Thanks for the clarification!
I see, so if I understand you correctly, making escorts +1 to hit enemy ordinance with both their direct fire weaponry and turrets would make them a little to effective for their points costs? Perhaps only one of the proposed changes would be enough and if that is the case, which one would you prefer?
I've actually heard about the Terror Kroozer fleet a multitude of times already and about the staggering amount of ordinance it can produce, so I bet that is a tough nut to crack

! I would love to play against orks one day, they are simply hilarious in 40k and I bet they are just as enjoyable in BFG hehe!
Of course, making escorts +1 to hit ordinance would reduce that effectiveness somewhat, but the thing I liked about it in theory was that it would reduce the effectiveness of ordinance at long ranges. Say that your opponent plays a lot of escorts, that would probably encourage you not to send your bomber squadrons away until you've closed the gap somewhat between your fleets, thus robbing him of the chance to shoot the waves down. This way including escorts in your fleets would present a serious threat for any fleet that likes to just hang back in their deployment zone behind a planet or asteroid field and just launch massive amounts of bombers against their opponents.
I could be way off here (I'm not 100% on the fluff yet.. Perhaps more like 15% haha!), but in most of the fleet engagements I've read about, ordinance has been described to have been used as a low to medium range weapon, mostly due to their limited amount of fuel. Most people I've read about already uses torpedoes like this, preferring to "shotgun" an enemy ship rather than fire torpedoes from afar (unless your aim is to disrupt their movement). This however doesn't seam to apply for attack craft, which seams odd to me from a fluff point of view. Again, please correct me if I'm wrong here, but to me it seams like attack crafts are something that you want to launch at once, preferably before your opponent has had a chance to do so and so that you can try and force him on the defense. Then you want to reload your ordinance every turn so that you can replenish any lost attack craft marker and in that way "stay ahead" in the ordinance game.
However if your ordinance has to get past some defending escorts that can now effectively shoot them down, perhaps your going to save your bomber waves until you're closer and can attack the escorts (or that juicy capital ship behind them!) directly. I mean: no "To Hit"-bonus in the world is going to help you if you never get to fire on the damn things, right

!?
Certainly, if you're playing a very ordinance oriented fleet you could still drown your opponent with more targets than he could possibly hope to destroy with his escorts. But for two fleets with a more equal amount of ordinance, perhaps this would encourage the usage of escorts (perhaps even in Chaos fleets

!) and also help encourage the use of attack craft in a manner more consistent with the fluff.
Still, I have no idea how it would work out with the internal/external balance and stuff. Just some random ideas I had that I thought would be fun to discuss

.