Showing posts with label Ork Weirdboy. Show all posts
Showing posts with label Ork Weirdboy. Show all posts

Wednesday, 2 August 2017

The green tide cometh!

Warhammer 40k, 8th Edition. I have decided that there is no point comparing it to previous editions. It is a new game with new rules and making backward looking comparisons is just a waste of time. Like any new game it takes a while to settle into its routine and once the basics have become natural you can begin to have fun with the combinations made possible by the new playing mechanics.

Last night we played our second game of 8th edition. This time we played battle forged armies and set the limit at 1000points. We used the command points for the first time and rolled on the table for mission and deployment style. My Orks v's the Dark Templar Marine salamanders. We played on a 4X4 table.

I kept my play style very simple and went with the 'green tide' Ork style. I just wanted to 'feel my way' into the game. We were strict with ourselves and followed the phasing very deliberately. This went really well and gave us structure.

1000 point Ork Army
I had 100 models on the table to the Dark Templars 24. He was intimidated for sure. I didn't take Ghazghkull nor did I take any Warbosses. I wanted to save them for another day. I did take a Painboy, Boss Zagstruck, Nob with Warbanner and my leader for the night a Weirdboy. I didn't take Da Jump again something for the future I took the more conservative Warpath instead. I just wanted to see how the boyz would do.

I had: -

30 boyz, nob with PK
30 boyz, nob with PK
15 boyz, nob with PK
20 stormboys, nob with PK

All this meant I did not have to remember lots of different Ork rules. I could settle into the game ruleset. This gave me a battalion detachment and 3 command points on top of the 3 you have as standard. I could have easily tweaked the list to also have a second battalion but again I kept it basic for this game.

Ork Set-up
I set the boyz up with a declined flank so leaving the left side clear.

The marines set-up in the middle of the board opposite. We alternated one squad at a time.

Marines set-up
The Dread was separated off to the left. This was done deliberately to take away landing areas from my Stormboyz. Good move DT.

I had the first turn and I advanced the green tide. The first thing to note here is that characters move separately and as such have to be rolled for separately so there can be some disconnect. This can be a problem if the boyz get away in front because you really want the buffs from the characters. I will need to think about this for the future. I think that greater care is needed in the set-up to make this unlikely. I had the characters behind the boyz, and the boyz were keen.

I went for it and brought in the Stormboyz on the left hand side 'declined' flank.

Stormboyz arrive
What a sweet sight. I advanced them and lost a couple guys doing that but this improved my charge chances. The charge was successful and I was in. I went for the 'first blood' victory point and completely destroyed the 6 man veteran squad before spreading out to entangle the other troops.

It felt great!

However there are lessons to learn. The Boss is not part of the squad and has to be rolled for separately. I had him attack a different target, the Razorback. This was a mistake and I nearly lost him. In future I would declare the charge against two units and this would give him protection. I would also put him against troops.

I also note that everyone gets an extra attack if there are more than 20 models so in future I will always take a larger unit that can afford to lose a few guys and still retain this advantage. Probably take the full 30.

Positioning before and after the 3" secondary move is really essential so that everyone gets tied up. I am going to have to really think about this. I was lucky in that I did tie up all the units but I very nearly didn't succeed in this aim.

Stormboyz in action
Had the Boss gone against the marines and had I got 20 additional attacks because the squad was the right size I could have been much more devastating. I declared all the boyz against the six man squad and could have killed 12 marines with the result, a waste. I should have split the attacks and taken the additional overwatch. There are real lessons to learn here.

I could support this chaos with some Kommando's or indeed some fast attack buggies or ..... there are options and many of them to consider but it would to great to feel some more help arriving before the boyz finally make it.

The boyz arrive
And make it they did! They were buffed by the Warbanner and the Weirdboy's Warpath giving +1 attack and +1 to hit. I didn't get them all into the action I would guess at least 10 - 15 had no attacks and this was just a big mistake. They get 2 attacks normal ,+1 for the choppa, +1 for Warpath, that's four and the PK was in the wrong place - idiot - and both the nob with Warbanner and the Wierdboy had fallen behind and could'n't charge and the Painboy had been mugged because of the same problem. Just silly stuff. But missing out on 40 attacks and not getting the characters in was crazy. Note to self - learn from this experience.

Anyway - I missed the opportunity to smash all before me. Too many errors in both set-up and tactics. The marines held on and in the end the only two people left on the field were both the marine characters.

I was delighted for the Dark Templar. He fought stoutly and just inched his way into the winning position. It was a great night and the game is definitely fun to play. Congrats to the DT and my Wierdboy will be getting a yellow streak on his cloak to remember his actions on this night ;-)



Thursday, 4 September 2014

Ork Weirdboy, with chaotic leanings

I played my Ork Pysker, 'Eadcrumpa, in our first 1500 point game.


