The Bissler wrote:
Do you think it is time for a rethink for the basic mob? Even with Battlewagons the problem remains but is reversed; Boarboyz only have move of 20cm as compared to the 30cm of a Battlewagon. Time to set the Boarboyz free?
Remember, the Boarboys form their own "sub-mob" within the clan, (and can take orders from any nobz). One trick is to take the Snakebites and then add 3-4 extra cards of Boarboys, which all clump together into a Boarboys mob. You then let the Boarboys charge full speed at the enemy. Once out of command range of the Snakebite nobz they revert to instinctive behaviour......which is to charge at the enemy and engage in HtH......exactlly what you want them to do. Zero downside.
Another is to load up on extra boars as above, and take a reasonably small KoS, maybe add some extra Nobz bikes, and use the KoS Nobz to control the Boarboys as they charge across the field. Downside to this strat is the Kult has to move a little slower than normal.
Oh, and Orks are a funny army. You can make a highly competitive Ork army if you pick the solid units that dont have whacky downsides or highly unreliable weapons. People here who play a "serious" Ork army win much more often than they lose. The problem is a lot of people like to take the less serious units and have some fun with it.....they dont win so much, but when they do they get an epic tale out of it.