Had a game against the ladz and here are my 5 cents
AA: I would suggest you keep both the Wyrdboy tower and the Flakka Dakka but make the tower 1 shot (and increase range to 45?)
Boilers: My input is that (the boiler and) push em arder boys is perhaps a little too good right now. 20 cm move for all Gargants is a huge advantage. But then I really like the concept so some suggestions…
I really like that they start fires instead of doing damage. Feels very orky! But right now, the boiler upgrade makes the roll almost unnecessary as you first have to roll snake eyes and then get a second “save” of 5+ for putting the fire out. You could go two ways, take away push em arder for all Gargants and make it an upgrade...(boring)
But my suggestion would be to make the fire happen all the time. So if you move 20cm anytime during an activation = fire. (activation, not move) Boilers could be an upgrade that makes this only happen on a 1 instead. This would also take away a lot of (unnecessary) dice rolls.
And when I was thinking about fires, how about an upgrade that lets you put out fires on 3+ instead… Perhaps a Water tower

Extra units, like flakwagons etc. is ok with me. I do not think the last turn grab is a problem. If the Gargants has more activations then you in the last turn so (s)he can freely stretch out a formation like that and not get shot/engaged you are loosing anyway
