Friday, June 27, 2014

Powers of da Waaagh!: Weirdboys and their Psychic Powers

With the new powers and access to Daemonology, Weirdboyz are now very powerful and formidable to fight against. So lets first jump into the new powers and we will talk about the Weirdboyz after that.
The Power of the Waaagh!

Primaris Power:
Frazzle...................Warp Charge 1
A witchfire power.
Range    S    AP   Type                
   24"      6     3    Assault 1, Blast

1. 'Eadbanger.........Warp Charge 1
A focused witchfire power with a range of 24". Target must pass a Toughness test or suffer a Wound with no armour or cover saves allowed.

2. Warpath.............Warp Charge 1
A blessing that targets the psyker. Whilst the power is in effect, all models in the Psyker's unit that have the 'Ere We Go! special rule gain +1 attack.

3. Da Jump............Warp Charge 2
A blessing the targets the Psyker and his unit. Remove the unit from the board. It then immediately arrives using the Deep Strike rules anywhere on the battlefield. If the unit scatters and a double is rolled, the unit can only make Snap Shots unit the start of its next turn.

4. Killbolt..............Warp Charge 2
A beam power.
Range    S    AP   Type       
   18"     10    2     Assault 1

5. Power Vomit.....Warp Charge 2
A witchfire power.
Range        S    AP   Type        
Template   7      2     Assault 1

6. Da Krunch........Warp Charge 2
Range    S       AP   Type                                          
   24"    2D6*     4     Assault 1, Large Blast, Barrage

*When rolling for the strength, if you roll an 11 or 12, resolve your first attack at Strength 10 and then roll another 2D6 and resolve the second attack against the original target. If this second attack rolls an 11 or 12 for its Strength, resolve another attack as described above. Continue repeating this process until you either roll a 10 or less or when the original target is destroyed.

All of these powers actually are pretty darn good. With only the highest costing 2 Warp Charges, you have a really good chance of passing all of your powers. Frazzle is really good for a Primaris Power since it is a pretty good range blast power that can pen through Space Marines. 'Eadbanger is good but its still meh. Its too focused for me to like it as I like more dice to damage my enemies with but I do see the potential as it can pick out Astra Militarum Commanders and the like. Just remember to roll more than 1 since in order for it to go against the target model you need to exceed the Charge requirement by 1 or else he hit the closest model instead. Warpath is really good if you put the Weirdboy with a 30 manned Choppa mob. Having another attack can do wonders for a squad like that. Da Jump is good since it can get Meganobz across the board even faster or a giant mob of 30 boyz or even some Burna Boyz. Either way, its hard to go wrong with what you choose with this power as long as you place them in a strategic position. Don't put them right in front of your enemies and blocking your other charging units. Behind enemy lines is always a good go to choice. Killbolt can be pretty damn good since beams were buffed in 7th. Just remember to watch where you place the line as you can hurt your own guys as well. If you do get this power, try to keep the Weirdboy either 1 or 2 boyz deep if you put him in a big mob. Power Vomit is amazing. A Strength 7 AP2 flamethrower is just so damn awesome. As same with Killbolt, be careful with the placement of your Weirdboy as the template does hurt your own guys. Now Da Krunch. Oh boy, is this power awesome. Its like a Shokk Attack Gun without the table but has to possibility of firing more than once and its an an assault. All of the powers are really good, in my opinion, and I cant wait to start using my Wierdboy on the field.

Now tactics wise for Weirdboyz, you have to be wary of which powers that you have so you know where to place him. If he has Killbolt or Power Vomit, your going to want him closer to the front so he can do more damage without doing too much harm to your own unit. The rest, I would place him closer to the back since they do have quite a bit of range and the mob will give you a good meat shield for him. Now for Waaagh! Energy, your going to want to place him in a high model count mob as it needs to be above 10 to generate a warp charge. Just be careful as if it is in a 30 man squad, it will generate 2 bonus warp charges which will make him have to pass two Psychic tests or suffer a Strength 2 hit with no saves allowed. What you could do though is put him in a Battlewagon as Waaagh! Energy is ignored if you are in a transport or building. You could then put him in a squad inside the Battlewagon and still fire off your powers as most of them are witchfires.

Let me know your thoughts on the new powers and your own tactics with him.

-BK

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