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![[Post New]](/s/i/i.gif) 2020/03/19 05:37:26
Subject: Ork Big Boyz
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Rookie Pilot
Brisbane
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Since everyone seems to be getting on the Primaris gravy train (hell, even the Guard have their Scion Troops now), why not add the Orks too!
Introducing the Big Boyz! (highly imaginative name, I know!). These are Ork Boyz who, whilst they have become larger from combat, still haven't aspired to become Nobz, or simply like being one of Da Boyz. This means they aren't particularly bright, but are no less ferocious in the Assault! To reflect their size, they are physically larger, have increased strength, toughness, and are clad in Ork 'Eavy Armour. They have Big Choppa's and Big Slugga's (12" Pistol 2, S5, AP-1, D1). Their Mob is restricted to 20 max, but their version of Green Tide (Bigga Green Tide) requires 15 minimum. When embarking the Big Boyz count as 2 models. They are still lead by a Boss Nob, but they are more prone to acting out if frustrated.
Elites
Mob size 10-20 models
19 pts each including weapons.
M 7"
WS 3+
BS 5+
S 5
T 4
W 2
A 2
Ld 6
Sv 4+
Youz Iz Stupid! No Youz Iz Stupider: If a Morale check is failed, the Boyz turn on one of their number and cause him 1W (no saves allowed). This is after a losses from a failed Morale check.
Big Boyz can Mob Up, but only with other Big Boyz Mobs.
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This message was edited 3 times. Last update was at 2020/03/19 22:47:51
I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. |
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![[Post New]](/s/i/i.gif) 2020/03/19 05:51:09
Subject: Ork Big Boyz
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Regular Dakkanaut
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Sure. But you'll need to bring them up to 17 points base, they get no extra attacks in blobs of 20, and that big ass grenade only does D3.
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![[Post New]](/s/i/i.gif) 2020/03/19 09:15:18
Subject: Ork Big Boyz
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Rookie Pilot
Brisbane
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Roberts84 wrote:Sure. But you'll need to bring them up to 17 points base, they get no extra attacks in blobs of 20, and that big ass grenade only does D3.
Wow...
You read the title, DIDN'T read the actual post... then posted a reply... All of those points have been covered...
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This message was edited 1 time. Last update was at 2020/03/19 09:16:42
I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. |
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![[Post New]](/s/i/i.gif) 2020/03/19 11:11:01
Subject: Ork Big Boyz
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Loyal Necron Lychguard
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Slayer6 wrote:Since everyone seems to be getting on the Primaris gravy train (hell, even the Guard have their Scion Troops now), why not add the Orks too! Introducing the Big Boyz! (highly imaginative name, I know!). These are Ork Boyz who, whilst they have become larger from combat, still haven't aspired to become Nobz, or simply like being one of Da Boyz. This means they aren't particularly bright, but are no less ferocious in the Assault! To reflect their size, they are physically larger, have increased strength, toughness, and are clad in Ork 'Eavy Armour. They have Big Choppa's and Big Slugga's (12" Pistol 2, S5, AP-1, D1). Their Mob is restricted to 20 max, but their version of Green Tide (Bigga Green Tide) requires 15 minimum. When embarking the Big Boyz count as 2 models. They are still lead by a Boss Nob, but they are more prone to acting out if frustrated. 19 pts each including weapons. M 7" WS 3+ BS 5+ S 5 T 4 W 2 A 2 Ld 7 Sv 4+ Youz Iz Stupid: If a Morale check is failed, the Boyz turn on their Boss Nob and cause him 1W (no saves allowed). Big Boyz can Mob Up, but only with other Big Boyz Mobs.
I don't think these are needed and their ability is weird, where do these huge dumb well-armoured sprinter Orks come from? Are Nobz particularly smart? I thought Nobz were just stronger and tougher. You have them listed as the same T as regular Boyz, but write they have more toughness than Boyz, are Big Boyz even tougher than Nobz? M7 is really huge and I see no reason for it, they have to lug around 'eavier armour and they are not described as having lightning reflexes or speed so they should be M5. You should list any other abilities they have so "’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!" I am assuming. Instead of them punching the Boss Nob I think it'd be cooler if they had no Nob and were Ld 6. 2 attacks kind of sucks and they are the same cost as Nobz that have 3 attacks and a positive ability instead of a negative one, is the intention that these guys are Troops and this discrepancy is to make up for that?
