I'm not saying it won't help solve the problem Plaxor. I'm saying it raises a kroozer's costs to generally unacceptable as a line ship of its quality.
Yeah, I know. The Kill Kroozer does deserve to be 10-15 points cheaper. It helps with one ork problem. Giving it upgrades to 'fix' things aren't exactly what it needs, it needs either more stuff for its standard layout, or a cheaper cost overall.
I wonder how the HAs would feel about making the Ork Kroozers 15 points cheaper and making the torps a 5-10 point upgrade?
Comparing a Murder with a chaos lord and MOK is about the same as a KK with the turret upgrade and a warlord. The unfortunate thing is that the KK only has one playstyle, whereas the Murder has multiple options, more firepower, and more speed. Predictability is another thing that hurts the Orks.
The HAs have told us that no points adjustment will be awarded to any fleet (i guess save the Ork escorts); as that is similar to calibrating a bomb. Apparently my analysis has provided somewhat of an arguing base for Nate, as well as I think the latest tactica from warp rift.
Of the issues with the Ork fleet, well one of them is the character battleships vs the hammer, for 30 points more than a hammer, one can upgrade the hits, soopa engines, and turrets up to a Deathdeala. Although the deathdeala doesn't have torps (but you can't fire both). Such is often the effect of 'characters' in the 40k universe. I have seen BFG tournaments that banned character ships (For PK hatred... I think... and the fluff backing of not having characters always around).
Also taking a study of a bunch of random lists on the internet is a bit flawed. As these people are often new and don't understand the game, or don't have a good mix of opponents. A better study would be to get 10-12 veteran players together, and each have them write their lists at various points values (presuming that they have access to every possible ship, and will play against every other fleet).
Orks simply can't win a firefight, their weapon strengths are half compared to the other fleets. The game designers intended for heavy guns to compensate for this, but the fact that they are slow and unmaneuverable makes this not work. Similarly if they would be in range then usually they are boarding or ramming instead. They are dependent on boarding to do damage in most situations, but it's hard for them to get into place. These are the issues with Orks. Ideally an ork list would see a points drop across their cap ships (save likely the slamblasta) and an addition of several upgrades such as soopa engines.
I think that with these two things that not only the battlefleet gothic Ork community would be pleased, but the 40k Ork community as well. I all to often hear about 40k ork players feeling that the fleet isn't orky enough, so whats the solution? Make them more numerous, and more customizable. The customization thing was taken by the random firepower, presuming that no two ork ships were exactly the same, but that orks would have a general theme among their vessels.
We'll see what comes out of the Klanz document, but I would be happy if they didn't make things clan-specific. I would much rather for simplification have things like how they did vampire counts for fantasy, where they only gave ideas for each bloodline, but let you take whatever you wanted anyway.
Basically we're in the bottom of the ninth, and it's almost the last moment to get any changes in, for at least a while. Honestly if you have any idea for a solid, numerical basis for modifying a ship, this is really the only thing that the HAs will put under consideration.
-Plaxor