Kyrt wrote:
We all know the issue with CC vs FF but as with others I can't see infiltrate being the solution. I see no justification for orks ignoring zone of control, nor that they would run faster than eldar, berserkers etc. It's a non starter for me. In an ideal world allowing units to double their charge move if they do not firefight would transform the fortunes of CC troops, but of course it cannot happen - the rules are fixed and even if it were a special rule (given to almost every CC specialist), it'd be a massive rebalancing for every list.
However when it comes to Orks, remember that in epic we are representating a battle on a much wider area than in 40K, which is more akin to an epic engagement. That only garrisons and objective holders are deployed without transports makes perfect sense to me - everything else would be transported to the front line before the charge and redeployed afterwards. The 'ork horde advancing' can just as easily represent 'after being delivered by their transports, the orks charge ahead into close combat', rather than a 10 mile hike, slipping unseen into the midst of the enemy (infiltrate).
What this means for epic orks is that simply tweaking the transport options may well work wonders. I don't think a new free unit is necessary, making the existing one good value (and just cheaper overall) should suffice - enough to make the mounted warband a mainstay of the army, with the odd landa for deep strikes.
This really nails it for me, much of the moving about in epic is done in a more strategic manner, the ground scale is meant to be elastic and non-linear, so for me 'hordes of boyz charging into combat' in 40k bears little resemblance to epic
that said, I'd be happy with 10-15pt battlewagons, they are far too pricy as they are