My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.
One of the most anticipated changes to the Orks was how exactly would the Psychic phase be handled, and for the most part its handled smashingly. The Orks have their own discipline, but unlike the Tyranids are not stuck with it. One of most brilliant ways Orks play differently, is the access to Daemonlogy and only the Weirdboy is capable of channeling those energies. This ends up making the Weirdboy one of the most dynamic units in all the Ork codex.
Before we get started take a quick look at the differences between the between the 2007 and 2014 Weirdboy codex rules.
(Click to Enlarge)
Weirdboy Rules 2014
HQ: Weirdboy - 45 Points
• Weirdboy staff
• ’Ere We Go!
• Furious Charge
• Independent Character
• Mob Rule
• Psyker (Mastery Level 1)
• Waaagh! Energy
PSYKER: Weirdboyz generate their powers from the Power of the Waaagh! and
• May be upgraded to Psyker (Mastery Level 2) for 25 pts
Readers of my previous tactics will notice a few changes to how reviews are presented. Now you will find is a break down each unit into five broad categories.
Weirdboy utility is not solely based only on The Power of the Waaagh! in includes the bonus of Sanctic and Malefic disciplines as well. Depending on your opponent, you can decide what set of powers are tactically best. The The Power of the Waaagh! are good for shooty Orks, while Sanctic is good against Daemons, as well as going for a few choice powers. Malefic gives options to add more units on the board for your opponent to deal with. Let us not forget Force, which can force opponents into hard choices when allocating Weirdboy wounds. Beyond the Psychic Powers Weirdboyz don't have any other options.
Can you say 70 point Mastery Level two Psyker? Besides Daemons these are the cheapest Psykers around. A Weirdboyz can easily generate three Warp Charge dice at minimal risk as well. Built into this cost is two wounds, S6 weapon, and three attacks. A basic 45 points a Weirdboy is often worth the Deny the Witch bonus alone, not to mention the other benefits.
Since Weirdboys get no wargear options they must rely on other Ork rides and running to get a move on. Besides Slow & Purposeful units very little else is slower than the Weirdboy in the Ork Codex. You can hope for a few of those movement psychic powers, but it won't be reliable.
Blessed with Nob stats and a Weirdboy Staff (Force Stave) the Weirdboy isn't a slouch in combat. A Weirdboy will likely use their attacks at an Initiative step other Orks won't be swinging at. So, if Force is active you can expect some tense moments from your opponents when making Armour Saves on multi-wound creatures. On the defensive end, Weirdboys are push overs if they are ever a target of attacks, better Look Out Sir!. These aren't Assault juggernauts by any stretch, but between Force and punching out most vehicles there are a lot worse units.
Weirdboy don't have any shooting, but they do have Witchfire powers! Unlike other shooting these Witchfires won't cost your unit any Waaagh! runs in the process; for the most part Weirdboys should focus on utility spells not Witchfires to get the job done.
One of most brilliant ways Orks play differently, is the access to Daemonlogy and only the Weirdboy is capable of channeling those energies.
The Power of the Waaagh!
By in large The Powers of the Waaagh! are offense with limited potency. Frazzle is a standard Witchfire, but with AP3, making it useful against Bikes or other T5 targets. 'Eadbanger the most useless power and isn't worth discussion. Warpath is by far the best power of the bunch making any Ork Assault unit extra nasty. Then you have the Da Jump which is a fun power where you can use to hop around the board wreaking havoc; it can also in a pinch, get a unit out of an Assault acting like a ghetto Hit & Run. Killbolt, Power Vomit, Da Krunch have some decent offensive prowess, but are dragged down by the two Warp Charge requirement. If anything the Ork Witchfires have good AP values making them ideal for balancing typical Ork high AP mass shooting. The Powers of the Waaagh! powers are situational and to rely on them means you are designing a type of list with assortment unit types, making sure your Weirdboy has a unit he can excel in.
