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![[Post New]](/s/i/i.gif) 2012/07/30 17:48:25
Subject: 6th Edition Ork Boarboyz - Why not?
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Regular Dakkanaut
UK
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I miss Orks having Feral Boar Boyz. What would their stats be like in the current codex and edition?
Here’s my vision:
FAST ATTACK
Boarboyz
16 points per model
Boy: WS4, BS2, S3, T4, W1, I2, A2, LD7, Sv6+
Nob: WS4, BS2, S4, T4, W2, I3, A3, LD7, Sv6+
Unit Composition:
5-15 Boarboyz
Unit Type:
Cavalry
Wargear:
Slugga
Choppa
Stikkbombz
Da Hunting Stikk
Special Rules:
Furious Charge
Waaagh!
Mob Rule
Erm Boss… Da Boarz mad!
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Da Hunting Stikk
This weapon is treated as a power lance.
Erm Boss… Da Boarz mad!
Ork Boarz are commonly teased and sometimes mistreated, they get angry easily because of this and sometimes they fight back, shruggering and throwing the ork rider off.
The Ork mob is treated as having the universal special rule “Rage”. In addition to this whenever the Boarboyz unit moves, runs or assaults 1 model takes a dangerous terrain test. This also includes running away.
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Character:
One Boy may be upgraded to a Nob………… +10 points
He may replace his choppa with one of the following:
Big choppa…………… +5 points
Power Klaw………….. +25 points
He may take any of the following:
Eavy armour……..…... +5 points
Bosspole…..……..…... +5 points
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This message was edited 2 times. Last update was at 2012/07/30 18:07:03
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![[Post New]](/s/i/i.gif) 2012/07/31 10:46:15
Subject: Re:6th Edition Ork Boarboyz - Why not?
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Yellin' Yoof
Da Kamp
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Really cool idea, i'd also like to have boarboyz back in the next codex! How about an upgrade, like: The whole unit may be upgraded with: ''Kemmikul Injekshun''.....10p per model. Once per game, at any time, you may declare that the rider hits the big red button which injects an uncontrolled amount of chemicals into the boar's system. This increases its ferocity and speed by alot for a short period of time. The unit then rolls 3D6 for its charge range, 2D6 for running, and gets +2 attacks from assaulting. However the next ork turn, every model in the unit must take a toughness test, to see if the chemicals were simply too much for the poor boar. If a model fails, it takes one wound with no saves allowed. ''Cyboars''..... 10p per model. Every model gains a 5+ invulnerable save, and toughness +1.
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This message was edited 2 times. Last update was at 2012/07/31 10:48:32
W: Too few L: Too many D: Yes
Not gold. Not plastic. Soon, Games Workshop miniatures will be forged entirely from narrative - a 5-man box costing £70, containing the highest-quality imaginary soldiers in the world. Why have miniatures? Why paint, assemble or convert when you can simply imagine your army? - Frozen Ocean |
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![[Post New]](/s/i/i.gif) 2012/07/31 11:26:38
Subject: 6th Edition Ork Boarboyz - Why not?
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Spawn of Chaos
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Perhaps "Erm Boss… Da Boarz mad! " could be activated upon the roll of a 1 at the beginning of the movement phase. And causes all models to use Snap Shot (or whatever) because of all of the bucking and stomping of the boars. And would cause a single wound as a boar runs away or bucks off an Ork. (Random also so it could be the Nob).
Maybe 5-20 Boyz.
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![[Post New]](/s/i/i.gif) 2012/07/31 17:24:27
Subject: Re:6th Edition Ork Boarboyz - Why not?
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Lord of the Fleet
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Neat idea. Good use of power lance rules I suppose, though that is a lot of S5 hits on a charge! Each boy has 5 attacks on a charge, the nob has 6. Assuming 10 of them manages to charge well thats 45 S5 AP3 hits and 6 S6 AP3 hits, then theres the HoW..
Maybe a tad point increase? Like 18 points? (So they're worth x3 normal boyz)
Silentspy22 wrote:
''Kemmikul Injekshun''.....10p per model. Once per game, at any time, you may declare that the rider hits the big red button which injects an uncontrolled amount of chemicals into the boar's system. This increases its ferocity and speed by alot for a short period of time. The unit then rolls 3D6 for its charge range, 2D6 for running, and gets +2 attacks from assaulting. However the next ork turn, every model in the unit must take a toughness test, to see if the chemicals were simply too much for the poor boar. If a model fails, it takes one wound with no saves allowed.
