Deb wrote:
For Orkasaurus Crits, it specifically states that if it hits another unit when scattering , it stops, and causes a MW hit on THE UNIT it hit, If it runs into impassable terrain, it is destroyed.
As to the Inspiring, Almost all the armies have 1 or more units or character upgrade (some of which are free) that provide inspiring. Saying Orks can not have inspiring, because it would make them harder to kill off or beat in engagements is trying to unbalance the game.
Dark Eldar have Succubus/Dracons, Haemonuclus Ancient and the Archon all with inspiring. Imperial Guard get free Commissars while Vraksian Renegades get Free Enforcers for every 500 points. Marines get Chaplains, Eldar get the Autarch, Exarchs and the Avatar. Necrons not known for having inspiring units, but fearless, have the Pariahs, the Deceiver and the Nightbringer. Chaos who should have inspiring all over the place with their Commanders, Warlords, and so on, only have it from the Greater Daemons (They should get it - more for thematic reasons rather than for game play on their field commanders who inspire through fear.)
Orks, poor bloody Ork do not get a single Inspiring unit. Orks have always had a Uge Nobz or Warlord shouting at da boyz. "Get in there maggots, derz a fight and we iz not in it. Get in there now before I biffs you one around the ear 'ole."
And when they want to turn tail and run, he hits one of them cowardly maggots, and sometimes kills the lazy fool. The other boyz soon learn the enemy can urt us, but at least we can fight back and probably get some nice shiny bits to sell or make bigger and betta gunz with.
My idea of having a Nob unit upgraded to a big Nob unit (for a points cost increase), with the proviso that the formation (mob) is of a large enough size in infantry units (not including grots ot grot artillery), is a decent one. It limits the amount of inspiring you get because you need to have a large enough formation size, it cost extra points to take the one Nob per formation and upgrade it. Orks currently have only 1 commander, their supreme commander. They can not use combined assaults like most of the other armies out there.
Most of their weaponry has a poor chance of hitting, and Orks do not have the best weapon ranges out there. With their low speed (for the most part), they tend to use either speed freaks, landas, LV trucks, expensive gun or battle wagons, slow Orkasaurus, vulnerable Squiggoths, to get anywhere, or just march about on foot.
They do not have any of the special warp gates like Necrons, Eldar, Dark Eldar. Mass fast transport vehicles like the Imperium.
Why not give Orks inspiring? They should get it as they have had in 40K for decades. They need a way to help them survive the combined assaults from other races like Dark Eldar, Space Marines, etc
Even an Imperial Guard army can perform a combined assault using a commander who sends in a regimental command platoon backed up by 3 infantry platoons. Each has a free commissar and either a Captain or Lieutenant. That makes 48 units with 8 of them having EA +1 MW in CC, and 4 of them providing inspiring. If you get them in close enough you will have most of them FF the enemy on a 5+, who will most likely not survive to do the combat resolution, but if they some how get to that phase, they have 4 enemy with inspiring, and all the units they lost that engagement, and the guard still outnumber 3 or 4 to 1. A little drastic a tactic from the guard, but still possible. The Guard are more likely to sit on overwatch in cover and shoot most of the Orks before they can complete their charge.
Orks need something to pick them up and make them more viable. Their Artillery is generally shorter ranged with little/no indirect. They do not get much MW or TK ranged weapons like other army lists get. Not much at all for disrupt weapons. They use their numbers, and use more formations/activations to try and overwhelm the enemy and take objectives. Most times their formations get shot to bits before they even reach the enemy, and a 6+ save the infantry get are not as good as you think. There are a lot of IC weapons to stop the cover saves.
Oh, Space Marines (Black Templars) get a version of Grots. Their initiates are expendable in the new Black Templar's list. I think Guard Penal units are also expendable.
My vote is to allow a single unit upgrade for larger formations. Pay the points cost and give it inspiring, and possibly commander (however commander might tip the balance a tad too much).
My main army is dark Eldar (10,000+ points), however I have been building a decent Ork Force up, and it is only now just over 8,000 points split over 3 ork lists.
WAAAAARRRGGGHHH. Kill dem Ummeez.
But giving the warband inspring just makes them better at what they are already good at- holding ground, without doing anything to address why they might be a sub par mechanised choice.