Dobbsy wrote:
:D LOL Zombo, your critiques always seem to have a ring of negativity about them. I know you don't mean it that way, but it would be nice to hear a positive "nice try! But how about doing it this way instead, as X is a problem."

nice try! But how about doing it this way instead, as the stuff I mentioned is a problem

I love the oddboy stoodent by the way!
Dobbsy wrote:
I had considered 0.5BP one shot but thought it might be odd etc but being a draft it's easily changed

Honestly I don't see it needed at all, but 0.5 BP is more sensible than a single tank putting out 9BP!
Dobbsy wrote:
Well calling the Supreme commander "Supreme Commander" is rather dull IMO

so he has a name <shrug>. The special rule is for something a little different and he sort of inspires Grots nearby - Ork tend just to scare them into doing what they want

Grommel isn't as good as Calgar as he's strategy 2 for starters. I wasn't sure how to place his 0-1 restriction in the style of the ork list when 3 different formations could possibly take him. In another list he'd be in the upgrade section separately. Can you give me an example how you'd word it?
Special characters put me off a lot, I like that they're abstracted in Epic. What if this list is representing someone else's grot tank horde? Look at E&C's grot list, he doesn't have "Sun Tzork", he has a Ork Grot Mega Boss or something.
I'm against all special rules that only apply to a single unit. His commanding abilities are represented by the Supreme Commander rules, like other supreme commanders. Make him fearless as well, but that rule is overkill.
For the restriction simply:
Ork Grot Mega Boss (0-1 per army) where he's listed in the army list upgrades.
Dobbsy wrote:
Haf-trakks - I can easily change this. Care to make a suggestion? Grots are pretty much the worst infantry in the game - I figured giving them the rule sort of just offsets that somewhat. Wouldn't having the worst infantry with the best transport mean little in terms of their outcome in a game? What can nil armour CC6+ FF6+ infantry accomplish with any great success? The idea was to not have them stuck behind and be able to push forwards with the tanks. I could always include a replacement rule that states any left behind grots are ignored for BMs or just pump in extra capacity for troops instead, but I thought it was a little more interesting to go with what I have.
With regards to making Grotz viable, I'd do what E&C did and have an Ork handler unit in each formation, so that the Grotz can cause no BMs or combat resolution while it's alive. Without that rule, an army of Grotz is pretty pointless, and inexplicably making them speed 30cm isn't going to help that.
For the Haf-Trakks, keep them really cheap and allow spare ones to be bought.
Whoosha-Stonka Rokkit Haf-trakk: No ork units in any official list have Indirect Fire, and that's a deliberate design choice.