QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

Yes, they are deliberately different. We were going for more of a "Warhammer Fantasy Orcs & Goblins" feel than a standard mob. They were designed with an eye towards Mordheim, where there is a very clear distinction between normal warriors and leaders; Wildboyz function similarly to Mordheim Big 'Uns, in that they are rarer and more valuable than most of the mob. The Weirdboy power mechanic was also based on how Mordheim magic works, although it's not exactly the same.
The problem with that is that there's a different group dynamic in Mordheim, and trying to emulate it means twisting Gorkamorka's rules. There needs a lot of careful handling to make sure that the increased numbers don't overrun smaller mobs as a matter of course. It just seems unnecessary.
QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

You're right that an all-squig rider mob is impossible; this was deliberate, as
Snorta mobs already exist, and we didn't want to just duplicate that niche.
It wouldn't be "just" duplication, though; in the same way that the standard ork mob can be either trukk-based, bike-based or a mixture of the two, you could make the option of squig riders doable for ferals. And speaking personally, I'm more likely to use a "Feral orks" list above anything else, as "snortas" aren't really mentioned in the fluff, whereas feral orks are.
QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

Rather than your suggestion of Feral Orks as the ones that reject Mektown, we envisioned them as ones who never make it to Mektown in the first place (often for reasons of being too heat-addled and runty). I agree that Snakebite Orks might reject Mektown and set off on their own, but that's not what we were trying to represent. This is also why there aren't more traditional 40k Feral Ork types like Pigdoks and Junkas in the list; we figured that on Angelis, they'd end up in Mektown.
Remembering the reference in Gorkamorka somewhere to yoofs emerging from the desert into Mektown with bows, that makes sense. Although why that needs the backstory of radiation and all the rest of it I don't know; just have them as lost orks who pick up on the psychic presence of those who're also lost.
QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

Fickies can be a bit crap, it's true. They are intended to be expendable, and during playtesting we found that tracking skills on an army of mostly-useless bullet-catchers was far more trouble than it's worth. Ferals not having access to Doks was part of this same design philosophy; either a Fickie proves himself and becomes a Wildboy or, more likely, he dies a horrible death and is quickly replaced.
This might well be my objection to the mob-structure above continuing, but the whole fickie structure (done to reinforce the Mordheim dynamimc) is needlessly complex and underplays what orks are; yoofs are supposed to emerge as they are from their cocoons in the desert, so making something worse than yoofs just doesn't sit well with me. I'm aware that's a fluff justification for a crunch preference, but that's the way it feels.
QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

We did toy with changing the Squiggoth movement rules, but in the end decided it would add too much time to the playtesting process to be worth it for only one type of vehicle.
Although the rules already exist for Luggas. The only thing that needs to be checked is the numbers available to be gouging the squiggoth, which can be done by comparing with rebel grot mob rosters and lugga-pumping crews.
QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

I'm not aware of the power of the Waaagh being represented in any skirmish-scale games; it's there in Warhammer Fantasy, but there needed to be double-digits of Orcs in combat nearby for it to have any effect, last I played (though there has been a new book since that I haven't read; happy to be corrected on this).
I have no idea on the actual FB rules, but the effect can be magnified by either upping the numbers or making it one point for every non-downed ork on the battlefield. Having the weirdboy as a psyker without the risk of 'eadbang just isn't a weirdboy any more.
QUOTE (Skippy @ Aug 12 2011, 08:08 PM)

Knuckle Under is actually the same skill as Dodgy, from the Cunnin' table.
As Feral Orks are an Oddmob, the Oddmob rescue rules apply (i.e. no fort). But we should probably make this more clear in the PDF.
My mistake; I've not read the Gorkamorka rules for a year or two.