And following up on some things... I did some comparisons and crunched some numbers.
I figure comparing the Ferals to Orks should be an accurate comparison. Same special rules, many of the same formations. It should work better than most cross-army comparison.
For this I'm assuming that a normal boyz stand is 17-18 points. A grot stand is the other 7-8 points of the 25 points it costs for boy+ grot.
Warbuggy v empty Junka Both are LVs with 5+ armor Junka is 10cm slower. Junka has exactly half the firepower for FF and ranged fire. Junka has a transport capacity.
Square root rule (counting speed as a half factor compared to durability and firepower) compared to a 25 point Warbuggy would put the Junka at 13 points, not counting the transport capacity. So, maybe 14-15 points on its own. With the boyz added in at 17-18 points, it seems that it's solidly in the 30-33 point range.
Warbuggy v loaded Junka We'll start assuming that the Boyz stay loaded all the time, except during assaults (after which they would load up with the consolidation move). Both are LVs with 5+ armor, but it takes 2 BMs to suppress both Boyz and Junka. There is also a chance the Boyz survive if the Junka is killed and if it's too much of a burden having the boyz slow the formation down, the Junkas can drive away and be proportionally no worse than the loss of a single Buggy would be for its formation. Basically, it's a substantial increase in durability. Junka is 10cm slower. Ranged fire and FF have the same average. Junka + boy is vastly superior in CC and can always countercharge into base contact (10cm countercharge +5cm dismount) if assaulted. Finally, we know that there is substantial tactical flexibility from the junka/boy combo. You can dismount to reduce vulnerability. You can put the infantry in cover to park on an objective. You can assault into terrain that's impassable for vehicles, etc..
Those kinds of factors are much harder to factor in because they don't compare directly like firepower and armor saves. I'd put the overall durability of junka/boyz as a good 25% increase over a warbuggy. The offense is marginally higher with the CC options, maybe +10%. The tactical flexibility is the toughest to guage but I'd estimate it at something like +20%.
Those are swags, but putting the square root rule on that, with speed included, comes out to 30-31 points. That's pretty close to the same numbers from the more direct buggy/junka comparison.
Based on that proportion of points, the Junka Brigade has a 15-20% effective points advantage. The formation ought to be something like 5 junkas/boyz for a basic (instead of 6) or 175/300/425 points (instead of 150/250/350). Also, the Nob/Junka combo ought to be ~50 points instead of just 35 (35 point Nob plus ~15 point Junka).
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In the other part of the comparison I did, I'm a little surprised that the Boarz are a problem. In comparing them to Warbikes (the closest unit), they really look like they ought to be slightly inferior, even with the 50cm charge on Infiltrate. 20 points per units looks about right.
I'm not sure about the changes. I know I've advocated the 20cm charge in the past, mostly for flavor reasons, but now that I'm looking at it again I'm not sure that wouldn' t downgrade them substantially even with the boost to 5+ armor.
I know people have reported that they felt they were somewhat abusive. I just can't figure out why. I've not used them much personally (our Ferals tend to be based on infantry and squiggoths), so I'm not trying to dispute the reports of in-game results. I'm just saying I don't understand the phenomenon.
_________________ Neal
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