Tuesday 16 June 2015

Ork Unit Analysis: Weirdboy

The Weirdboy

Coming up next is the next HQ in the book, the Weirdboy. Weirdboyz are the only psychic units us Orks get, and the only models in the game that access to the "Power of the Waaagh!" discipline. To be honest, these models aren't worth the HQ slot they fill up and I would most likely never bring one to a game, no matter what the points limit was.
A 45 point model, this guy rocks WS4, BS4, T4, S4, W2, I3, A3, Ld7, 6+ , a pretty average statline for a pretty average model.

He comes with psychic mastery level 1, though, for a heft price of 25 points, can become level 2. Other than that, this model can take no other upgrades, meaning that your 6+ save is not getting any better. He has a special rule which gives him +1 warp charge if an ork unit counting more than 10 models is within 12" of him. If he does not pass a psychic test however, he takes a single S2 hit with no saves allowed, this is wounding on 6's, so it's nothing to worry about.

He comes with a weapon called a "Weirdboy Staff", which is S+2 Ap4 Force weapon, the ap4 means you wont be hurting many things with multiple wounds anyway, rending the force rule near pointless.

The only redeeming factor for this model is his ability to choose powers from the Powers of the Waagh discipline, as well as either demonology disciplines.The Ork powers are as follows!

  • Primaris Power - Frazzle (Warp Charge 1): Witchfire, 24", S6, Ap3, Blast
  • 1. - 'Eadbanger (Warp Charge 1): Focused witchfire, take a toughness test or lose a wound, no cover or armor saves
  • 2. - Warpath (Warp Charge 1): Blessing, Psykers unit gains +1 Attack
  • 3. - Da Jump(Warp Charge 1): Blessing , Psyker and unit arrive via deep strike anywhere on board, if doubles are rolled for scatter, unit fires snap shots.
  • 4. - Killbolt (Warp Charge 2): Beam, 18", S10, Ap2, Assault 1
  • 5. - Power Vomit (Warp Charge 2): Witchfire, Template, S7, Ap2, Assault 1
  • 6. - Da Krunch (Warp Charge 2): Witchfire, 24", S2D6, Ap4, Assault 1, Large Blast, Barrage, If an 11 or 12 is rolled, resolve more attacks into a 10 or less is rolled.

 Some of these psychic powers are really outstanding, especially Warpath, +1 attack for Orks means so much.However, there is only a 1/3 chance you will get that power at Mastery Level 2 so it cannot be relied upon. The powers you get at the start of the game really determine whether or not this model was a waste of points.

The best unit to put this model with is one you will dedicate to Close Combat, I would suggest either Boyz or Nobz. On the off chance you get Warpath, this gives Nobz the potential to have 4 attacks base, 5 attacks on the charge and 6 if dual wielding, turning them into a totally brutal unit. However, putting the weirdboy in a trukk or battlewagon with a squad of boyz will allow him to make use of his highly destructive psychic powers, the trukk getting him into the optimal position to use his powers.

In conclusion the weirdboy is perhaps the least powerful HQ choice for any ork army, especially that he does not have access to powers such as divination, which would be a massive help to any Ork commander. In nearly all scenarios, a mek or a painboy would be of far greater use than a weirdboy ever could be.

Cheers,
Christian (The Weirdest Weirdboy to ever use power vomit)


















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