Very good points that I am probably going to wind up ignoring largely out of rule of cool. A few counterpoints from just going over rules a little.
GothmogtheWerewolf wrote:
Hunter Orcs on Foot: without any equipment, or with two-handed weapons these guys are a little overpowered and a large quantity of these should do you well. You will of course know how effective the many Blades rules is, and they have a decent strength too, and not to costly to field. So very good. When you give them bows however it is not really a great idea. Think about it. For their cost, with an above average strength, a combat-oriented special rule, low defence and a poor shoot value, you don't really want to give these guys bows.
Orc bows are cheap as chips and the army has a 1/2 Bow Limit. At 750 points, taking a full compliment of bows reduces my model count by two--except that (in that case) I couldn't take more warriors anyway. While I fully admit that they are not optimal gear, they allow for some adaptability and gives you something to do against terror-causing foes.
GothmogtheWerewolf wrote:
Loose Fell Wargs: Very similar to normal Wild Wargs, their speed and strength are useful etc but they cost a little more because of this Fell Sight rule. When you think about it, how often are you actually physically in a position to charge a model that you cannot see. Not very useful really, but for the cost, they're not too bad, and can be fielded in large numbers.
Fell Sight is absolutely amazing, IF you plan around it (and have adequate terrain to allow it to come into play). It allows you to be in a position where you dictate charges and your opponent does not. Now, if you are playing on the Shire's Bowling Green, then yes it's less useful, but when there are a number of LoS-blocking pieces of terrain, this rule becomes an incredible advantage.
GothmogtheWerewolf wrote:
Hunter Orcs on Fell Wargs: Well... er, the models look nice and on paper they might seem sort of alright but do not do it. Twice the cost of the foot version with little benefit. The loss of Many Blades is balanced out with the cavalry extra attack, but with that, it shouldn't really cost more than a couple of pts more than the ft version. Also, the fell sight rule is even less effective because the hunter Orcs being higher up, have an even greater LoS than their mounts. For 1pt less than a Hunter Orc on Fell Warg you can get a Warg Rider with shield and throwing spear. It will survive longer and has an incredibly unlikely attempt to throw something. The hunter POrcs only benefits are extra strength, which is pointless because the wargs have the same, fell sight which isn't wirth much, and many blades which ceases to exist. All in all not good. The rules were probably written this way to counterbalance the slightly overpowered foot versions. Maybe a couple in one warband in support of 6-10 loose fell wargs but nothing more. You could use the models to represent allied Warg Riders instead.
Losing Many Blades hurts, I admit, but what you get is an oftentimes 2-attack model with Knock Prone with a decent strength and over half again the speed of a normal Hunter Orc. Not a bad trade, although I'll be the first to admit that an entirely-mounted force will lack enough numbers to be effective.
GothmogtheWerewolf wrote:
Fimbul and Narzug: unlike Hunter Orcs, these guys are better when mounted because of their special rules.. Taking these to lead you Fell Wargs would be a good idea. The extra might is great to.
What benefit does Narzug have while mounted? Not seeing a reason to stick him on a Fell Warg other than having an additional point of Might traveling with the packs (which, admittedly, can be enough).