Hi,
the following is from the (good) Ork player in our group:
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Orks are sub-par in BFG, some reasons lie in the game-mechanics, some in the lack of restrictions and mandatory aspects in army-composition in BFG, some in the design of the Orks themselves.
In general Orks ships are fine the way they are, the rules reflect the ork background (and believe me, i know orks, play them in all GW games since Rogue Trader ;-) and typical ork strenghts and weaknesses.
There is but one real, mediocre, problem: the combined weaknesses lack of speed, lack of manouverability and few shields lead to 2 things:
- in battles orks are sub-par in, at least, the first 2 turns against any fleet that is faster and/or with better weapon-range. Especially a problem with some scenario's an set-ups where manouverability is of the essence and against really fast fleets with a lot of long-range (60cm) firepower
- in army-composition ordnance as theme is almost mandatory as the only working alternative
In game-mechanics this can be solved with a quite simple change though.1) All Ork ships get +1 shield2) Shields that are down come back on:
*** 5+ for escort (begins with 2, after that between 0 and 1 returns per turn)
*** 4+ for cruiser (begins with 2, after that on average 1 returns per turn)
*** 3+ for cruiser (begins with 3, after that on average 2 return per turn)
That solves the relatively big vulnerability in first turns for Orks (extra shield) and on average they they have the same number of shields IF the enemy keeps on the pressure.But if an enemy only sticks to shooting from afar (run and hit), the full +1 shield will return so that tactic (that is in my opinion less fun and hardly real gaming) does not work as well anymore.
With this change Orks get a little bit more survivability on just those parts where the game mechanics have made them sub-par.This also makes it possible to play with less ordance, a different army-composition becomes a valid option.Finally rolling for return of shields is VERY Orky, also exists in WH40K and Epic.
Furthermore i would change little, the rest of the Ork rules and fleet are quite allright except one thing: the heavy guns off course.
Heavy guns left/right are orky and fine, also in combination with point-cost of ships, but heavy guns in front are useless.That also, again, leads to the standard change to torpedoes in the front and, therefore, ordnance theme.Change the range in the front to 30cm on cruisers and that makes them usefull enough.
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