Hi!
I for one would like formal orders for fliers. Using the original orders for them was a convenient shortcut, but has proved to be very inadequate in defining their proper function on the battlefield.
The variant for aerial close combat that was proposed (I forget by whom), where the CAF value was translated to dice to roll and each "6" was a "hit" in close combat (dogfights) was very flavorful and efficient (I tested it in my games I posted last year). I have some recommendations to modify it, but perhaps could be considered.
I agree with Llamahead that the situation after the "initial melee" should be refined. Some kind of reorganization or follow up/retreat move should be entertained. Right now close combat takes a little too long to be resolved decisively.
A 5cm move to engage elements of a formation that just fought would be nice.
Although I am partial to the idea of truly decisive close combat where it is fought until one side is destroyed or routed in one combat turn. This would not only speed up play, but perhaps add another significant function to morale in the resolution of such combat.
It would go something like this:
1. Formations on charge orders engage target formation
2. Close combat rolls for engaged elements occur as per rules
3. After the "first round" of close combat the loser of the engagement (defined by the side whom lost the most elements in the fight), roll a morale check.
4. If the loser's morale check fails, that formation makes a full "fallback move" away from the close combat. Imagine this as being repulsed and falling back to reorganize. Note the unit is ready to act in the next turn.
5. If the loser's morale holds, all unengaged elements move 5cm to another unengaged elements or engage if no unengaged elements exist.
6. Fight additional rounds of close combat until one side is eliminated or has withdrawn.
Note I only really added one "new" mechanic. A morale roll to see if you withdrawal. Everything else is basically the common close combat round. You just repeat it until a clear victor emerges.
Also using 2d6 for titan damage tables, at least IMO would be a great idea.
Primarch