Sunday, February 28, 2010

ORKS! Weirdboys or not??



YA YA ... I know ... I've been inexcusably remiss in posting pictures, etc. of my ork project. Well one of these days mon ... one of these days ...
Anyway this mostly a request for advice.  Recently I've noticed that at least on paper it looks like weird boys (warpheads in particular) appear to be just what a boy heavy ork army could use. The possibility to get a second or even third waaagh! in during a game seems really nice ... and the other weirdboy abilities seem to have some amazing vehicle destroying, unit moving potential as well. If I took 2 in a list would that be over the top? I'm already running Ghazghkull Thraka and I care not a fig for any "special characters are cheesy" ... with the way 5th edition plays the orks need to use their strengths and in my opinion their main strength (and really its very fluffy as well) are the boyz and lots of them. The only way a big mostly on foot list is viable is by maximizing that waaagh! special rule and Ghaz does that. All in all ya he is brutal but he is pretty expensive ... his main use to the list is giving the foot troops a guaranteed full waaagh! move ... that is it. If I wanted to min max I wouldn't take him.

4 comments:

Bodlar said...

Like a lot of these things they can look better on paper. I only vaguely remember the description on the reworked weirdboyz. Were they HQ slots? If so I would say ghaz and 2 of them would be top heavy. Maybe 1, but you'd even be pushing it with Ghaz in there. Try it out and see how they actually play.

The Lord of Excess said...

Just a single HQ ... the reason that I'd consider taking Ghaz and 2 is that the base cost for one is like 50 points ... 80 if you upgrade them to a warphead (which gives them a re-roll on their psychic power). I was thinking one warphead, one weirdboy, and Ghaz ... would be about 300 points of HQ ... which ya is alot ... but I'm not going to take much in the way of elites or heavy in the list. It would basically be them and one unit of nobs and all troop. Again I'm not going for the ultimate, min max, beat down list. I'm just looking for a fun list that won't get auto raped every game.

Will said...

Everything ive seen posted on BOLS and other articles ive read recently seems to say the weirdboys are a bit too random for competitive play, but are super fun to have in an army casual play because of the randomness. Or am I thinking of the Big Mek? I really need to play more 40k it seems.

The Lord of Excess said...

No I think your thinking along the same lines. As far as I can see the weirdboys are a bit too random that's why I'm considering 2 ... and at least 1 warphead. I think with 2 warpheads your chances of using them to reasonable effect each game would be pretty solid. Really 4 of the 6 options of what they can do each turn are pretty useful. If you can re-roll the die each turn ... and you have 2 ... I'd say each game you'd probably pull off an additional Waaagh! on average ... and/or drop some other devastating effects on your opponent. I'm going to test it out I think for sure.