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Thread: Madboyz

  1. #1
    Commander LawrencePhillips's Avatar
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    Question Madboyz

    This was just a bit of fun. Do you think the following rules (strictly for friendly play) are reasonable, fun & fluffy? Would you be happy to pay against it? If not, why?

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  2. #2
    Librarian
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    Re: Madboyz

    I quite like it, and would love to play against it.
    Just to let you know I am Dyslexic.
    This means that some of my spelling and grammer will be incorrect.
    Thanks

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  3. #3
    Chapter Master Chem-Dog's Avatar
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    Re: Madboyz

    This has captured the essence of umpteen pages worth of results covered in Ere we Go, sterling stuff.
    Typo in the Madness rule, pervious instead of previous, I only point it out because it's the only thing wrong with it.
    I'll be passing a copy on to my club's most avid Warboss, I'm sure he'll love it.
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  4. #4
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    Re: Madboyz

    "Tarrified" is incorrect, unless you mean to tax the madboys for being terrified of something. I find the rules amusing though. Can they really call a waaagh every other turn though? That could get annoying.
    You can't spell manslaughter without laughter!

  5. #5
    Chapter Master
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    Re: Madboyz

    Do you roll once for each Mad Boy mob, or once for all of them? Guessing once per mob based on the wording. In which case, does the "no identical Madness rolls in a row" thing apply across mobs? Basically:

    Turn 1: Mob A rolls a Waagh, Mob B rolls something else
    Turn 2: Mob B rolls a Waagh, Mob A rolls something else
    repeat etc

    Love the rules for them, but if one were to field multiple units that part of the rules needs to be cleared up. Also, what slot do you suggest they go in?


    edit: also, it's Morale, not Moral. Orks aren't known for their morals

  6. #6

    Re: Madboyz

    should add a rule where a 6 only applies once per squad, and any other olling of 6 after they called a waaagh, they choose the result (except waaagh ofc)

  7. #7

    Re: Madboyz

    Overall I like them.

    I'm not in favour being forced to take a Hatter and lack of options - I always took Boltas for my Madboyz (or at least modelled them with them) - so I'd make them 5-20 models, let them swap Slugga & Choppa for Shoota (can have a mix in the mob), let up to 3 swap for Big Choppas and let one upgrade to a Hatter which may have Shoota or Slugga + Choppa or swap for Big Choppa.

    I think it would be fluffy for them to allow a Wierdboy they accompany to reroll the dice for its random power, but if the same power is rolled the boyz take D6 SD6 hits due to the excessive Waaagh! energy they create or something
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  8. #8

    Re: Madboyz

    Quote Originally Posted by Sheena Easton View Post
    Overall I like them.

    I'm not in favour being forced to take a Hatter and lack of options - I always took Boltas for my Madboyz (or at least modelled them with them) - so I'd make them 5-20 models, let them swap Slugga & Choppa for Shoota (can have a mix in the mob), let up to 3 swap for Big Choppas and let one upgrade to a Hatter which may have Shoota or Slugga + Choppa or swap for Big Choppa.

    I think it would be fluffy for them to allow a Wierdboy they accompany to reroll the dice for its random power, but if the same power is rolled the boyz take D6 SD6 hits due to the excessive Waaagh! energy they create or something
    why not have them as an upgrade to a weirdboy? like the ghost knights... (except they dont **** off when the weirdboy is killed)

  9. #9
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    Re: Madboyz

    Quote Originally Posted by Clarkson View Post
    why not have them as an upgrade to a weirdboy? like the ghost knights... (except they dont **** off when the weirdboy is killed)
    I really like that idea, would make a fun unit for tag along with him. Also, if the Weirdboyz got a Perils, you could have x amount of Madboyz have their heads explode instead.
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  10. #10
    Commander LawrencePhillips's Avatar
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    Re: Madboyz

    Cheers guys, some good feedback. I think if they were lead by a weird boy, they should become a retinue instead of troops. Also helps solves the issue of having multiple squads with multiple rolls.

    Stay tuned and I'll update this evening.

  11. #11
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    Re: Madboyz

    Really like those rules and wish madboyz were back (Ork next codex is ... well, probably not on the horizon for a while yet ...).

    I think you should be able to run them without a Hatter for a substantial points reduction and more chance or their being utterly random...

    Mark.

  12. #12

    Re: Madboyz

    Hi all.
    Here is my take on madboyz...(Based on the ESM rules and Ere we Go.)A bit more complicated but closer to the old rules IMO.

    Troops
    0 to 1 Mad Boyz,.(10)pts per model

    Model type WS/BS/S/T/W/I/A/Ld/Sv.
    Mad Boy 4/2/4/4/1/2/2/7*/5+

    Unit Composition:
    ▪ 10 to 20 MadBoyz

    Unit Type:
    ▪ Infantry

    Wargear:
    ▪ Slugga and Choppa
    ▪ Shoota.
    ▪ Stickbombs

    Special Rules:
    * Disturbed Behavior.(Roll on the disturbed behaviour chart to determine Mad boy behavior at the start of every turn.)
    *Waaagh power.Mad boys generate far more psychic energy than normal orks.This allows any Weirdboy in the same army to re-roll thier psychic powers roll .

    Character:
    ▪ The unit may NOT be accompanied by any one,no-one else is mad enough!


    2 or 3 Fobik!
    The Madboys become terrified of a random object and make themselves as small as possible , and cover thier faces to hide from the terrible abomination.
    The Madboys counts as going to ground and will not fight in any way !

    4 Moronik.
    The Madboys wander about looking for a 'speshul sumfink...'
    The mad boys count all movement as moving through difficult terrain, they will not shoot but fight in close combat normaly.

    5 Melonkolik.
    The Madboys are convinced they are all dead so lay down and wait for the hand of Mork ( or possibly Gork) to take them into the Big Green.
    The Madboys remain stationary and do not move or fight in any way.The Madboys are SO convincing that NO attacks can be made agains them , and any attacks that 'scatter' onto the Madboys are ignored.

    6 Frantik.
    The Madboys are not sure where they are going , but they are going to get there 'Zoggin kwick!'
    The Madboys gain , Fleet of foot, Move through cover and a 5+ inv save due to the irratic way they move.
    The Mad boys cannot shoot but can assault normaly.

    7 or 8. Sykotik.
    The Madboys move forward with steely resolve.
    They gain Fleet of foot, and Feel no pain.

    9. Skitzo.
    The Madboys multiple personalities emerg at the same time!All the personalities constantly argue about what enemy to 'Bash', but when the Madboys are in an assault, ALL the personalities 'stik da boot in!'
    The Madboys gain Slow and puorposful , Counter Attack, and Feel no pain.

    10.Manik.
    The Madboys have 'seen da lite' and are convinced they can win the battle by a decisive action!
    If in assault range of an enemy unit ,they gain Rage,Fleet of foot ,and Feel no pain.
    If they are out of assault range of enemy units, they will shoot at the nearest enemy unit , re rolling any misses.

    11 or 12.Maniakz.
    Swathed in an eerie green glow , the Madboys belief in themselves is powered by pure Waaagh energy.
    The Madboys gain the abilities of monstrous creatures , (but count cover as for normal boys.)Fleet of foot and Feel no pian.
    Complexity is an illusion caused by lack of clear thinking.

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