yuçé descobri isto hoje na net, dá uma vista de olhos, achei bastante interessante o resumo Mad Doc Grotznik Meganobs is the new Ghazghkul Snikrot.
He gives them rage, fearless, FnP and option to buy a 5 save. 9 Meganobs Grotznik fit in a battlewagon, and deliver 51 S9 Powerklaw attacks on the charge.
Nob bikers no longer need a Warboss-babysitter, altough there's nothing wrong with putting your Warboss there.
Sadly, Blitzabomma's and Burnabommas are lacking (but still very orky), so the only worthwhile flyer is the Dakkajet right now. No ork-army should leave their camp without one...or three.
No one have told the Trukks that they now have hullpoints, they die and ramshackle just as much as before.
Being open topped is irrelevant if the vehicle explodes now, our orks suffer S4 hits, and that will hurt a trukkboy unit.
Trukks can move 24" now though (compared to the old 18"), and while chargingdistances have decreased somewhat (instead of 20", they now charge up to 12" 2D6), the theoretical chargerange trukkboyz have, should make most enemy shootyunits uneasy.
My thoughts on how 6th ed. affects our army:
Nerf to Furious Charge will rarely affect us.
Waaagh got different, for good or ill.
No Retreat is awesome.
Overwatch probably benefits us more than any other army - we almost hit at our normal BS while shooting overwatch.
Ghazghkul - is still a combatbeast, but his Waaagh makes no sense now, especially since he can't utilize it (except the 2 Save), and I'm not sure if he's worth his cost anymore.
Can't comment on Wazdakka as I've never used him.
Old Zogwort - is still decent, if you field a weirdboy and have the points to upgrade him to Old Zogwort, do it!
Mad Doc - is awesome now, since Rage went from a bad specialrule to a good one.
Warbosses - are as viable as before.
Weirdboyz - are more viable, but still a subpar choice.
Big Meks - KFFmeks are viable, but got worse. On the other hand, SAG Mek's got alot more viable.
Megaarmoured Nobz - are slightly better, but still suffer from lack of options - unless you as previously mentioned, add Mad Doc Grotznik to the mix, whereas they become awesome.
Biker Nobz - got a huge buff - better coversaves than other bikes, and now only suffer ID against S10? Sign me up!
Nobz - are still a great unit, and while wound-allocation-abuse got worse, it's still doable.
Lootas - enjoy the introduction of Snap Shots and the new glancing rules, and are as viable as ever.
Burna Boyz - as a close combat unit got worse, but if it's possible to put 10-12 in a Battlewagon, move 12" and inflict 10-12 D3 S4 hits on a unit within 8", sign me up!
Kommandos - where a poor unit in 5th without Snikrot, and a decent one with Snikrot. Now they are a waste of points regardless if you include Snikrot or not.
Tankbustas - got a buff due to premeasurement and the FAQ. More viable, but Lootas will probably be the better choice for anti-tank duty anyway.
Shootaboyz - are as awesome as ever. Put down 30 of them and enjoy overwatch,
Sluggaboyz - should only be used as Trukkboyz, and they did as I previously mentioned got worse, but are 6point orks, so still a very viable unit.
'Ard boyz - still don't make any sense to anyone, and the entire entry should be ignored.
Gretchin - can still screen, but not as good as they used too. Personally I always tend to fill my troop-choices with boyz and nobs, so I don't see the point in gretchin anymore, unless you have 1 troopslot over and 40 pts for some objective-holding.
Trukks - still made out of paper. A worse transport than in 5th, but still viable. Perfect for snapshooting down flying monstrous creatures.
Blitzabomma / Burnabomma - cool model's, but they are outshun by their fighter-counterpart. Decent antihorde weaponry, but since when do orks need that?
Dakkajet - Let me just say this once: Orks with BS3! Very cost effective for taking down enemy fliers. If your opponent don't have any, still very effective at shooting enemy MC's and high T stuff in general. Dakkadakka.
Ork Bikers - Still enjoy the best coversave in the game right now. Still viable I guess, but a sub-par choice.
Deffkoptas - Huge buff due to now being T5 instead of T4(5). Green Baron build is dead since they're not allowed to first-turn charge anymore. Should be used cheap with a TL-Rokkitlauncha.
Warbuggies - I'd probably rather take a Deffkopa with TL-Rokkitlauncha than a Warbuggy with TL-rokkit launcha now. Still viable, but there are better options in the book. Never saw anyone take Buggies with TL-Bigshootas or Skorchas to begin with.
Stormboyz - Got much more appealing. Fast as *****, and theoretical (but unlikely) first-turn-chargers. Remember that their HoW-hits are only S3. Add Zagstrukk and you have one of the very rare units that can charge after comming in from reserve.
Deffdread - Wasn't really a good choice in 5th, and still isn't. Orky and stompy, but there are better HS-choices to choose from.
Killa Kans - The Kan-wall list is pretty much dead, due to worse saves and only having 2 HP's each. HP-allocation-abuse is possible, but in the end, this won't save them. Killakans are still a good unit, but not nearly as scary as they used to be.
Battlewagon - Still awesome as a transport, still have a deffrolla. What more do you need? Oh yeah, Killkannon might actually be useful now.
Looted Wagon - Slightly better since whatever it's shooting at won't automatically have a 4 coversave anymore. Still overpriced though, I'd rather have a Dakkajet, or even a Blitzabomma.
Big Gunz - T7 grotz? Lulz. Kannon is still the given choice due to versatility. Not only T7, but the changes to coversaves also benefit theese guys more than it damages them.
Flash Gitz - Still overpriced, still beats the snot out of many dedicated combat units, still the most awesome thing ever, and still lacks official model's. (no, the one single-pose flashgit GW sell's doesn't count.). Changes to coversave benefits them though...wait, what coversaves? Waaaghahgahghah! Not the best choice, but I will personally field Flash Gitz more often. Overwatch and ignores cover might not be enough to make theese guys a competetitve choice, but it's a start.
Overall I feel that the Ork Codex has gotten slightly worse at combat, while getting much better at shootng, so basically it sounds like 6th Ed. in a nutshell.