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View Full Version : Do you think Madboys were just forgotten?



big squig
26-11-2009, 01:00
I was going through my ork codex again trying to decide if I should add a weirdboy to my guard themed ork army and I noticed how much they talk about madboys. They talk a lot about how they follow weirdboys as an retinue and they talk a lot about their usefulness on the battle filed...yet, when you go to the army list section, they're just not there. Not even as a retinue for the wirdboy.

Did they just forget about them?

devolutionary
26-11-2009, 01:07
I'd like to think that it was a very difficult decision to not include them, especially since all you need to do is make them a single Boyz unit upgrade in the Weirdboy upgrades.

Decius
26-11-2009, 03:54
Other than neat conversions, do they need to be different from a boyz mob?

GrimZAG
26-11-2009, 04:02
Back in the old Feral Orks list, they were pretty over-powered. All you needed was copious amounts of mad boyz and some squiggoths to destroy everyone else.

I think they made a conscious decision not to include them because you could just use a normal boyz mob to represent them

big squig
26-11-2009, 05:42
Well, I certainly wouldn't want to see them with their old power level as they were really unfair...but some kind of insanity rule would be nice.

ichbala
26-11-2009, 06:38
I thought of some special rules for them, Rending and that you roll every turn and on a 1 they cant do anything cause theire picking their noses

Kildash
26-11-2009, 06:46
that you roll every turn and on a 1 they cant do anything cause theire picking their noses

ow, wow, congratulations, you just copied wraithsight :rolleyes:

blackcherry
26-11-2009, 06:51
Honestly, just stick the Wierd boy in a Slugga Boys or a Nob Squad if you want them to be 'extra special minderz'(hur hur).

The Madboys from the older 2nd edition rules were so random they would not have a place in 40K today.

Sir_Turalyon
26-11-2009, 09:24
My weirdboy *does* lead a mob of madboyz ... using normal shoota boyz rules. I'm fine with that. Madboyz were a variant of regular boyz anyway and played the same battlefield role, just with extra flavour. Giving them fixed special rule (in form of some buff and some nerf) would be hard to balance them against regular boyz (eighter players would work around the nerf and they would be like boyz, only better, or not and boyz would make them redundant). Giving them specialised role to differ them from boyz wouldn't work eighter - they are not supposed to specialise in anything except being fun bunch of crazy boyz. Making them boyz with random nerf / bonus / behaviour decided on dice roll would be cool but unpractical (and probably owuld end up eighter over or under powered).

To summarise, I don't think there is unfilled niche for them in ork army list, nor do they need special rules for sake of special rules. My boyz are fun and crazy enough as they are.

The Clairvoyant
26-11-2009, 10:22
I suspect most gamey players would ignore them if they had their random behaviours like the old days.
Not me though. I take as many random things as i can! I loved the 2nd ed ork codex and so i try to use as much of the old stuff as will fit. :D

Correct me if i'm wrong, but normal weirdboyz avoid mobz of excited boyz (hence needing minders to drag them into battle) and its only the warpheads that thrive on the waaagh energy.

the anti santa
26-11-2009, 10:54
The Madboyz from 1st edition were amazing fun, i remember the rules in one of my oldest WD's.

There were several tables with loads of random behaviours for them and some really funny descriptions. Sadly this is far too much work for the modern 40K but could be fun to update for a 1 off special game.

sigur
26-11-2009, 11:05
They surely didn't "forget" the unit. Assuming that would just be weird.

Anyhow, as much as I admire the 6 something pages of RT-era Madboys, the concept, the models and old Ork fluff in general, I can do without a Madboys unit in the codex. Just use the normal Boyz rules if you want to have them in your army or make some rules up. It shouldn't be too hard to emulate many of the old rules to the current system.



...
Correct me if i'm wrong, but normal weirdboyz avoid mobz of excited boyz (hence needing minders to drag them into battle) and its only the warpheads that thrive on the waaagh energy.

If I remember correctly, you're absolutely right. Problem is that Madboys would follow the Weirdboys around so they often can't avoid them. ;)

Born Again
26-11-2009, 11:38
Well, I certainly wouldn't want to see them with their old power level as they were really unfair...but some kind of insanity rule would be nice.

Probably, though all sorts of random movement rules seem to be avoided now (probably with good reason) so it would come down to other things like random characteristics, or USR's that change randomly every turn, which could be interesting but probably not quite the same, and very hard to balance and put a pts value on.

I do have to say though, even though Madboyz have been relegated to background only and even Minderz disappeared from the rules, I do really like the character in the grots that are with the current Weirdboy model. They have a lot of the same feel to them, so at least that was preserved.

sigur
26-11-2009, 12:03
Well, with the options of running and going to ground, there actually is a little window for madboy-reactions open now.

Cheeslord
26-11-2009, 12:13
I remember Madboyz from the early days - I liked the idea and wish they were still around. Maybe they were considered too offensive to mentally retarded people so PC'd out (I think Slaanesh may also fall victim to that in the medium term...)

Mark.

sigur
26-11-2009, 12:18
...considered too offensive to mentally retarded people so PC'd out (I think Slaanesh may also fall victim to that in the medium term...)

I highly doubt all of that. First of all, there's WAY more offensive things in 40k (even if we consider the sick "violence is okay, sex is not"-paradigm).

Second, I think we pretty much agreed that there just was no space/place in the codex/orks army for a unit such as Madboys. I'm glad they brought back important units like lootaz (proper ones) and such as well as introducing interesting new units. It wouldn't have been too much a problem to make Madboys an upgrade for one regular boys mob if you have a weirdboy or warphead in your army (especially since the Weirdboy strangely lacks a special rule that affects the army's composition unlike the Warboss and the Big Mek) but I really don't think that PC is any reason behind this.