Thanks for some feedback.
I decided against armour plates and grot riggers as they were of very little use to me. The armour plates prevent one unfortunate damage result, but
tbh the weapons my opponents use against my BWs are all AP1 so they tend to roll better than the crew shaken/stunned results. As for grot riggers, if my BW is immobilised I will be out and running, not waiting for Grots to fix it
The bikes did really really well in a recent battle against Blood Angels the Assault 3 twin linked big shootas really add a big boost to an Ork shooting phase.
I am bit disullisioned with the deffkoptas - they seem to be failing to pull their weight - and I am not prepared to spend more points on getting them inferior
Str 6 power weapons.
I did want to give the Nob in the shoota squad a power klaw, but it just comes down to points
tbh. I do take your point about bosspoles - but
atm morale hasn't been an issue really.
The zzap gun is indeed unreliable but if lucky it can indeed provide a useful high strength hit occasionally. As for the movement, that battlewagon is more the 'gunship' rather than an assault wagon so it would rarely move more than 6" after the first turn or 2.
So far the list has dominated the battles I have played, but I am sure sooner or later it will get picked apart! Just wanted some ideas what to change when the inevitable occurs!