Had a good test with 2 lunars and a gothic vs 3 kill kroozers and a warlord on one with maxed upgrades.
The Orks got smashed in the first 2 turns, lances and favorable torpedo volleys crippling one and causing thruster damage to another.
Orks managed to tough it out long enough to get in the 15cm band where they really shine, and were able to cripple a Lunar, though a combination of abysmal leadership, forced squadroning, and 15cm turns allowed for only one lucky boarding action, which the ork vessel lost (!?) due to the special orders it was on and the low hits it was at. The Imperials were able to manouver away from boarding actions, finding orks with BM contact to be terribly easy to get away from. The random criticals worked exactly as expected, a Kill Kroozer lining up more than once for a nasty 15cm broadside or frontal fire, only to have that arc knocked out for a turn >-<
All in all, the kroozer at least I find to be very balanced. It amazes me when I look at its raw stats, but it may even be 5 points overpriced, as one on one a Lunar seems to decimate it. One thing I can say though is that when slightly beefed up, Heavy Gunz did some impressive damage, though met by equally impressive brace rolls -_-
Next test will likely be the Assault Kroozer or the Terror Ship.
I am happy to say that while the capital ships are fun and characterful, their weaknesses I hope keep RS Orks an escort heavy fleet.
I am even thinking of 3 to 1 limitations on non-waagh fleet lists, like the cyclops cluster one, for escorts to cap ships.
Input wanted! Especially on points costs.