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Add that damn Warphead to my list of Ork units I don't like.
I'm making a new list....unit's I *HATE*. The wierdboy is first on the list.
That sorry SOB killed more of my guys than the enemy and cost me a game by deep-striking a perfectly placed Nobz mob - preventing it from completing the assault I had planned for it.
I might nail that bastidge to the closet door.
Very inconsistent, I wouldn't say it sucks, but it's more of a fun unit than anything else.
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Well he definitely added some humor to the game.
my only real problem with the warphead is that theres actual no room for it, attached too a Boyz(maybe only 20) he can end up messing something up(sometimes you). But hes not really worth a HQ slot. That being said hes not worth any slot theres way too many better choices, i think he should be like a Guard Preist or TP, and count as a HQ but not really take up one of your choices( Bosses and Meks > WBS)
Old Zogwort is the only one worth using.
This weekend was the U2KR tournament - one of my matches against necron I turned his lord into a squig, followed by his C'Tan
It is unfortunate when you are forced to deepstrike, but it can also be a game winner.
I always put mine with a squad of 20-30 boyz - plenty of mob factor to buffer for the psychic tests and a mob of 30 boyz leaves PLENTY of orks left over to assault the turn after
Last edited by [Angels]Bard; May 26th, 2009 at 05:56.
Hmmm.. I've always been rather impressed by the C'Tan. Nightbringer, and his ability to eat all of the other C'Tan. Deciever, and his ability to convince Nightbringer to eat all the other C'Tan.
Lets see you do either of those feats, Mr. Khorne. What's that? You can't? Ah, see, you're just not impressive by the least.
And then old Zoggy comes wondering along and turns them both into pet squigs (which Thrakka eats for dinner).
! (That was one emphatic beer!)
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Da Moo Kowz is da drinkinest Orks of dem all!
Maybe I need to look into that guy.
And yeah, if I'm choosing my list I would go with a warboss first and KFF second.
Speaking of KFF...you guys are right. It rocks. Holy crap it saved a ton of boyz. I'm normally not interested too much in stuff that protects me and try to get units that kill the enemy. But he does that indirectly by saving a lot of boyz.
Even against 'eadbanger.
I kinda felt dirty at turning both his lord and ctann into squigs, then popping the one he ran and hid behind an obelisk with deff kopta rokkits then tearing the ctan apart in h2h.
Then I thought about the howls of orky laughter from the boyz and got over it
If you havent tried KFF that mutch, wait till you mount him inside a vehicle (or just cover vehicles with the forceield) 4+ save is awsome! I roll around with my 2 wagons, trukks and a boomgun for full effect of the 4+ save.
And i usually wait for the enemy to roll the damage table before i take the save =D This makes penetrating hits so mutch cooler to save =D
Anyways, ive been testing the warphead in 500pts games, but he havent really done enything special. Ive got all the wrong powers, not to my disatvantage, but it didnt help me either.
So, how do people play with this guy? i mean the powers. I know he should be with a 20-30 shootaboy mob. But what do you do with the rolling of power? Do you roll only one dice, and save the reroll if his head explodes? or do you reroll if you get a power you dont need?
First time i used him i got a bad power on turn 1 and rerolled... his head exploded and killed some boys too. So ive saved the reroll for just this one power.
i love wierdboyz. if nothing else the randomness factor adds some fun. i generally save the rerolls to keep him from killing his unit, but sometimes ill risk it if i really want something.
keeping him with shootas is awesome for deepstriking. great for picking out units or dropping off on objectives.
i also run him with meganobz sometimes. give them skorchas and go after infantry or just to get them closer to tanks they can pop.
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if pro is the opposite of con, does that mean progress is the opposite of congress?