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Hmm, I'll look into it.
Might be able to fix.
@kinciko
Only the All-In-One mod currently has that I think though it may work for this or could be modified by yourself to do so.
also, while it's less intentional than I presumed, the current building format works out great!
As for the Big 'Uns with shield stats, I don't currently know what path I'd take on that one.
I felt that was implied because the orc big bosses all share cap and the "normal orc" big boss cap comes from upgrading the artillery building.
So for me, I like Gorbad, his rule was he could have every unit upgrade to big'uns, so I avoid black orcs! I just don't want to use runty boyz for arrers or shields either lol. I want my big'uns!. fast armies that depend on mass missiles and crushing charges for ap is peak orcs to me.
a perfect force for raiding and sieging as they rove about. that's my 2 cents thanks for reading.
I've not had a chance to properly go through all the new skills yet.
The extra units do not really have a place unless I change how all of the variants weapons are balanced. As an example, CA decided Big'uns are the Anti-Large boyz, if I make a Dual Wield Boyz and they stick to that formula then the spears are pointless, if I make them different then the vanilla consistency within the roster is lost.
I tried to work around this by making a Boyz RoR that is dual wield to fill the visual niche because they can be whatever they like. This is also why my Savage Orcs do not have shields, CA decided they are more aggressive infantry and depend on their ward save instead to reduce damage.
At best I could see a opening for Big 'Uns (Shields) but the jump from Boyz to Blorcs is like not a lot of turns, with this option your basic Boyz would be obsolete even sooner.