Thursday, April 5, 2012

Have you seen this unit? part 21

The majority of the 40K universe has some sort of psychic talent, spell caster, or brain savant. This is true even for the “dumbest” of the races, the Orks. It seems that orks tend to generate a bit of psy energy. If a ton of orks get together, then there is a lot of this energy floating about. There are certain orks that can ground this energy and even channel it, they are the Weirdboyz.



Ork psykers seem like an oxymoron don’t they? The codex has them as an HQ choice and they are pretty cheap, but are they effective? Since nobody seems to really use them, I’m guessing no.



The Weirdboy comes with a very, Nob-ish line of stats. They are WS 4. BS 2, strength and toughness 4, have 2 wounds, initiative and attacks of 3, leadership 7 and a 6+ save. They are psykers and follow all those associated rules. Yeah they have all the ork rules as well, Mob Rule, WAAAGH, etc. The Weirdboy can use the Mob Rule or his own leadership for psy tests. If the Mob Rule is used, then the maximum leadership score he can have is 10. They come in at just five points over half-a-hundred and have only one upgrade, Warphead (+30 points).
Warphead is a more controlled ork psyker, if there is such a thing. They can re-roll the die after rolling for a psychic power.  That’s right, orks don’t get to choose powers, and they are rolled for randomly. Thus the Warphead upgrade is pretty much mandatory.
Let us have a look at these random psy powers. First off a psy power is rolled for at the begging of the ork shooting phase. A D6 is rolled and then you consult a little chart.
1.       ‘Eadbanger- an auto hit that is centered on the Weirdboy. It is resolved at S 6 AP3 blast    and pinning. This is why a Warphead upgrade is needed, to negate this drek.
2.       Frazzle- is an auto hit shooting attack with a 24” range S 6 AP 3 blast and pinning
3.       Zzap- another auto hit shooting attack with a 36” range S 10 AP 2  and melta
4.       Warpath- gives the Weirdboy and the squad he is in +1 attack until the next ork turn
5.       “Ere we go!- the Weirdboy and squad instantly teleport via the deep strike rules.  If they are in combat, then the enemy remains in place.
6.       WAAAGH!- functions like the once per game ork rule. However, if this is rolled then it happens right now. It can happen multiple times per game and even on the first turn.
If the Weirdboy is locked in combat, then a 1-3 is treated differently. The Weirdboy counts as having a power weapon instead of a shooting attack.
These guys are the best shots in the ork codex, however, it is random and they have to pass a psy test and then hope the opponent doesn’t have any psychic defense. If all that occurs, then their ranged powers auto hit. How awesome is that?
Why are these guys given the big pass by ork players?
Well they directly complete with the two great ork choices: the Warboss and the Mek. These choices are fairly cheap as well, open up other force organization options and can be tricked out with useful upgrades. The Weirdboy can’t compete with those guys.
Then there is the lack of any descent psyker stuff. They have variable powers, random does not mean effective or fun. Random powers are bad, the actual powers are descent. They also have zero psy defense. They have no chance to shut down opponent psy powers. They also have no chance of defending from warp peril either. Granted perils saves are comical, unless you are Eldar, Tzeecth, have a storm shield. The inability to stop enemy powers is the bigger problem I see here.
They also lack options. Sure less is sometimes more, but with these guys it is less. Why not give them the option for a crummy 5++ save, or some grot minderz to gain a re-roll or one-off buff, or anything. The one upgrade is mandatory, just to keep them from potentially frying their own squad, instead of hurling damage downfield.
How do the Weirdboyz get a fix? They could move them to the elite slot. There they would still have competition, but actually might have a use. They could be a multiple model squad.  Why not have the option to take 1-3 Weirdboyz? Then they might actually do something, and if one gets fried, who cares you have two more. They can get rid of the random powers and just let them pick like everybody else.
They need to do something to make these guys viable in the future, or just dump them completely.

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