After thinking a bit more, I want to ask if the battlewagon is meant to advance mostly. The 3 big shootas don't really indicate that as they are close to half efficiency when you do advance. For the 15 points you can get a kill-kannon or possibly one of the other guns. With the rerolls they are not that bad anymore I would say.
The zzap gun can be quite tasty and the reroll to wound can balance out the low strength roll that made it unreliably before. Remember with the deathskull reroll to hit your chance is 5/9 which is better than BS4+, I wonder if strength 11 and 12 (which cause 3 mortal wounds on a hit) would do 6 mortal wounds if you hit with DDD a second time. Technically it should.
I was just trying to look into the more obscure options to find some sense, 1/12 is a 8,33% chance of a zzapgun shot that does 3 mortal wounds, maybe an option with the boosted chance of hitting and wounding. While it's still a gamble 18 points are not that much of a price for said gamble, the clan trait def smooths out the downsides of the gun I would say.
Oh and for the meganobz, do they have a special role? I know they are 105 points now in the cheapest layout, lets look at some options:
- 7 nobz with either klaw or kombi-rokkit would be around that price, they would benefit more from "loot it" I feel like.
- 10 or 12 shoota boyz replacing another unit of grots and possibly reinforcing the boyz (if still alive), def an option to save some points.
- 11 kommandoz (in total), nob w/ klaw, 2 burna and 2 tankbuster bombs. This is a strage choice but I really like it, barely more expensive than boyz but better (and free) equipment and a bunch of handy rules for 1 point per model, they could get tanky with "loot it" when in cover and the burnas provide overwatch against chaff that tries to tie up the wagon. With one klaw and the 2 TBbombs they can also damage vehicles.
I know these changes are a bit more on the creative side of things but I would like to hear your opinion on them.