Daemonology - Sanctic
The right Sanctic power in the hands of the Orks can be awesome. The biggest problem with taking Sanctic though is two powers will almost certainly be useless. Banishment hurts doubly because it is the Primaris Power and only works primarily against one army. Then you have Purge Soul which with the Weirdboy low leadership is futile. This leaves you with Gate of Infinity which is just like the Da Jump, but can target any friendly unit. Sanctuary on the surface seems pedestrian, but giving an invulnerable save of any kind to Orks means less dead Orks, especially combined with Feel No Pain. Cleansing Flame can neutralize opposing horde units and Vortex of Doom is risky, but if you are using Sanctic you will be periling anyway. Then finally you have Hammerhand the best possible power Orks could wish for. Imagine a 30-man Ork unit with S7 attacks on the Charge! It also means S5 when locked in Assault, very good if you don't want to rely on Power Klaws alone. Food for thought, what about sneaking a Weirdboy into the Green Tide with Hammerhand? Choosing Sanctic isn't so much about your units, but is more about what your opponent is bringing. Daemons obviously, but against mass shooting, horde, or monstrous creature spam Sanctic can provide an important advantage.
Daemonology - Malefic
Putting all Together...
There is no doubt the Weirdboy relies almost completely on its ability to generate powers; unlike other Psykers you won't feel so bad if your opponent has an army that neutralizes them. Worse comes to worse you get the equivalent of Adamantium Will for a unit. The biggest problem with a Weirdboy is taking up a HQ slot, so unless you are running multiple CADs or sources you will be deciding between all the other wonderful HQ choices Orks have to offer. If I were to have to pick though, the Weirdboy comes right after a Warboss and Painboy as the next best generic HQ for a Ork army. A 70 point Weirdboy is worth getting Summoning, and going for the 1/3 chance to get Hammerhand for some game breaking.
You just have to be OK with the expendability of a Weirdboy, especially going with Daemonlogy, as doubles on Perils is almost guaranteed. This means on a bad day you will be getting those powers off twice per game. The Weirdboy LD7 is what really hurts here when making all those peril tests. You can always go the safe route and stick to Powers of the Waaagh!, it just means your list design should be more shooty based. A unit like Shoota Boyz or Burna Boyz are ideal for this situation. If you are going for teleportation don't be afraid to play around with different shooty units. If nothing else a Weirdboyz provides some dispel dice for a discount price, just remember don't force this unit into being the linchpin of your army, because the warp Gods are fickle creatures.
-- Five Units Your Weirdboy should join--
- Burna Boyz if you get Powers of the Waaagh! - Power Vomit, Frazzle
- Boyz if you get Powers of the Waaagh! - Warpath, Sanctic - Sanctuary, Hammerhand
- Flash Gitz if you get Powers of the Waaagh! - Da Jump, Sanctic - Gate of Infinity
- Tankbustas if you get Powers of the Waaagh! - Killbolt, Sanctic - Vortex of Doom
- Lootas if you get Sanctic - Sanctuary, Malefic - Summoning, Sacrifice, Incursion, Possession
Mogrok's Bossboyz: Is the only formation where you must take a Weirdboy and along with that get some clever trickery. Trickery with Outflanking, meaning you can have Weirdboy in the backfield using powers like Summoning, Cleansing Flame, or Killbolt. More importantly, this Formation allows a Weirdboy to sneak into the rest of an army without taking up a precious HQ slot.
The Weirdboy cost is the shining star for the unit, but the potential to change a games trajectory can make them an all-star. It won't happen every game, but it is there with Daemon summoning, Invulnerable saves, or bonus attacks. Really, the best part about the Weirdboy is the low risk required to use the unit; you don't have to worry if he blows his head off, because if you are smart he wasn't the key to victory in the first place.
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules– edits will be made accordingly. Also check out other articles in this series…
- Chaos Space Marine Tactica Link Page
- Chaos Daemons Tactica Link Page
- Ork First Impressions
- Breaking Down the Ork Codex
- Warboss Review
- Weirdboy Review
- Mek Review
- Big Mek Review
- Painboy Review
- Mad Doc Grotsnik Review
- Kaptain Badrukk Review
- Boss Zagstruk Review
- Boyz Review
- Gretchin Review
- Burna Boyz Review
- Tankbustas Review
- Nobz Review
- Meganobz Review
- Kommandos Review
- Trukk Review
- Stormboyz Review
- Deffkopta Review
- Ork Flyer Review
- Warbikers Review
- Warbuggies Review
- Mek Gunz Review
- Battlewagon Review
- Deff Dread Review
- Killa Kans Review
- Gorkanaut & Morkanaut Review
- Lootas Review
- Flash Gitz Review
- Ghazghkull Thraka Review
- Stompa Review
- Final Ork Codex Breakdown