If there's one issue that I've noticed it's that the Ork elites slot is effectively only comprised of tankbustas and meganobz for all intents and purposes competitively, and even for casual games the other units are very hard to pull off without some hot dice on the Ork player's part. In particular Kommandos and Burna Boyz, alongside Nobz (which I won't discuss given that other previous threads have covered this), are the odd boyz out with how fragile they are and their lack of damage output for the points you pay.
So this is what I propose to help bring them up to par with tankbustas and meganobz:
Kommandos become 8
ppm, can increase their unit size to 20.
May take up to 4 special weapons rather than 2, burnas reduced to 10
ppm.
They gain the special rule "Kunnin' Brutality" - Kommandos epitomize the aspect of Mork bashing in the enemy's head in when they're not looking and know exactly how to use their green bulk to their advantage in an ambush. To represent their refined (for Orks) ability to overwhelm the foe when they reveal themselves, Kommandos gain +2 initiative on the charge alongside any other bonuses.
This largely comes from the fact that Kommandos, despite being a kind of elite Ork strike unit, don't really feel that much different from normal boyz and I feel that them being able to go before other or on par with xenos (other than Eldar) and marines gives them that extra oomph.
I also feel like they need their own gear, this is more up in the air since it's unprecedented, but I feel they could go the marbo route and also have poisoned choppas as upgrades. These would be 3
ppm and not only does it increase the weapon variety for Orks but also gives them a potential anti-
MC role within the Ork army, rather than having to make tankbustas and meganobz having to do the work.
The only other potential upgrades are that they get "silenced" shootas as upgrades. Maybe around 2-3
ppm, the stats would be 18" S4 AP6, Assault 1, Sniper. This would be only one or the other regarding the poisoned choppa/silenced shoota upgrade so they can't have both.
In terms of burna boyz, with the recent
FAQ on grenades/melta bombs, tankbustas are somewhat forced to do most of their job at range rather than in
CC. Burna Boyz need a significant price drop down to 12
ppm to consider being used, and I think the actual burna should have armour bane in its
CC mode given that they are described as being used to weld metal plates and salvage whatever metal scrap ruins are left of tanks/vehicles left behind by the enemy. It wouldn't be over kill given that S3-4 means you need quite a few hits to really hurt the big
AV guys while making them viable against lighter-medium class of vehicles while the tankbustas handle the big stuff.
I also think burna boyz (or at least in some formation) should have a combined firing mode that reflects the inferno that is unleashed when all of them fire at once at the same target. They forgo firing their templates normally but in return gain a profile like this:
Range: Template S:X+4
AP:5 Heavy X, Torrent.
The X represents 1 strength and shot for every 5 burna boyz in the squad. This way it doesn't go too overkill (maxes out at S7 and 3 shots) and still gives most units saves but also provides more flexibility, particularly for those in mounted in transports to do something even when something isn't immediately in range.
So what do you guys think? Too wish-listy? Too conservative? Anyfeedback would be great