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I'm sort of...divided on the weirdboy, I've only used him a few times, but each time he has either been a little bit of help, or consistently screwed me over, by, say, using 'Ere We Go! every single time I try to assault with my biggest mob. It was a low point game, and I pretty much clumped my entire force of sluggas together. Ironically, every time I got Warpath, I was miles from any enemies.
So, my question is, should I bother with him at all, or just get a Big Mek for my second HQ choice? (My first right now is a standard, out-of-the-box shoota/'eavy choppa model.) And yes, I realize the 'eavy choppa isn't worth it, but he's my first warboss, and I wuv him. Despite his amazing ability to roll about twenty ones per game.
I haven't used them much but they strike me to be best in a squad of nobs. Tha ability to increase the attacks, teleport, power weapon and zzap in that type of unit seems like a good investment. Oh and the fact that on an 'ead bang result everybody has invulnerable saves, FNP and 2 wounds to keep casualties down sounds just awesome.
I am yet to try this type of combo out but it looks very promising. The only downside is that his Ld won't be a full 10. There are worse issues at the end of the day.
Big meks are always worth it if you take a KFF or SAG. They might not kill much themselves but the SAG is just fun and the KFF keeps your sloggers/defenders hanging on a little bit longer.
W/D/L Ork Tide 22/1/14
Click here to feed me some squigs
If you're getting a weirdboy, always pay to get a Warp 'ead. Re-rolling your power is always worth it and he still ends up really cheap.
Run him with a big unit of Boyz and you'll never fail a psychic test. Any power he rolls is bound to be useful (or hilarious).
A great support HQ, I think they're great.
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Ol' Zoggwort is a fantastic IC to run with a big mob of boys. Getting the bonus D6 poisoned attacks is just wonderful, and turning an enemy IC into a squig is just devestating for their morale
One popular strategy with the warphead is to hide him and a full squad of sluggas in some terrain and keep rolling until you can deep strike them in. You can really catch people on their heels by instantly landing 30 boyz and a warphead right in their deployment zone. I've used this method a couple times before and usually got the roll on about turn 2-3. Just be careful to find a nice soft spot to land so you don't kill yourself. ^.-
"Orks have to be followers of Nurgle! They're green, smell bad, and just want to spread the fun!"
Old Zogwort is definetly worth the investment. My friends love to play with independent characters and the ability to turn a uber killing machine of death into squishy squig with a simple roll over is awsome.
Warpheads though.... ehh.... not the best. If there not in a mob they have about 50% of casting anything every turn and only about 1/3 of those casts actually do what you want it to do. Meaning that every turn you only have about 1/6 of a chance of doing what you want. I'd go for the KKF and let my boyz do the talking.
With "run" in 5th ed. his extra Waaagh! power is not as good now. Although his S 10 auto hit is pretty good, but I wouldn't rely on it for anti-tank. I agree with making him a Warphead (although I admitt I've never used him before, just listen to other people and apply TheoryHammer). My advice: Orkspiriment
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I tend to group the Weirdboy in with the Big Mek w/SAG. They're fine, relatively inexpensive HQ choices, but there's consistency problems that keep them from being competitive.
I always upgrade the weirdboy to a warp 'ead, and I often use him in footslogger armies, but there are two rolls that give me trouble, two rolls that aren't great, and two rolls that are very good. Which ones I get can be very random.
The 'ead banger roll is bad of course, but I consider the deep striking result to be even worse. I understand that many people play that strategy, but even with the new, more lenient deep striking rules, finding a spot that doesn't have any enemies within 7-12 inches in any direction is hard. Of course, orks are cheap enough to deep strike into/near terrain. Still, it either seems unfavorable or unsafe, which is always the catch with deep striking. If you're near the enemy, you might have a mishap and die. If you're far from the enemy, you won't be effective.
The extra attacks and waughhhs aren't bad, but they're too easy to single out and kill in close combat for the first to be too effective, and wauughhs would be only randomly useful, since you can run anyway. You'd need to get into assault that same turn.
The best feature of warp 'eads are the anti-armor shots. With the warp 'ead re-roll for power, they might actually be the best anti-armor unit in the army. Of course, they have to be close enough to the armor to reach, which might be a problem.
Warp 'eads are not a bad choice, although they aren't as great as they were in 4th edition. They need to be attached to large squads, and you can't get greedy with the re-roll power. If you got a mediocre result, but there's no safe place to deep strike at the moment, then don't re-roll it. Only re-roll if the current result is crippling, and none of the results would be bad. Rolling, hoping you get that one result you want is only a 1 in 6 bet, or 17%. That's not so great.
Hmm...I might try attaching a warp 'ead to a large squad of grotts, keeping them close enough to hit armor with his shots, giving the waugghhs to the rest of the army, and deep striking grots to claim/contest objectives, but keeping him in units headed towards close combat seems like an iffy idea. They're just too easy to kill in close combat.
"Any job worth doing, is worth doing with a powerklaw."