I gave him abilities from the 'Powers of Waaagh'.  This seemed to be very appropriate and in keeping with the story line. He really brought something to the game when he rolled for 'Da Jump' and 'Power Vomit'. I was able to Deep Strike an entire unit in behind the enemy and then used Power Vomit on a unit of Obliterators. It was hilarious.

In the second game of 2500 points I did not take any magic at all. 'Eadcrumpa had died spectacularly and it was as if Ghazghkull had seen enough and turned to the Mekboyz instead.

For the next big game of 4000 points I am thinking of turning back to magic with 'Agor the Mad'. However this time a corrupted version. In my head Agor, 'Eadcrumpa's second in command, has been effected by his time on this world of Chaos and his powers have evolved such that his abilities are now those of Daemonology.

I just love the idea of Orks using Malefic Powers and summoning daemons to the table. And think of the opportunities for conversions .....

The are four ways to summon demons: -

1. Primaris Power (This is automatic - no rolling required) - Summoning, this summons a unit of your choice who arrive by Deep Strike within 12".
    - 10 Bloodletters of Khorne
    - 10 Pink Horrors of Tzeentch
    - 10 Plaguebearers of Nurgle
    - 10 Demonettes of Slannesh
    -  5 Flesh Hounds of Khorne
    -  3 Flamers of Tzeentch
    -  3 Nurgling swarms
    -  5 Seekers of Slannesh

Then the next three can be rolled for.

2. Sacrifice (D6 of 4) - Conjure one of the following units of your choice Herald of Khorne, Tzeentch, Slannesh or Nurgle with 30 points of options.

3. Incursion (D6 of 5) - Conjure one of the following units of your choice 3 Bloodcrushers of Khorne, 3 Screamers of Tzeentch, 3 Plague Drones of Nurgle or 3 Fiends of Slannesh.

4. Possession (D6 of 6) - Conjure one of the following of your choice 1 Bloodthirster, 1 Lord of Change, 1 Great Unclean one or 1 Keeper of Secrets.

The big question is where to start? The idea of Bloodletters joining an Ork army is pretty cool but then again so is the idea of sending Plaguebearers in against a Nurgle opponent. This is going to require some thinking.

I would welcome any thoughts ...


   



Sunday, 10 August 2014

1500 point Ork Army List - the battle plan

So I suppose we must start with the army list. What did Zagdakka take to capture the communications array?

HQ
1 x Warboss, Mega Armour, Lucky Stick, Boss Pole (Zagdrakka)
1 x Painboy
1 x Weird Boy, Psyker ('Eadcrumpa)
2 x Mek

Elites
3 x Mega Nobs, 3 x Kombi Scorchas, Trukk, Ram
7 x Tankbustas, Nob, Bosspole, £ x Bomb Squigs, Trukk, Ram

Troops
15 x Slugga Boys
18 x Slugga Boys, Nob, Power Klaw, Bosspole
20 x Slugga Boys, Nob, Power Klaw, Bosspole

Fast Attack
2 x Warbuggies with Rokkits
14 x Stormboyz, Nob, Power Klaw, Bosspole

Heavy Support
1 x Battlewagon, 4 x Rokkits, Kilkannon, Grot Riggers
3 x Mekgunz, 3 x Tractor Kannon, 3 Ammo Runts

Plan = Battlewagon contains the 15 Boyz, Painboy, Mek and Warboss. Mek number 2 is with the Mega Nobs.

Mekgunz would shoot the flyers.

Weirdboy would deploy depending on what skills he obtained, probably with the 20 boys.

Use the Battlewagon to shelter the 2 Trukks, march the boys up the board, use the Waaagh on turn 2, have the Stromboyz and Buggies arrive turn two. Chaos should ensue as we come at the Iron Fists from the front and rear. Simples. The footsloggers should arrive to mop up at the end.

Reality Check time.

There were no flyers.

We rolled for mission type etc and ended up playing short table edge to short table edge with the communications array right at the back of the board. In short a funnel with and extra 12"s of distance for me to travel. Nerves began to jingle.

I rolled for my Weirdboy and joy of joys Da Jump and Power Vomit! Giggling like a mad person I put the Weirdboy with the large group of 20 Slugga Boys and set them up at the back of the board well out of range, ready to Teleport behind enemy lines. None of that running malarky for my boyz!!

You see, Ghazghkull was right. 'Eadcrumpa had a 'special' purpose!! Ghazghkull knows everything. Never doubt the great one.

Below are the set-up positions. (Buggies and Stormboyz in reserve)



You can see what I mean about a funnel. The Iron Fists had purchased Tank Traps to stop my vehicles and then had Fortifications behind that. These were anchored with tanks on either end. The Fortifications were manned with Oblitorators and Noise Marines. Things looked very hot down there!

