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I have a rather small ork mob at the moment, 15 boyz, 5 nobz and a Warboss. I have 2 choppaz (one was broken, oh well, off to the Mek Boyz junk bin! ). I was looking in the codex and a wierdboy came to mind. I know they are powerful when they get a good roll, and they look dead 'ard! Are wierdboyz worth using in a battle?
not yet. focus first on getting about 50 - 60 boyz in your army first. without a good core of slugga boyz your army won't last a minute. wait until you reach 1400 points before you consider a second HQ unit.
gotta agree here. 15 boyz is not even a mob... they are the valets for the Nobs truck... and 5 Nobs are just drinking buddies of warboss. Warpheads are pretty cool, fun once you get more boots on the table. with only 15 boyz... a bad roll of the psyker table, or bad roll of the perils of the warp for that matter will cripple such a small army.
I was recently trying to work a Warphead into a 750 pt. build for a local campaign, and really, it was just too many points for not enough punch.
He was my anti-tank for the few games i worked him in, which didnt really work.
My advice is pretty much the same as the above two posters, I wouldn't play Warpheads in under 1000 pts. after what I've learned from playing them.
Still love 'em though.
Last edited by TwoToner; November 17th, 2008 at 03:32.
Dekkah 'ead Stompah's Rood Boyz
W/L/D- 2008 7-4-0
[/quote] "BLOOD FOR THE BLOOD GOD! And tea and crumpets for the commisar was it? Wonderful, that will be ready for you in just a moment sirs." - Khorne Berserker [/quote]
I have played 3 750 point games at the local club and won all 3 using a weirboy and 75 normal boyz. His random waaghs and teleports and +1A helped alot and for 85 points they are worth it.
Will be taking 2 in 1750 with 160 boyz, cant wait.
Basically only worth it if you have a silly amount of boyz though imo.
I'd only play em as Warpheads and only if I'm looking for some variety. Orks CAN get a lil boring at 1k games and under.
Why warpheads? For the extra 60ish points, you can get the extra toughness and wounds and poisoned attacks with zoggy.
Still on the fence with zoggy i do really want to take him for those reasons that you mentioned plus his squig spell but still not sure if its worth all those extra points.
60 points can buy you a ton of orky goodness... but then again, Zoggy seems like a good IC that can get stuck in with the best of them, and the squigg spell.... serious awesome-sauce. I wouldnt run him in less than 1750 though, simply because at 1500 or less you really gotta trim the fat from your lists... aka more boots on table.