Apologist wrote:Stats
Historically, boarboyz were a bit slower than horses, so I'd go for movement of 8in (same as Juggernauts).
WS and
BS are standard ork, as is S.
Rough Riders and other cavalry don't seem to get a bonus in T any more (instead getting an extra W), so I'd reduce the boarboyz T back to 4.
You've added 2 extra W to the stats. I'd be inclined to reduce this to 2 (the standard 1, plus an extra for being cavalry). However, historically boarboyz were slower but harder to kill than bikes, so 3W seems a nice way to differentiate them from Warbikers.
For the remaining stats, I'd use the normal ork boyz stats as a basis, with A going back down to 2,
LD staying on 6, and perhaps improving
Sv to 5+ (again, to represent their relative T). Slightly worse
Sv than warbikers, but fair enough, I think.
So, my suggested statline is:
M------
WS-----
BS------S------T------W------A------
LD------
Sv
8in-----3+-----5+------4------4------3-------2-------6------5+
Special rules
I think your rule:
'After boy attacks make 2 more attacks at S5/
AP-1/D1 for boars tusks. If successful charge and 2 to tusk strengh.'
...can be replaced with what seems to be the standard rules for cavalry attacks (e.g. Rough Rider's
Ttrampling hooves, or Bloodcrusher's
Bladed horn):
'After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.'
I'd suggest stats for this attack as:
Range: melee, Type: melee, Strength: user,
AP: -1, Damage: 1
(essentially the same as Rough Riders' trampling hooves, but with a slightly improved armour modifier to represent nasty sharp pointy teeth.)
+++
In short, while I really like the idea, I think you'll probably have a better reception if you tone them down a little – at least for the standard boarboyz. Compare the stats with a Juggernauts (only T4, for example), and boars have more in common with horses than daemonic steeds made of brass.
Perhaps you could use your original stats as the basis for Super-cyboars? I very much like the
squig fuel injector, which has a lot in common with the old 'big red button' rule. I would like to see that have a potential downside, though.
In fact, I'd be inclined to have the nobz mob on super-cyboars as standard, with the following stats:
M------
WS-----
BS------S------T------W------A------
LD------
Sv
8in-----3+-----5+-----5------4-------4-------3-------6------5+
...and the mount's attack upgraded to:
Range: melee, Type: melee, Strength: user,
AP: -2, Damage: 2
Squig fuel injector
Once per battle, you can push the big red button to activate the cyboar's squig fuel injector. Roll
2D6 and combine the results for your advance roll this turn. On a double 1 or double 6, the unit may not move at all during the movement phase – the only result is an embarrassingly loud bout of porcine flatulence.
Love you input thank you. Will bear that in kind. I remember them from 1st and second edition but looking at cavalry in 8th my head was spinning a bit. No one simple dings to stats. The boars Turk attacks should be presented on the weapons bit but could be bothered to add. I'll revwork the stats and put it back on. All makes sense. I okay in a very relaxed little group but don't want to take the mick power wise.
My plan was to have savage Orcs as basic boar boys. The standard Orc ones as nobz and do a gore grunta for the old super cyboar. All converted. If you'd have a look at redone ones that'd be great. Not played much 8th so unsure what's
OP and what's not.
Automatically Appended Next Post: Re done templates.
Apologist, used your stats and advice. Changed squig fuel injector. Tones down tusks but kept the +2 strengh on the charge as boar tusk always did that in my old eyes. Upped power level of warboss and nobs as they seemed to have gained over basic versions. Kept nob save at 5+ to represent lighter armour worn by snakebites. Warboss still on 4+. Made warbosses tusks a bit better than you recommended and made nob ones d1 to differentiate as models will be much smaller than warboss one. Thanks for I out, would appreciate thoughts on these. Might give them a game and see if they are too much still.
FAST ATTACK.
PL 6
---------------M-----
WS-----
BS-----S------T------W------A------
LD------
Sv
Boar boy.--8in-----3+-----5+------4------4------3-------2-------6------5+
Boar nob.--8in-----3+-----5+------5------4------4-------3-------6------5+
4 Boarboyz and nob. Armed with chopa and slugga and stikkbombz. Nob may take choppy weapons. May take 5 more at +5 power level. 15 more at +15 power level.
Weapons.
Slugga. See Codex
Choppa. See codex.
Tusks. Melee. S user./
AP -1 /D 1. If used on turn of successful charge +2S. 1 additional attack.
Rules. Ere we go. Mob rule.
Orks. <Snakebites>.
Cavalry. Boarboyz.
ELITES.
PL 14
----------------------M----
WS-----
BS-----S------T------W------A------
LD------
Sv
Nob on cyboar. 8in-----3+-----5+------5------4-------4-------3------6-------5+
Boss nob --------8in-----3+-----5+------5------4-------4-------3------7-------5+
Armed with slugga, choppa and stikkbombz. On cyboars armed with tusks. Nobz may take choppy weapons or power stabbas in place of choppas. May take 5 more nobz on cyboars at +13 power level.
Weapons.
Slugga. See codex.
Choppa. See codex.
Tusks. Melee. S user /
AP -2 / D 1. 2 additional attacks after rider. +2 S if charged that turn.
Rules. Ere we go. Mob rule. Keepin' order. Cybork boars. 6+
FNP.
Squig fuel injector. Once per battle, you can push the big red button to activate the cyboar's squig fuel injector. Roll
2D6 and combine the results for your advance roll this turn. On a double 1 or double 6, the unit may not move at all during the movement phase – the only result is an embarrassingly loud bout of porcine flatulence.
Orks. <snakebites>.
Cavalry. Nobz on cyboars.
HQ.
PL 7
Warboss on super cyboar.
M------
WS-----
BS------S------T------W------A------
LD------
Sv
8in-----2+------5+-----6-------5------6------4-------8-------4+
Armed with slugga and big choppa and stikkbombz. Super-Cyboar armed with tusks.
May take choppy and shooty weapons.
Weapons.
Slugga. See codex.
Choppa. See codex.
Tusks. Melee. S user /
AP -2 / D 2. 3 additional attacks after rider. +2 S if charged that turn.
Rules. Ere we go. Mob rule. Waaagh. Breakin' heads. Super-cyboar. 5+
FNP. Squig fuel injector. Once per battle, you can push the big red button to activate the cyboar's squig fuel injector. Roll
2D6 and combine the results for your advance roll this turn. On a double 1 or double 6, the unit may not move at all during the movement phase – the only result is an embarrassingly loud bout of porcine flatulence.
Orks. <Snakebites>.
Character. Cavalry. Warboss on Super-Cyboar.