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RE: Ork Assault - Game 1 - Introduction and Rules

in #newbiegames6 years ago

The weird boy opens a TON of strategis with the Teleport ability...

I can imagine Teleporting a Burner right to the side of those 3 dummies behind the sandbag wall... instant fries humans for lunch !! 💀😈

I'll be a weirdboy.

I'm sure the demons in your head can be reasoned with... you just have to feed them some chaos and mayhem, that's all 😇

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You're right the Weirdboy looks very versatile, and has lots of range and lots of blasting power when up close too.

Interesting about the teleport power is that you can indeed teleport players too!
I wonder if this applies to teleporting yourself as well, and how that relates to the mekboy teleport ability?

Edit: Ooooh... what if I was a Meganob which has insane firepower and defense, but is slow, and you teleported me around to keep me close to the action? hmmmmmmmmm.....

OMG - double teleport! You guys and all your brains!

Yes, the weirdboy can teleport himself - these guys on reddit confirmed it.

Interesting!

I did go back to read over the rules to see where the mekboy and weirdboy's teleport abilities differ. From what I can tell, the Mekboy uses teleport as a move (and can thus still attack afterwards) but the Weirdboy uses it as a 'combat action' instead of an attack. Is that correct?

That is correct.
It can be used to get out of close combat without fleeing... leaving an enemy exposed to be shot by someone else.

So if the Weirdboy went first, you could double-teleport.

using teleport to get out of close combat without fleeing... For which one does that apply? the mekboy or the weirdboy? or both?

Maybe we can all become weirdboys and mekboys and teleport across the map to grab the STEEM in 1 turn? :)

So... it only applies to the Weirdboy, because his teleport is an attack instead of a move. If the Stormboy or Mek try to fly/teleport away they'll still have to make a flee role.

So, I just looked up the Weirdboy rules in WH40K, and the Weirdboy's teleport counts as a move. So if you Da Jump the Mek, the Mek can't then move that turn... but conversely, that also works for the enemy. You could grab them and plonk them down in front of your friends and they can't move themselves.

Hold on here... If the Weirdboy moves someone, that counts as a move by the Weirdboy AND the character that got moved!??? That wouldn't be right to use one move and count it as 2! I'm not sure I'm understanding that part correctly.

I'm so glad!
I was worried everyone would be turned off by the Weirdboy last game... but I really do think it adds a lot of strategy. Good call.

You know that demons are never sated right? But then neither are Orks...

Actually the weirdboy looks to be the most powerful of all!

-It has the same range as the long range guns
-It has a super strong insta-kill ability up close
-It can teleport itself and others
-Has buff powers
-Isn't bothered by cover modifiers (big deal!)

The only thing the Weirdboy doesn't have is an increased defense and/or an AoE ability, but other than that it can hold it's own against pretty much anybody!

But.. you roll a 1 once and it's over.
But then you can teleport yourself from the respawner all the way across the map in a single turn to get back to where you were

You know the map's not finished right... there's lot of stuff that won't be in LoS of the start...

... but yes, all amazing points. Also, the roll of 1 doesn't mean the Weirboy is instantly dead, he just loses a wound. So you'd have to roll 3 ones... or get shot a lot.

Well, I'm pretty settled on the Mekboy for this game! Can't wait to begin!

Awesome - I was going to press you for an answer so I could start...

I'll just finish up the map and we'll be on our way!

Oh didn't realize you were waiting on me! Yes Mekboy it is.

But I consider the chance high that I may respawn as a Runtherder at some point.. in case you need to prepare extra icons for gretchin!

The idea of a shield of gretchin with two or three meganobs behind is just very appealing

I wasn't really waiting on you, because I haven't finished the map yet... but now that you've picked, once I have finished we're good to go!

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