I got to go first and decided to go for it in a big way. I pushed everything forward and went for Da Jump straight away. I figured it would be amazing if it came off. I also checked my movement to allow the Killkannon to go for a big shot at the Oblitorators. Guess what - it worked!!!


I successfully teleported into position (no big scatter), then I successfully used Power Vomit against the Oblitorators, they lost one guy and made an unlikely save, I successfully used my Kilkannon against the Oblitorators and they successfully made an unlike save. What a start to the game. I was out of breath all ready.

But then I got spanked for being too ambitious. Unit wiped out to a man as I was surrounded and shot to pieces. At least they were not shooting at the advancing force.

My reserves arrived in turn 2.


But I was not close enough to support them and guess what I got shot to pieces. Again, at least they were not shooting at the advancing force.

Time for the Waaagh!!


I launched my footsloggers (the 'Ighlanders) at the Iron Warrior HQ on the Iron Warrior left.


And in my main thrust for glory, I pushed my HQ down the throat of the enemy. This was it - my time had come - or so I thought.

Noooo - the 'Ighlanders were cut to pieces first by shooting and then at the wrong end of the Initiative sequence. I only had three guys left to hit with. Dreadful.

My HQ advanced and cut down a 5 man unit and then I could not move into the next unit. I had to stand there to be shot at. This seemed so wrong.


So my 'Ighlanders were no more and a the end of the Iron Fists shooting I had 3 guys left in my HQ. The Warboss, the Painboy and one of the Slugga Boyz. Look how close I am to the communications array, but it seemed like those few feet might as well be a few miles.

Then the Obliterators and  2 Iron Fists units attacked in the Assault phase. Go Zagdakka - you can get there!!!


I looked like I was in trouble but up stepped 'Zagdakka the Unmerciful'. Utterly amazing!!


He saw off the Oblitorators and broke the morale of one of the Iron Fist units before finally seeing off the remaining unit. Then the Tankbustas arrived to get in the final act of the day - owning the communications array!


It was a great moment. The Painboy was invaluable. My Warboss was amazing. We had a real blast and a hugely enjoyable day.

The game has changed a lot!! Like a lot. There is much to muse on - but for today I would like to say a great big thank you to the Dark Tamplar for what was a fantastic Sunday. 40k - we salute you!!

Monday, 28 July 2014

Weirdboy - you know you want one! (or maybe more)

One of the big changes in the 7th edition is the reintroduction of proper magic.

When I first started playing 40k around the time of the second edition Magic was a major part of the game and I think it really added to the overall character. Games were played with a lot less models so a bit of magic added to the fun. One of the Ork spells was the 'Foot of Mork'. You literally had a template the shape of a great big foot and you brought this down to squash the enemy. Great fun!



In the latest Codex the Weirdboy is back and now costs 45 points for a level 1 psyker (gets to learn one Power). He can be increased to a level 2 psyker for an additional 25 points (gets to learn another Power). He also has access to Waaagh Energy which means that if he is surrounded by 10 or more Ork models he generates a bonus Warp Charge point. So stick him in a large unit and that is sorted.

He has decent stats too with S4, T4 and 3 Attacks.

His staff is a two handed melee weapon at S+2, AP4, Force. The Weirdboy is S4 so the weapon hits at S6. The Weirdboy also has Furious Charge giving him +1 on the charge making it a S7 weapon. Force is Warp Charge 1 and targets the Pysker and his unit. When in play all the targets weapons gain Instant Death until the start of the next phase. Can you imagine unleashing this in the turn that you Waaagh!!!! I mean Instant Death - no saves OMG!

The Powers of the Waaagh are as follows: -

Primaris Power - (you get this free if you choose all your powers from the same table. Orks can choose from Demonology and the Powers of Waaagh. I am sticking to the Ork Powers for now)

Free - Frazzle - R24", S6, AP3, Assault 1, Blast

The other powers are random but rolled at the start of the game making him a whole lot more predictable: -

1. 'Eadbanger - R24", the target must pass a toughness test or suffer a wound - no armour or cover save allowed. A character killer.

2. Warpath - all models in his unit gain +1 attack, now you just know that could be cool.

3. Da Jump - You can remove the unit from the battle field and then deep strike them!! Oh my god!

4. Killbolt - R18", S10, AP2, Assault 1 - Yes folks thats S10, AP2!

5. Power Vomit (love it) - R template, S7, AP2, Assault 1 - at AP2 that makes him an up close and personal marine killer.

6. Da Krunch - R24", S2D6, AP4, Assault 1, Large Blast, Barrage - Wow! and if when rolling for S you roll an 11 or 12 you get another attack on the same squad.

Can you imagine the Weirdboy sitting in a 30 man unit of Boyz. Almost any combination of the six Powers would be awesome.

I do love some proper Orky nastiness and the Weirdboy is just oozing it from every pore!!