Never did make it in front of a 'real' keyboard, so knocking this post out on the train while en route to ITB. excuse any typos etc...
Ok, from the top I guess.
Tiny-Tim wrote:
To follow the example of my fellow AC’s here are the proposed changes for the Ork lists in 2015
Ghazgkhull Warhorde
Oddboy – Additional Option in notes - Alternatively an Ork Oddboyz character may be added to a Gunfortress or Battlefortress and add D3+1 powerfields
Stormboyz Warhorde – Core units changed to Any 6 of the following Stormboyz units, Kommando units
Kill Kroozer – dropped in points to 150pts
Speed Freaks
Trukk – Remove – Units other than Big Gunz may shoot while being transported) Units being transported may fire with any ranged weapons
Fortress Mob – Remove ‘Uge option
Ork Aircraft – Change restriction to ¼ from 1/3.
Kill Kroozer – to match main list
Ferals
Orkeosaurus – Add to critical notes “and takes an additional point of damage”
I'm largely in agreement with most of the above. The only one I wouldn't personally make is the removal of the Uge option on Fortresses. As a unit that is generally seen as underpowered unless taken in large quantities, I've got no qualms about them as-is. Mintroll has had success with them in the past, but they are by no means unbeatable...
I don't think the change to the air allocation in the speed freak list is a particular problem. As Jon has already mentioned, if you do want to run a list needs to be heavy on Fightas (e.g to provide some decent AT capability) then you can still take 5 formations under the revised quota.
Ironically this change has greater impact on my own personal Speed Freak build, which uses 4 x Fightas and 2 x Landas. Under these changes I now have to drop 1 set of Fightas and a Landa.
Not a major problem though as it simply means I have more units on the ground; never a bad thing.
In addition, you want to use 1k of Orky planes? Ghaz list still provides this option, as others have pointed out.
Onto the general Fighta discussion.
I'm in agreement with the general 'it ain't broke so don't fix it' camp when it comes to the game mechanic side of things.
Orks can't reliably activate for the majority of the activation options, so changing the initiative, even just for a single formation type, is a non-starter IMO.
Taking one of the few things Orks can reliably do and making it harder seems wrong to me...
Don't get me wrong, I'd gladly swap an initiative of 3+/1+ for a flat 2+ any day of the week. (5 Fightas on CAP on a 2+? Thank you very much.) but that doesn't encourage the right (fluff) style of play. Leave as is on this topic...
However, on the unit stats side of things, I DO think they could do with some tweaks.
Cost. 50pts per model is about right. But IMO the base cost of the unit should be 175pts.
Fire arcs. Firing rockets out the tail pipe after you've gone past? I don't care how erratic Orks are meant to be, that is just too good in my book. I think changing the rockets to a forward (not fixed forward) arc is a good middle ground could one day be considered.
The above is just IMO obviously. And I say this as someone who has played ONLY Orks at every event I have attended for the last 5-6 years, have taken Fightas to every single event IIRC, and I love my Fightas and don't want them to change...
Cheers
Reedar