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Hey all - I am pretty satisfied with my army list as it sits at 2000 points... so now I'm looking at minor modifications.
I play a horde/footslogger army with a couple trukks, and a small unit of bikes (yay cover saves!)
I am really intrigued by the concept of Weirdboyz. But, before I go converting this great warhammer fantasy savage orc shaman model.. I'd like to know some stories/experiences with Wierdboyz...
Pros/Cons? Would you put them in a lot of lists.. just use them for fun? I guess I'm not 100% positive on how they work in a game.. in WHF, theres a magic phase... when do they come into play?
Weirdboyz can be great fun, if you're not too worried about randomly losing a handful of orks to a nasty case of head-explody. But then again, a strength 10, ap 2, melta shot is lots of fun...
I've had my weirdboy (Squiggit) completely screw me over on one hand, andcompletely and utterly destroy my opponents careful planning on the other hand, so it's really a gamble, judging from my experience. In some ways, the weirdboy strikes me as the "shokk attack gun lite" with a little bit of utility thrown in.
Weirdboyz offer some very interesting abilities, all of them random. I like Weirdboyz personally, a Warphead is a cheap HQ and will generally always pass his psychic test if in a big enough mob. All of his abilities are useful and fun.
His biggest problem is random dice rolls. You're never guaranteed a power, and I think that is what turns people off. He isn't totally reliable, so always go for the Warp head and you won't be that bad off.
Thanks for the input guys!
===Me=== - when you say "will generally pass his psychic test if in a big enough mob"... what do you mean? Does his Ld change?
And I would totally go for warphead. I guess my biggest problem, is its an HQ choice, not an elite or something along those lines. I'm too tied to my warboss x2, or warboss/big mek combo.... I'm going to put together a 'silly list' of just absolutely fun units to see how it goes.. maybe the Weirdboy will fit in that list.
Warpheads look great to me, but I have the same concerns as wrekka - they just aren't as good as the Mek/KFF in utility, a warboss in troops choice/and badazzery, or a Mek/SAG in random shokkery.
Old Zogwort, however, is something I'm looking into for the modeling challenge and I have a feeling that his squification is pretty insane if you can get it off.
My plan is to use Old Zogwort, A warphead, and throw them both into a tankbusta or flash gitz squad. The idea is to have the warphead try and get zogwort close enough to an enemy independant chracteer for the chance to turn to squig. Plus, its a great way to get some of the shootiest units in a place to do some major damage. This is purely for fun, but it could be amazing if I pull it off!
Warpheads can use the Ld of the mob they're with (max Ld 10), so stick them in a big unit of boyz and go crazy.
I've been using a Weirdboy sometimes instead of the Warboss. Warbosses are insane in combat, but if you don't use Nobs as Troops you can do without as PKs and normal nobs can do plenty good. A Warphead is cheap when combined with the KFF Mek you can afford more Boyz or something else.
He's a cheap support character, like the Mek.
Zoggwort is a fantastic HQ, in my opinion, if you can get over the fact that he's as likely to lose the game for you as he is to win it. I have wrecked Marines and Tau with him. recently I've been running him with a mob of burnas, and it actually works out rather well. He gets a potshot or two off at big units, or teleports right into the fray with burnas ready to skorch (or use their weapons as power weapons!).
Sure there are better HQ choices, but I have more fun with Zoggwort than anything, and I'm playing this game for fun.
Weirdboyz are a lot of fun, but they aren't really competitive. I'm not sure if that matters to you or not.
The pros are that they provide the best anti-armor shots in the ork army, and plenty of other good abilities as well.
The cons are that 2 of their powers are horribly random, namely the 'ead banger' and 'ere we go'. I'd actually say 'ere we go' is worse. There simply isn't an ork unit you'd want to deep strike, except perhaps tankbustas, but they're probably dead meat during your opponent's turn afterwards. Deep striking large units all but guarantees that something's going to go wrong.
The best way around these flaws is to not get greedy. Don't re-roll the warp 'ead's ability just because you didn't get the result you wanted. Only re-roll it if the result would be devastating to your own side. Still, always take the warp 'ead upgrade.
The reason they're not 'competitive' isn't because of their own flaws, but because three other ork HQs are far more useful, especially in a tournament setting:
1. Warboss. Makes nobz count as troop choices. With the new 5th edition rules this is invaluable, since they can claim objectives.
2. Big mek w/KFF. All but mandatory for horde lists. Providing a 5+ cover save to your army is invaluable against shooty opponents.
3. Ghazghkull. Personally, I think he's a little expensive for what he does, but he's the most powerful character the orks have, he allows a nob to be a troop choice, he makes your running during the turn you wauughh automatically 6 inches instead of d6 inches, he has a 2+ armor save and 5+ invulnerable, a powerklaw with a lot of attacks, and he's the only unit in the ork army immune to instant death. Still, he's really expensive.
On the other hand, Old Zogwart is almost competitive. He's a little expensive, considering he's just an upgraded Warp 'ead, but in a tournament setting you're bound to run into a lot of characters, which makes his curse very very effective.
If it's a 2000 point game or higher, I'd use Zogwort, if you're going to use a warp ead. You might as well go the extra mile.
Thanks for the breakdown, Grax. That was very informative.
I think I would only play a warp head if i were just goofing around (which is most of the time). I am getting ready to join my first tourny with some odd rules, so I want to make sure my list is right the first time.
One of the rules for the tourny is the list you take in your first game, is the list you have to take for the entire tournament.... odd rule, but it works. Point value is 2000.. so I dont think I will be including a warp head. Now the real question is.. do I go for Warboss x2, or Warboss + Big Mek w/ SAG. I'm leaning towards Warboss x2. with 100 boyz on the table, I'd like to take a big mek with KFF, but I just dont have him built yet... and not all the armies im facing will be heavily 'shooty' based.
Unless you're planning to take a unit of nobz, I honestly wouldn't include a warboss at all. The points are better spent on more boyz, or shooty units to support them. Warbosses aren't very competitive on their own, not at the 2000 point level. The real point of them is to allow you to use nobz as a troop choice. They're certainly very good in close combat, but 15 boyz are better, and that's how the points break down.
The SAG isn't too competitive either, mainly because of the 'misfire' rolls, and the problem of where to put him. Putting him with lootas makes the unit a major fire magnet, and risks the lootas falling to a roll of doubles. Putting him with a unit of boyz freezes the boyz in place. The best solution seems to be a unit of grotts, but they're still not competitive. They're fun though, so decide for yourself.