Here is the general problem with implementing Orkz, unlike Space Marines where each chapter has an entire battle force covered from foot trooper to fast attack to vehicles to heavy support, Orkz always take an army of mixed clanz. Each clan can field standard boyz but the special units are clan attached, Kommandos (stealth units) are always Bloodaxes, bikes, buggies and wartrakz are always Evil Sunz, heavy weapons are always Deathskull Lootaz, Skarboyz (elite close combat troops) are always Goff, heavy tanks (stolen imperial Battletanks) are always Bloodaxes, special weapons and Flashgitz are always Badmoonz, Boars, Cyboars and Runtherdz are always Snakebites. Then on top of that units like the Cult of Speed, Stormboyz, Freebootaz and Weirdboyz are clanless outcasts and cultz. An Ork TT army tends to be a section from almost every clan mixed together to get all of the rolls filled, so unlike marines where you will pick a chapter for their special attributes but can still fill every roll choosing an Ork clan, lore wise, defines the roll that you aspire to. I'm interested how they will implement it, I mean technically without Bloodaxes then the Ork army has no stealth units at all as the only scout/stealth unit is the Kommandos. Without clanless cults there are no Jump packs in the army as the only jump packers are Stormboyz.
btw we will have no stealth in EC (at least at launch) I didn't knew that each clan has just one class but lore wise I don't think that it is a problem orks love war, so they would even fight with a spoon in hands even if the ork would love a shoota in his hands more so we can say on our planet the orks are in a critical situation that they have to take any weapon they can find
That might work as game play but balance is lost, you end up with Chaos having the choice of 4 gods, with the benefits that each brings plus all of the arms and equipment that comes with it, Space Marines getting a full choice of chapters and then full arms and equipment. But Orkz end up a generic faction and any deviation that is made to create an in depth clan pretty but breaks the lore of the Ork clan systems. The only way to do it and stick to the lore of the clan systems is to standardize all clan but make each specialize in their special units. I still don't see how units like Stormboyz will be included.
Hmm, I didn't think the clan system restricted which class goes where? I thought it was more stuff like they may have a pre-disposition to one unit more than others, but not a literal hard restriction. Nothing I could find suggested that classes were restricted to a specific clan, just favoured more by a specific clan. Does their codex restrict what you can take based on which clan you play as? Never really played against enough Ork players to notice, and when I do they're usually too dead for me to care
The Ork codex doesn't separate the clanz, it's not like marines where you buy a Space Wolf codex and field that Chapter. In the Ork Codex you build an Ork army and then include your specialized units, your close combat units are Goffs, your stealth units Bloodaxes, your heavy weapons Deathskulls, your specialized weapon units and field artillery Badmoonz, fast attack units Evilsunz, boarboyz Snakebites etc, The Ork army is always mixed and then non-clan cultz and outcasts (Stormboyz, Weirboyz, Freebootaz, Cult of speed). Your Warboss can come from any clan and gains some benefits in army make up depending on his clan in the number of what type of units you can include. Pretty much you never field a single clan as an army on the TT it's impossible unless you just want grots, basic boyz and then only one type of specialized troops. Then you've never played the right ones I used to field a 2000 point Ork army that included a vanguard fo 1200 Gretchin, followed by about 90 standard boyz and then the dreadnoughts, looted tanks bikes and at least one Ogryn unit, plus a unit of megaarmoured Nobz. Guys playing marines would turn up with about 90 figures total and spend the entire battle swatting as Gretchin while I used the Ork's ability to engage in friendly fire to use AoE weapons into the Melee pinned marines.