So I hadn't heard of the rule of three before so definitely going to look into it while rebuilding the army. The heavy weapons squads are a hold over from when you took 3-5 as a platoon heavy weapons choice, so I have quite a few more than really needed, especially in light of that rule of three. Yarrick is probably going to be a simple lord commissar going forward, but my friend runs a Thraka list and the idea of them fighting was too fun to pass up.
Speaking of that game it was a total rout, for most of the reasons you mentioned here. Turn one 30 boys jumped into the screen and dissolved the crusaders, Yarrick, and and infantry squad while a relic zapp cannon one shoted the Baneblade after repositioning it using a stratagem after I though I hid it. I was able to clear the boys away but then a mess of storm boys deep struck and killed all of the veterans behind them, while his Kans on the other flank tore into the infantry screen. After that he held 5 of 6 objectives and contested the other and we called it.
I know Orks are melee monsters but the infantry squads have no staying power at all. The veterans got a sneaky shot off with their special weapons, but then same story, dissolved. The Baneblade was a giant chain around my neck that didn't even fire before dying. No invulnerable save and the Zapp guns ap and it was done. In the first small game against Deathguard I was able to use infantry to just control objectives and outnumber him, but against the horde they just stood there and died, or moved up and got swarmed. Part of the problem was deployment, too linear needed to be manipole. Yarrick died, but his re-rolls would have been wasted the commands did more than enough.
Good notes, mortars did amazing work. Missile launchers too. Not sure how I'm going to split those with the rule of three. 3 squads of em in the back field wailing on their infantry would be great. The russes earned their keep too. The heavy bolter's and battle cannons smashed his nobs and truck to scraps, but the las-cannons on the hull hit absolutely nothing. On the flip-side the exterminators did ok? The autocannon teams did squat, they get ditched. The ones in the russ I'm torn. Love the model but they just seem worse than battle-cannons.
Neutral things- Sentinels, put a wound on Thraka, but what else should I do with em? just solo guys to grab objectives? Command squads, the only thing I can imagine helping me is the banner. They just got picked off. Junior officers- I'm liking em but 3 is probably too many? With the company commanders, and probably another one If I have to bring another detachment to replace stuff moving forward.
Speaking of moving forward, good bye Baneblade. That was rough to watch and doing the math I can bring 3 russes to replace it. Now with the rule of three am I already at the cap of them in the one heavy support spot? Adding two tank commanders would prob fill the same. Pretty sure I'm going to replace the crusaders with more infantry. If they're all squishy I'd rather just have more of them. And I'm going to be hunting some plasmaguns to replace the grenade launchers. Maybe some meltas too. The grenade launchers seemed to be stuck in the middle. Going to chew on it while I paint stuff and watch Brockmire today. I really don't wanna add any ab-humans but everyone is telling me ogryns are money. I also wanted to keep it cadian, or at least all the same regiment, or id add some krieg watch riders. How likely are rough riders to be coming back as regular units? They seem like they could work as a movable screen or a counter charge.