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I was thinking about and wondering what ya'll thought about using a Warp-Head as a sort of "transport" and extra fighter in a unit? This would utilize his teleport function.
I could see this working potentially with many units- burna boyz, shootas, Nobz, etc. Tankbustas could be great- teleport them to rear armor, have them fire away, then potentially charge into another tank, or perhaps the warphead might get his str 10 blast attack to help them. He could also add a lot of kick to a unit like shootas in cc or using the template attack he has.
He could fly in and grab objectives too, or teleport squads away from danger for better shooting.
A bit like a less-reliable "flying circus" of the necron variety.
If my calculations are correct, a warphead has a 1/3 chance of teleporting each turn (with re-roll), making it unreliable but potentially workable. It could also lend mobility to large foot-slogging units.
Anyone done this? Thoughts?
I know it's been discussed on here. I have yet to try it myself, but I love the idea of deep striking tankbustas! They won't be able to charge the turn they deep strike, but it would really help negate the dreaded glory hogs rule... The look on the poor IG players face when 10 rokkit launcha toting orks suddenly materialize next to his basilisk... You might have just discovered a niche for tankbustas after all.
My award winning Orky tale
While it might work well for a smaller unit like tankbustas, I know first hand that it does not work for a large squad. I played in a tournament a few months back where on guy did just what you were saying, using a warphead for squad teleporting. He got the teleport every time he rolled for it, but because of the large squad size he mishapped every time. There wasn't anywhere on the board where he could have gone aside from hi own deployment zone. Just use small squads.
If you're a super competitive player, I'd suggest maybe thinking about another 'transport' option. However, if you're into the Orks for the same reason I am (though I haven't got much of an army yet), then I say go for it. What's cooler than a teleporting Ork? A mob of teleporting Orks!
Yeah, the Tank Bustas 'porting in behind the lines of a bunch of tanks would be great- negate the hogs rule and next turn fire and then charge another tank!
Burnas could be also quite sweet- drop and skorch them to a krisp!
Any other ideas on how to run these? Maybe with some armored/cybork nobz? Or meganobz with a flamer or two?
Having starting to assemlbe my Wierd Boy model a few weeks ago I also started to think what unit is best to place him with. In my mind the best unit is one that can take advantage of all or atleast most of his psychic powers. So let's see what he has:
1st off, right off the bat we can remove some units from what we'd join him to and are left with most of the Infantry type units: Non Biker Nobz, MANz, Shoota Boyz, Slugga Boyz, Lootas, Tank Bustas, Burna Boyz
Grots are too weedy and Flash Gitz have already been proved useless.
Eadbanger - Ok, so no unit can take advantage of this, and it could be argued that MANz are best since they can save against it. But in my mind it doesn't matter as with whatever unit he is joined with you should be trailing him off the end so only the Wierdboy and 1 other model are hit by the small blast. Either that or you are in a transport.
Frazzle - An assault type shooting attack, but with a short range. This means its good for any units on the move or in a transport. Not so good with Lootas due to the short range, or foot slogging slugga boys as they should be running. But most other units can take advantage of this.
Zzap - Very similiar to Frazzle, but a longer range making it ok for Lootas. All the other squads this can be good with, but it forces wasted shots with Shoota Boyz as you generally want to turn Zzap on a Vehicle where your shootas will be useless most likely.
Warpath - Great for any of those close-combat units. So this would be bad for Lootas. Great for Burna Boyz and large squads of Shoota and Slugga Boyz.
Ere We Go - So what do you want to DS with? Very bad for Lootas (cant fire and their range is long enough as is that they dont need to get closer). also bad for Slugga boyz as you cannot charge. Ok for Shootas, but likely a waste and easy to screw a large unit over due to a mishap. Nice for Tankbustas to get a reart armor shot, also good way to move Nobz into position. Burna boyz could use this to either get into position to charge next turn, or just flame the crap out of some poor unit.
Waaagh - Doesn't matter as long as you have other units in the army that can make use of the extra fleet!
Now, one other important thing to keeep in mind is the Psychic test of the WB, where you need a mod of 10+ to get the highest Ld value possible on those tests. This means MANz are not so good a choice anymore as they are generally not run at full strength of 10 for 400 points!
