First off, I think the balance in the game is largely good – most of the points I make are about fine-tuning.
Orks: I think they’re in a very good spot. But I’ll mention a couple of concerns:
Stikkbombs: Deal a lot of damage compared to any other early grenades. Even taking 1 stikkbomb will often spell death to the squad. Could use a damage decrease.
Nobz: their taunt AOE is too powerful. The range is really far, there’s no casting time, and the fact that all taunted squads go into melee means the entire army will be clumped up into 1 zone for easy chain taunts, stuns, and AOE damage.
- Reduce the range on taunt so nobz will have to be very close to the squad to make use of this powerful ability.
Boyz: Perhaps reduce their cost to 270 requisition, but slightly, slightly decrease their DPS. This way, they will act more like the “green tide” and cannon fodder units and will have a role in late game as a cheap requisition sink. This will help them scale throughout the game instead of ignoring them I think.