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I played an apoc game recently and had some great success with the two warpheads I used, and found myself wanting MORE of them! So I'm contemplating the effectiveness of an army with a warphead in the following units (instead of transports)
A Green Tide (Teleportation Madness!)
2 Units of Nobz
Maybe another unit or two of boyz
Basically the warps would replace transports, and with a 1/3 chance of getting teleport, they'd be able to move the boyz around. They're also really powerful against vehicles, termies, and MEQS with their shooting attacks, so that could help a ton, and their extra waaagh action is nothing to scoff at. Sure, they'll blow themselves up once in awhile, but they can certainly do some damage and move many of the boyz around.
What do you think of this? I think it could actually be pretty effective considering the fairly low cost of the heads. It would be a major headache for the opponent
Plus, could you imagine a 100+ ork tide teleporting wherever you want it ??? LOL
While teleporting 100+ boyz does sound awesome, keep it mind that the deepstrike rules will work against you here. Unless there's some stipulation I'm not aware of, if even one of those 100+ boyz is too close to an enemy (or ally) model, you could potentially lose the entire unit!
That sounds great! Can you attach two to the same unit?
Especially as Orks lack icons or homing beacons It would be tough under the deep strike rules.
Even a smaller scatter could force you to roll on the Ds hazard table.
Unless your playing with absolutley no terrain.
Fun idea tho, I use my warphead specifically for this reason.
Attach him to a 11-20 x shoota boy squad with heavy armor and wait for the fun to begin.
I wish the rules allowed you to bring the transport with you though, that would be alot of fun to deffrolla someone right out of the warp.
#25 - Relation to the original topic decreases with every single post.
Teleporting is great, but if its too risky you can always just use the heads to blast the opponents (frazzle/pin MEQs and ZZap the crap out of vehicles or termies), beef up the fightyness of the boyz (can you say multiple extra PK attacks in a nob unit from warpath?) or for waaagh. The presence of the heads gives your opponent the constant threat of multiple ds'ing units if you choose, so they'll be on the edge of their seats, which is just where you want them
Last edited by Seanchadith; September 25th, 2009 at 07:07.
Yes, you can attach 2 warp eads to the same unit (you may always attach 2 independent characters to a unit, or even each other, but no more than 2), but good lord, you should not attach one to 100 boyz. It'd be virtually impossible to not mishap, giving you a 1/3 chance of losing the unit altogether.
However, I have toyed around with the idea of small units with warp 'eads attached. Personally, I like warp eads, and for apocalypse games, I can see units of 20 shoota boyz with a warp ead attached working well. You want them to be able to survive bolter fire (there's a lot of spare bolter fire in apocalypse games), but not be too large a unit that you couldn't deep strike it if need be.
"Any job worth doing, is worth doing with a powerklaw."
ive always liked the feral orks theme.... mmmm.. lots of warpheads teleproting around, sending out beeming energy of death and mass head explosions! Would love to see a feral apocalypse army with squiggoths and mass warpheads + "madboys" beeing shootaboys..