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This message was edited 3 times. Last update was at 2020/03/19 11:13:22
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![[Post New]](/s/i/i.gif) 2020/03/19 11:41:13
Subject: Ork Big Boyz
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Lord of the Fleet
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The Morale rule will break the game if it causes a wound to the Nob while another model's already wounded.
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![[Post New]](/s/i/i.gif) 2020/03/19 22:38:29
Subject: Ork Big Boyz
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Rookie Pilot
Brisbane
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vict0988 wrote:
I don't think these are needed and their ability is weird, where do these huge dumb well-armoured sprinter Orks come from? Are Nobz particularly smart? I thought Nobz were just stronger and tougher. You have them listed as the same T as regular Boyz, but write they have more toughness than Boyz, are Big Boyz even tougher than Nobz? M7 is really huge and I see no reason for it, they have to lug around 'eavier armour and they are not described as having lightning reflexes or speed so they should be M5. You should list any other abilities they have so "’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!" I am assuming. Instead of them punching the Boss Nob I think it'd be cooler if they had no Nob and were Ld 6. 2 attacks kind of sucks and they are the same cost as Nobz that have 3 attacks and a positive ability instead of a negative one, is the intention that these guys are Troops and this discrepancy is to make up for that?
Valkyrie wrote:The Morale rule will break the game if it causes a wound to the Nob while another model's already wounded.
Those are both excellent points, let's just remove the Nob, and change it to an infighting rule. I'll adjust the main post now.
The drawback to their improved physical stats is their increased size, and same Leadership as the Boyz they came from (adjusted also)
Yes M7 is a bit faster, but given they cost a bit already, and won't have an invulnerable save, I think they should be right. Lowering the movement to 5 simply makes them a Nob Mob with a different name and worse rules. By doing this they can be seen as an alternative to Nobz - a tougher than Troops choice yet still far spammier than Nobz, they also are a little more susceptible to morale than Nobz. Their tradeoff is a lower Leadership (after adjustment), and less base attacks, with quite a high individual model cost.
Technically they would have 3 attacks if you add the Big Slugga and Big Choppa. And another +1 if you include the 'Bigga Green Tide' rule.
These Boyz aren't smart enough to use Stikkbombs so they toss them away (or break them) when they come across them.
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This message was edited 2 times. Last update was at 2020/03/19 22:53:03
I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. |
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![[Post New]](/s/i/i.gif) 2020/03/20 13:20:45
Subject: Ork Big Boyz
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Longtime Dakkanaut
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I think that perhaps this is too tight of a niche you are squeezing this into. The gap between a boy and a nob isn't that big, but the gap between a warboss and a nob has some space. However, I think we will have to revise the name, as "Big Nobs" is going to draw a few too many giggles.
I'm thinking nobs veterans, who are on the verge of warbosshood but aren't quite there yet. They gather in bands to try and boss each other around, as they all want to be the boss, and are too powerful to prove themselves against regular nobs but not big enough to contest the boss himself.
These would be between warboss and nob stats, with a variety of weapon options which are all a bit excessive (think orks in their late teens, showing off excessively even by ork standards). 'uge choppas, massive shootas, that sort of thing. Like flashgits but less snazzgun-focussed.
Their belligerence would account for the squabbling, as there is no clear boss. They would be like nobs, but less disciplined and more dangerous. Their extra casualties would come from their infighting and not from them running away.
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![[Post New]](/s/i/i.gif) 2020/03/20 13:53:46
Subject: Ork Big Boyz
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Regular Dakkanaut
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Nobz already have the same stats roughly as a primaris. Just let Nobz be used as big boyz and allow them to be selected in the troop position.
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