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Sunday, December 25, 2011

MERRY X-MAS

Tis' the season to be trolling trol lol lol lol lol lol lol.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk6iPGMOzHXCpDA0YJ4kBvho9T_mo_jg99beO7bpRiW1RfxiH8C8V6jsyK7QLuGYYL21j11-QZUTPK8VEMWHjlfsmDMHKuVSnUORCQB4QPxz7kNBOOmOpHEng2nFNnOep64z8nt4LiUrhT/s1600/SDC12847.JPG
Hey guyz, merry X-mas! I am surprised we made it to X-mas (cough..Christmas...cough) as it seems the year went by so fast. I felt I needed to do a quick post on Chri... I mean X-mas, but I didn't know what to write about, so I got this awesome picture off the Internet!!!! So I guess all I have to say is....Merry TROLL-mas.

Thursday, December 22, 2011

WAAAGH! DA ORKS! Wierdboyz!

      Hola (that's hi in Spanish). I am coming out with the new edition to WAAAGH! THE ORKS! reviewing each and every one of units in the orks army. As some of you may have noticed, I am not really consistent at posting new content, as I usually just come out with two or three posts one night then wait a month (or several) to post new content. I'M SORRY TO THOSE LEGIONS OF FANS WHO DIE TO HEAR MY CONTENT AS I SURE THERE ARE MANY (not). Also I'll try to improve spelling and grammar in my post as people nag me constantly on it ( I'm only human!!!!).  With those things out of the way I'm going to present the long awaited, Hugely anticipated.......
                       WAAAGH! DA ORKS! Weirdboyz



The Y U NO guy seems to not like my picture choice. 



Alright, First things first. Stats. A very modest looking HQ (for orks dat iz!)  with the same states as the Big Mek. (basically Nob stats). He comes in at 50 pts, which is good for a psycher. He has no upgrades except for the option of upgrading him to a warphead, allowing him to reroll any roll on the psychic table, the table where he gets his powers. At 30 pts this isn't cheap, but I highly recommend it as it can prove very powerful.
THE PSYCHIC TABLE:
  * 1) 'ead banger: causing a frazzle attack, except the template is placed over the Weirdboy. Thoughts: Not exactly a good psychic power. This is one of the reasons to take The Warphead Upgrade. Statistically In a 6 turn game this will happen at least once, and its not when you got a group of 30 boyz around him. When with the Warhead upgrade when you roll this once you only have a 1 in 36 chance of rolling it again, so the odds are in your favor.

 * 2)  Frazzle: A psychic shooting attack with 24" str: 6 AP:3 blast, pining. Thoughts: I was surprised at how good this was. Its a marine killer, but can also be used as a control spell due to its pining and low AP. Very nice.
 
* 3) Zzap: A psychic shooting attack with 36" Str:10 AP:2 Melta. Thoughts: The Stats on this thing look great, One of the best tank busters in the game, however, the Weirdboyz BS of 2 keep it in check. Lets estimate the chances of him actually killing a tank with this. Let's assume we target a land raider with armour 14, a Weirdboy has 1/3 chance to hit and 2/3 chance of missing, penetrating on a 5 or higher on 2 dice in melta range (successfully penetrating 26 out of 36 times ).  That s 1/3 X 20/36 or 20/114 chance to hit and pen....only a 17.5% success rate.  To destroy it you need a 5 or 6, dropping your chances below 6% (not bad math, eh?) meaning this power is not a reliable tank killer.  The low BS is a killer and makes this power highly unreliable.

4) Warpath: Gives all models in the Weirdboyz unit an extra attack until the beginning of the next Ork turn. Thoughts: Orks gaining additional attacks is always good, and even better when the effect lasts until the beginning of the next Ork turn. This means Your boyz stay uber through your opponents turn. This means you could if the Weirdboy is attached to a unit of 20 Slugga Boyz you will get 100 attacks, yes, 100 attacks on the charge. Although the boyz would normally get 80 attacks the addition 20 makes your victory even more assured. Its a good physic power and it fits the theme of the army well.

5) 'Ere We Go: This allows the Weirdboy and his unit to be placed anywhere on the board vie deep strike special rules. Thoughts: This is an interesting power, but it says "Via deep strike" and we all know deep strike kinda SUCKS, but really, deep strike now a days is terrible unless your shooty, or your the dumb @$$ blood angles who are so ridiculously good at that because they get the awesome assault when they deep strike, but for Orks it just doesn't work. I've seen people use a mob of Shoota Boyz with him and that can be fun, but not effective.

6) WAAAGH!: this power is exactly as it sounds like, it gives your entire army an extra WAAAGH!. Thoughts: Okay, this is the reason why us Ork Warbosses and Warlords pay da Teef to keep dis 'ere loons around. They basically get charged up on the Ork WAAAGH! energy that they release it upon his Ork buddies and it causes an additional WAAAGH!. This is pure Awesome, as all of you know that a WAAAGH! is essential to how the orks play. Imagine not 1, but 2, yes 2, a game. Statistically this should happen once a game. But ( oh no a but!) since the Weirdboy takes his physic test at the Beginning of the shooting phase, you have no way of knowing if you will role a six, so this makes this physic power very hard to use as none of your guys may be in a postion to make a charge, rendering this physic power not as good as it should be.

Overall: 6/10. While his physic powers are good, the random element of it makes it not very effective as a HQ in whole, and he is better off in causal game play then Tournament play.