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just scan and drop, and no need to wait for a units cooldown.
I've done the worst-surprise-party-ever more than a few times with the SM, deepstriking Land Raiders full of Terminators into the middle of enemy cities.
Both Da Jump & Deepstrike are a touch ridiculous when coupled with transports.
Not all heroes have their power in combat ability, the weirdboy's a strong support hero providing a significant boost to research for the Orks, providing melee attack buffs and of course Da Jump.
I kinda treat them like malanthropes keeping them on the very edge of combat to soak XP rather than actually fight to get them to level 6 and beyond, though once the game progresses to the point where they get level 6 for free they become a permanent taxi service for my boyz.
The Painboyz in a similar spot to the Weirdboy with their upkeep reduction aura and healing and implants, 2 out of 3 of the Ork heroes are very much a cheap support class of hero, like the Cryptek, the Spiritseer, Fireblade-etc.
The ork ability is much better in that it lets you teleport back to your city or wherever after you destroy the city. Space Marines are stuck where they dropped and have to walk back, or if infantry wait for Stormravens to pick them up.
I'd call it ingenious Orkish strategerizing but its probably just channeling their sheer impatience to get inta tha next FOIGHT
Droppods can't drop into enemy city tiles. Maybe it could be a tier 8 research. (Jammer/chitin spikes that rip droppods apart)
Da jump -> exclude vehicles and enemy city tiles
A similar cost scaling would be good for the Space Marine drop pods, dropping a landraider full of terminators should probably be more expensive than dropping a single dreadnaught.
Having a no-drop area around cities would probably be good too, or limiting it to a certain distance of already present units.
But I like the idea of a no dropzone around enemy cities too.