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Hey all, I was wondering if I could hear from all you experienced Orc players.
Weirdboys look pretty solid, but what would make you take one instead of filling your Hq slots with Big Meks and Warbosses? What HQs do you normally take, how do you equip them?
Thanks in advance
I've got 3 1500 army lists
HQ 1) Ghazkull
HQ 2) Warboss with 'eavy armour, attack squig, shoota/skorcha
HQ 3) Old Zogwort :]
I switch back and forth between two big mek with SAGs and two biker bosses. But I do have a couple of warpheads, just havn't found room for them yet. I want to just to see the look on my buds face with I turn their expensive tooled-up IC into a squig. HAHAHAHAHAHAHA
Weirdboyz are a staple of footslogging armies, or in other words, armies that have a lot of units on foot, rather than in vehicles. Such armies usually have more shoota boyz than slugga boyz, and have squads of at least 20, with a nob that has a powerklaw (although I believe every unit of ork boyz should have one, or else they'll be eaten by dreads, monstrous creatures, and most marines). Any less than 20 boyz would diminish their staying power, and only give them a single special weapon. That being said, it isn't necessary to go all the way to 30. 22-25 should be fine.
The reason weirdboyz are popular in these armies is because one of the rolls (in any turn besides the first) gives the entire army a free wauuuggghhh. For this reason, most people pay the nominal cost to upgrade them to a warp 'ead. I think this is a good idea, because it gives you a re-roll once per turn when seeing which power you use.
Ghazghskull Thraka is also very good, as he makes your normal wauuuggghhh the maximum 6in, rather than a d6 roll, and makes everyone fearless for the turn. Ghazghskull is slow though, and should be put in a trukk or battlewagon, along with some other meganobz. Weirdboyz are used more often though, because they're cheaper, and the fact you can possibly get 3 or more wauugghhh per game. I feel that the guaranteed 6in is more important than multiple wauuuggghhhhs, but make your own choice.
If you're using the weirdboy, I'd take at least three units of footsloggers, four preferably. This will give you the numbers you need to overwhelm your opponent. If you're primarily using trukks, rather than marching your boyz on foot, then don't bother with the weirdboy. Use a warboss or big mek instead.
"Any job worth doing, is worth doing with a powerklaw."
a weirdboy can actualy produce a waaagh!! on the first turn. It says so in the codex and gives an entertaining and fluffy reason too.
I agree, he's definitely more useful in the foot-slogging army, but is still not bad overall.
A weirdboy is nice because he's cheap (and you MUST take the Warphead upgrade), and only 1 of his powers hurt you (the auto-wound) and another CAN hurt you (the DS one). All the others either benefit you or at the very worst aren't useful for that round.
The turn 1 Waaagh! is very nice. About a 1/3 chance of that happen if you reroll. Also, the shooting ones are nice because it's an autohit. And the DS is a hit or miss depending on what you're up against.
So I give it a thumb's up. 8Y