The +2 attacks is already done via their rage though. So they would get +3 attacks or what?
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![[Post New]](/s/i/i.gif) 2012/07/31 18:11:11
Subject: 6th Edition Ork Boarboyz - Why not?
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Yellin' Yoof
Da Kamp
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Oh right, i forgot that Rage is changed now. +3 attacks sounds a bit much i think....
How does this sound: Their hammer of wrath attacks has +1 strength?
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W: Too few L: Too many D: Yes
Not gold. Not plastic. Soon, Games Workshop miniatures will be forged entirely from narrative - a 5-man box costing £70, containing the highest-quality imaginary soldiers in the world. Why have miniatures? Why paint, assemble or convert when you can simply imagine your army? - Frozen Ocean |
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![[Post New]](/s/i/i.gif) 2012/07/31 21:01:24
Subject: Re:6th Edition Ork Boarboyz - Why not?
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Regular Dakkanaut
UK
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Silentspy22 wrote:Really cool idea, i'd also like to have boarboyz back in the next codex!
How about an upgrade, like:
The whole unit may be upgraded with:
''Kemmikul Injekshun''.....10p per model. Once per game, at any time, you may declare that the rider hits the big red button which injects an uncontrolled amount of chemicals into the boar's system. This increases its ferocity and speed by alot for a short period of time. The unit then rolls 3D6 for its charge range, 2D6 for running, and gets +2 attacks from assaulting. However the next ork turn, every model in the unit must take a toughness test, to see if the chemicals were simply too much for the poor boar. If a model fails, it takes one wound with no saves allowed.
''Cyboars''..... 10p per model. Every model gains a 5+ invulnerable save, and toughness +1.
To be fair they already have fleet and rage, they don't need any more boosts. Remember this is made for the current codex, and not a fan codex.
Cyboars would be nice, but then again with Grotsnik your army is pretty much cyborks, and you can make these with him.
Douglaspocock wrote:Perhaps "Erm Boss… Da Boarz mad! " could be activated upon the roll of a 1 at the beginning of the movement phase. And causes all models to use Snap Shot (or whatever) because of all of the bucking and stomping of the boars. And would cause a single wound as a boar runs away or bucks off an Ork. (Random also so it could be the Nob).
Maybe 5-20 Boyz.
I doubt it work that way, then you have to frustrate over that and when to do your Waaaaagh. The snap shot isn't going to be a big deal for these units, they're strength is charging into combat, not shooting.
It wouldn't be 5-20 boyz due to how many power weapons they have, and how expensive it would get. The more the better for mob rules, but its too much for these.
kenshin620 wrote:Neat idea. Good use of power lance rules I suppose, though that is a lot of S5 hits on a charge! Each boy has 5 attacks on a charge, the nob has 6. Assuming 10 of them manages to charge well thats 45 S5 AP3 hits and 6 S6 AP3 hits, then theres the HoW..
Maybe a tad point increase? Like 18 points? (So they're worth x3 normal boyz)
Silentspy22 wrote:
''Kemmikul Injekshun''.....10p per model. Once per game, at any time, you may declare that the rider hits the big red button which injects an uncontrolled amount of chemicals into the boar's system. This increases its ferocity and speed by alot for a short period of time. The unit then rolls 3D6 for its charge range, 2D6 for running, and gets +2 attacks from assaulting. However the next ork turn, every model in the unit must take a toughness test, to see if the chemicals were simply too much for the poor boar. If a model fails, it takes one wound with no saves allowed.
The +2 attacks is already done via their rage though. So they would get +3 attacks or what?
It's a good thing they're easy to kill, eh?
But seriously, they're pretty expensive as it is. I could just remove the choppa, for -1 attacks. So they need to charge rather than general combat strength.
Silentspy22 wrote:Oh right, i forgot that Rage is changed now. +3 attacks sounds a bit much i think....
How does this sound: Their hammer of wrath attacks has +1 strength?
They're fine as they are. Kenshin620 had the right idea, I've just removed the choppas (so slugga and da hunting stikk)
Though the Nob can replace his Da Hunting Stikk
Big choppa.... free
Power Klaw.... 20 points
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