I have been playtesting some rules for the boys in my group, and I wanted to get some feedback from the Dakka krew.
Grots : Grots are driven forward by boys, slavers, and squighounds they therefore gain the SCOUT universal rule to represent being driven forward. This seems to help them accomplish their primary missions (screening and difficult terrain assistance).
Power of the WAAAAgh! : As the orks charge into combat they count wounds instead of heads for this important test. They also count wounds for morale tests. Instead of double Initiative they get FURIOUS CHARGE universal rule.
Uge Choppa +2 STR normal initiative rules 2 handed can be taken as boy upgrades ala burnas/rokkits/big shootas
Shootas str 4 range 18 assault 2
These have been useful and seem to fall within reasonable changes using the universal rules GW is trying to implement. The grots have been very successful. With these rules the boys have faired better at getting into combat without the usual attrition. I would like some feedback and other rules people are trying out to help da Boyz.