Horizon's post on Tauonline led me to a look over here, but some of the rulings surprised me enough to join up and start questioning.
So to start it off.
Blast Markers and multiple bases: When a ship has multiple bases in contact and its shield goes down, the blast marker may be placed anywhere on this ships base potentially taking down other ships shields up to a maximum of three in total. (Needs a HA Ruling)
My main contention with this is the next bit that was ruled on, there's no reason to limit the negatives when the positives are found in equal measure. Shield amounts should go down by the maximum possible if the players are deciding to fit in the maximum possible massed turrets. Why should the penalty stop at three when the turrets can go far beyond this?
Massed Turret Limitations: There are no limitations to the number of ships you can benefit from when calculating massed turrets. This is particularly effective for Necron escorts where you can ‘stack’ an escort squadron, giving a six strong escort squadron 6 massed turrets! Note: bomber attack runs are only affected by the ships actual turrets strength.
Ork Fleets
Fighta-Bommas: Fighta-Bommas are fighters with a speed of 25cm. They may also attack like bombers with D3 attack runs instead of D6. Fighta-Bommas count as having +3 to turret suppression. E.g. If a wave of 4 Fighta-Bommas attacks a cruiser with 2 turrets they will have (D3-2)+(D3-2)+(D3-2)+(D3-2)+ turret suppression(2x4).
Fighta-Bommas and fighta support: When a wave of fighta-bommas attacks a ship you must decide if any of the markers will forgoing their attack runs in favour of giving fighter support. (Needs a HA Ruling)
This one is odd to me.
The first and second part aren't particularly fair, so if your going to be "fixing" things, I'd start there. A fighter suppression of three is ridiculous. Fluff aside, the game mechanics of the Orks just do not justify being three times the fighter of other navies.
Why not use simple(r) errata? I've seen it suggested before that every Ork Fighta-bomma has/contributes +1 to the overall fighter suppression total. Larger wings are still very deadly, but you don't have silly cases like 2 bringing down all the turrets of a ship when Imperial/Eldar/Tau/etc. need many times the number to do so, but still retain a nice level of lethality all around. This, in totality, makes the Ork FB very much inline with the rest of the fleets in the games versions or fighters/bombers. You may only have a D3 bombs, but the added ability of the suppression, the numbers you can throw out (twice the normal limits of launch bays), more than make up for some partial speed loss.
Much more fair all around, which is something I'd like to see continue to happen in BFG (fairness being one of the bigger draws of the game compared to GW's normal stock).
(The suggestion originally found here actually.
http://www.sg.tacticalwargames.net/forum/index.php?topic=699.0 )
Necron Fleets
Brace for Impact and Reactive Hull saves: Necrons do not get a 4+ Brace save, the Reactive Hull save replaces it.
About time it was officially addressed. This one has been no small personal headache of mine.