFORE you burn
When the pin is pulled, Mr. Stickbomb is not our friend
When in doubt empty the magazine.
And most importantly AIM towards the Enemy.
He's fantastic against independent characters, but most players will know this, and throw everything they've got at him. He isn't bad, but at the same time he isn't mandatory. He's an extra, plain and simple.
I used him as Zogwortin a 1500pts battle yesterday, just to get a feel of what he can really do.
On the first and second turn he wasnt much good (i kept him behind cover).
But on the 3rd turn he was in range on 18" with an avatar hehe I used Zogworts Curse on him!
my Elder opponent rolled a 3 and i rolled a 5. The Avatar got replaced with a Squig.
But i soon found out the bad thing about zogwort In the opponents turn his wraithlord came into play taking two wounds off zogwort in the shooting phase and finishing him off in close combat.
Next week i'll try out a weridboy
As great as that sounds there is a problem with this; you roll for the power in the shooting faze. This means you can't get a weirdboy to have a power weapon on the turn he charges because if he isn't locked in CC he has to use whatever power he rolled for on the chart instead.
zogwarts curse is over rated the likely hood that it will work is at best 50/50 however the likely hood that the mc/ic that hge's firing out will shred him in the following combat 99.999999% without any real weaponry/save he just dies too easily go with the warphead 100% of the time
by the by wounding on 2+ is negligable his prime targets will have a bare min save of 3+ and he only has average ws trust me he aint gonna see a second round of combat to roll power wep attacks and even if he does it only applies to his base attacks not the vipers extra d6 thing
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