This means that our best units to run them with are 10 strong regular Nob squads, Burna Boyz (with KMB Meks) or Tankbustas. Within all 3 squads you can make use of the shooting powers, all 3 can be good in CC for Warpath and a DS can be taken advantage of to get them into a position for a nice shot, or to reposition them for an assualt the following turn.
Wrote this kind of quick os may have missed something.. but those are my current thoughts.
---------- Post added at 15:51 ---------- Previous post was at 15:46 ----------
Sorry for the double post, but this just raised a question in my mind. The situation is I have a unit of 12 Burna Boyz, 3 Meks w/ KMBs and a Wierd. I DS this unit right in front of a unit of Guardsmen that have a Leman Russ directly behind them (the Guards are inbetween the Orks and the LR). Now I decide to fire on the LR with my KMBs. Now, I know that if the LR is in range of the burnas I can place them so they hit both the LR and the guards. But what if the LR is out of range? Can I still place my burnas towards the LR and hit the guardsmen or are the burna shots wasted as they are out of range to the LR? I assume the later, but its worth asking!
Sure, it works, but it depends on how reliable you want your "transport" to be. My experiences with warpheads has never lead to a power reliably when I needed it. I get a lot of Zzaps when I can only reach a rhino, a lot of 'Ere We Go's when I am right where I want to be, a lot of Frazzles when all I can see is a Land Raider. Even with Warphead you can't rely on transporting your guys when you want them transported.
Warpheads are buckets of fun, but I think they really only work with Shoota Boyz, as Shoota Boyz usually will be able to fire at something no matter where they are on the board, it gives the Warphead the Ld to reliably pass the Psychic tests with ease, and it gives him more wounds than he knows what to do with. Just keep the size of the unit at 20 or less, that way you avoid mishaps, but still have the numbers to make a difference where you come in.
I would go with the transport in most cases, but I think a 2 Warhead list (maybe Zoggy for one) with Shoota Boyz tellyporting around the field would be buckets of fun. Unreliable as a Guant out of Synapse, but buckets of fun nonetheless.
Unreliable, but it seems if you get the right unit they could be pretty effective, as the re-roll of the warphead gives you some options. What about a bunch of shoota boyz with a couple rokkits and possibly a nob with rokkit (can you still equip them with rokkits? I don't have my codex on me, sorry). That would give you a few cracks at the back of a tank if you need to and also add some hurt on marines.
The key to the shoota boy unit, in my opinion, should be not to rely on it for any specific purpose but use it as a versatile unit with several possible functions. Shootas and nob for fighting, maybe it teleports or maybe its you're (slightly expensive) objective holder, or maybe you advance with it and do your best in CC and shooting (using the re-rolls to get what you can, be it shooting/template, etc.), popping a few rokkits off at what you're shooting but also utilizing them if you can teleport behind a tank and get some shots off (and possibly a PK or strength 10 blast the next turn?), grabbing objectives when available, etc.
I think it could also throw your opponent off guard, as suddenly a unit jumps into his ranks when he wasn't even thinking of that insane ork as a transporter.
Now if only you could put one of these psyhos in with a green tide and teleport them on an enemy flank...
I never used orks, my army is under the surface at this moment waiting for pop up, but I am a DE player, so I know the difference between leather clothing and power armor.
I was reading the posts and I was thinking to take 10 Nobz with weirdboy and teleport them.
The only problem is, that I won`t assault after the DS, and with this Sv I`ll be shot to pieces.
So, to avoid this, I`ll take eavy armor or cybork body (this one is 10% more points), and the mandatory 3PK-s and at least one bosspole. That is all together more then 300 points. So Why do I not take instead a full mob of MANz with 10 PK, TL shoota and amazing Sv? Becasue it is the third of my army in points (with warp`ead)?
So, overall, I vote for shoota boyz as the burnaz template weapon with the 2d6 scatter is not reliable enough and tankbustas are just overkill: 10 Rokkitlauncha...
What do You think?
ps.: As I started my Waaaaaagh! because of the fun of playing orks, I would take MANz as that is very very scarry: 10 teleporting meganobz with PK... and also very hmmm orky?