You are all forgetting kommandoz btw. I'd be pissed if my kommando just started screaming waaaaggggghhh!!! While I'm trying to sneak up on an objective. Also wouldn't things like boss poles on nobs/mega nobs give a wide range passive aoe boost.
I agree strongly with a mob buff with orks. The more orks that are together, the stronger they get; however, with the 16v16 player cap, the mob bonus is null'n'void due to the restrictions on player count. Though, if the devs gave orks a bigger player cap say 23v16 then the mob bonus could work. The orks would need to be weaker then SM,CSM, and Eldar by themselves though. I call for a Warboss special class that has the aforementioned boss pole/trophy pole attributing debuffs (Trophy pole) for enemies or Buffs (boss pole) for allies.
A proper boss would be difficult to implement because if he is a bad boss it would be an almost gaurenteed ork loss.
While this is completely true, it can be said for almost any class requiring you to work with your team. Even though the Warboss (fluff wise) is completely needed for an Ork worth his salt, In game the players shouldn't rely on him too much.
As others have mentioned Waaaagh (there is no "R" in it btw") should be passive rather than triggered or item related (possibly have items that increase Waaaagh gain or potency, but that's another topic). It should be based on how many greenies are within X meters, much like the existing Squad Leader buff, but it should work cumulatively for all greenies, regardless of which squad they are in and without a squad leader. The strength of the Waaaagh increases as your numbers grow and the green tide rises. Squad leaders could account for that little bit extra Waaaagh to show their leadership skills to those nearby. Exactly this kind of thinking. In TT orks end up rolling morale checks every turn if their squad size is <=50% of "full", so incorporating a buff for being with more orks is a good idea. Dis game needz Flash Gitz! "Look at me flash Boss!"
Fightin' Juice!'s secondary effects should differentiate it from the Med-Pak/Warp Crystal and allow for more Orky tactics. Spoiler Applies an initial 25% HP heal, healing 5% HP every 0.2-sec for 5-sec for a total of 150% HP healed. While the Juice! is active, if the Ork goes Down they have increased Crawl Speed, increased Down HP and continue to heal. If they have at least 83.5% or more of their Down HP left when the Juice! wears off they would be revived to the Critical State. It allows Orks to get Juice!'d up and run across zones that would normally mean their doom. Ork players being able to play more reckless should result in Orks being Downed more often but they should also be getting revived more often. In a match between C/SM and Orks, while the C/SM may have 250 Kills to the Orks 100 Kills, both sides may only have 50 Deaths. WAAAGH! should be both a Passive and Active ability. Spoiler The Active would apply a full buff, while the Passive from an individual Ork would be 25% of the Active. Then you can go two routes: 1) the Active/Passive buffs stack so that a group of 5 Orks with the Active would have a maximum buff, 2) the Active/Passive buffs do not stack, requiring groups of more than 5 Orks in order to gain more than a full buff. Elites/Heroes would provide greater buff percentages than basic Classes. The WAAAGH! buff itself would increase melee attack and move speeds, allowing Orks to more quickly get into and have a more decisive advantage in melee. Going beyond a "full buff" could provide other benefits, such as minor in-combat HP regeneration. Off base stats, an Ork should be at a minor disadvantage to an Eldar or Astartes in melee combat. With their WAAAGH! Active they should temporarily have an advantage, the same if buffed by nearby Orks. With a max WAAAGH! buff, Orks should have a notable advantage in melee,. As far as magazine sizes go, with proper damage/firing rates the Bolter should have a 30 Bolt mag, able to Down a Tactical in 8 Bolts, so 3.75 Marines before needing to re-load if they don't miss. The Ork Shoota should be able to Down a Marine with 11 shots so with a 50 round magazine could Down 4.54 Marines before needing to re-load if they don't miss. With 60 rounds it would be 5.45 Marines. Depending on just how much less accurate Ork weaponry ends up being than Astartes weaponry, the mag size can easily be adjusted. Nobz should be an Elite class that due to possessing more Wounds than basic Boyz has greater Armor and HP. They would still be able to benefit from the WAAAGH! buffs, while the bigger drive for basic Boyz should be Elites/Heroes have more powerful Passive buffs, perhaps also possessing qualities unique to each hero(I.E. Big Mek reduces heat build-up/reload speed, Warboss increases melee damage, etc. etc.). Spoiler Orks should have 'Eavy Armor as a default, able to get Mega Armor/Cybork Bodies as possible upgrades to match Loyalist Iron Halos and Chaos Mark of Nurgles. Bolter TTK vs Shoota: 1.5-sec, 7 Bolts, 0.25-sec Firing Rate Bolter TTK vs Nob: 3.25-sec, 14 Bolts With more Armor and a higher max HP allowing greater out-of-combat regen, Elites like Nobz/Veterans/Terminators/etc. etc. should be quite difficult to bring Down and Finish. WAAAGH! could function more efficiently as both a Passive aura surrounding each Ork and an Active ability that buffs the user and any nearby Orks for a short duration. Having the Active accounts for when Orks are caught alone or in groups smaller than a full WAAAGH! buffA small group timing their Actives could keep the buff running as they fight, each use ushering another cry from the horde. Multiple uses of the Active would simply refresh its duration, not stack, requiring actual Orks near one another to push from a full to a double/maximum buff. bE plans on pushing matches to at least 64 v 64, with Fortresses having more than 200 players.