'Ard boys are 12 per model. Grots give a situation dependant 5+ save that costs you 3 points every time you succeed. Yes, very useful (I love my grotz) but I don't call 5+ heavy armour, or even increased survivablility considering things still die when you make your save. Especially seeing as ordinace weapons can mince the grotz and the orks behind them, and when grots break they disappear. No armour provided in close combat though. So, I don't see 'em as a solution. Kustom force fields= 5+ to models within 6", and doesn't give a save from ordinance/template weapons/close combat. And you can't really take that many of them, either. Seriously, Orks are not an army that can ever be heavily armoured in the current edition. You think AV12 is bad? Try AV10. Or, AV13/12/10 open topped for 130 points. Bah. Things fundementally wrong in 40K: 1.Space Marines, the overproliferation of lists for. 2. Xenos armies, the lack of attention to, 3. The AP system. 4. The release environment ( one codex per large block of time, leaving some armies out in the cold for extended periods) 5.Unfinished model ranges. Rules wise, yeah, skimmers are a *female dog*. Especially hammerheads. PKs I don't have a problem with as they cost 25 points for squad leaders rather than the under costed 15 found elsewhere. The should put guessing back in, or up the cost of basilisks and ordinance tanks to reflect the rules change. Rending is a dumb rule that seems hard to accurately cost for or balance. I kninda think the whole system should be scrapped and reworked to be honest though- the current edition is no fun for me to play.
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