Mojo1jojo wrote:I do not know what all you are talking about 'eavy armour is awesome. I deffinintly notice the difference when I use it, typically you get overwatched, most armies have rules that allow them re-rolls or more shots. This usually results in 3-8 wounds. No 'eavy armour most of them die and you miss your charge, when you could of made it if you had the save. Then the next turn the shoot the crap out of you charge you and run you off the table.
My issue with 'Ard Armor is that it's too costly for Orks only to gain a 4+ save, when the majority of every other army laughs at a 4+ save. It's good for Trukk Boyz to help ensure they survive the explosion wounds and potential Mob Rule wounds that they might suffer. Though I couldn't ever see myself fully suiting up a large mob with 'Ard armor'. I normally take mobs in groups of 20, so per mob it would cost me 80 points to suit them up. I tend to take 3 mobs of 20 per game, if possible. That would be 240 points in my most commonly used list, that could be used for SO much more.
A bit extreme of an example, but the point stands. One could argue using one mob of 'Ard Boyz to produce a cover save or have a 4+ line of armor. But Grots do a mobile cover better and are even less likely to actually draw fire due to their low points. Then that 80 points could be used for 4 Warbikes, or 2 Deff Kopters, 5 Tankbustas, a couple Trukks, 13 more Boyz, 1 Painboy/Warboss (With some upgrades)/Big Mek (With some upgrades)/Weirdboy (With his upgrade), 4 Kannonz or Lobbas, and so much more.