I've seen some statements tossed around here and there over the past few months about how we don't really need orcs in this game because the Uthuk Y'llan basically fill that niche in fantasy tropes. I suppose that's because both tend to be destructive, pillage-and-burn factions.
However, now that we've seen a lot more of what the Uthuk Y'llan have to offer as far as gameplay is concerned, I feel that an orc faction could be very different.
1) An orc faction could be focused more on swarming. I'll be the first to grant that there is some thematic dissonance here since the Uthuk Y'llan are known as the Locust Swarm. The thing is, the Uthuk units cost so much that it doesn't appear to be that easy to swarm with them. An orc faction with costs more in line with the Latari Elves could end up bringing a different style of play by virtue of the number of units that can be brought to the battlefield.
2) The Uthuk Y'llan are playing heavily to fear and panic. The way they are being represented, it is like they are so terrible and so unbelievable that all who face them are driven to horror and madness. This is not the reaction you'd expect from an orc army. Orcs are so common place (in both generic fantasy and Terrinoth in particular) that you would never expect them to play this way. Whatever you may expect an orc army to do, it certainly wouldn't be dishing out panic tokens left and right.
3) The Uthuk Y'llan have a lot of self-damage or self-inflicted banes. I will concede here that similar abilities are seen in orcs in Diskwars and Rune Age. There are Diskwars orcs that say you can sacrifice an orc within 6" to heal a wound. In Rune Age, the Giant Troll lets you gain an effect if you destroy a friendly participating unit. However, I want to point out that the orcs have changed between the First Darkness and now. While they were once crazy, tribal creatures (similar to the Uthuk), they now appear to be relatively civilized. Orcs are not uncommon to see in the free cities of Terrinoth. In that respect, Rune Age supports this change because the only orc unit killing friendly units is the non-orc giant troll, which is more of a creature than a sentient being.
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While the above is the main message I wanted to get across, I also have some other random thoughts to throw at the internet.
If the orcs are not gameplay clones of the Uthuk, what could they do? How could the designers implement something unique with their faction?
As far as I know, the orcs are still split into many tribes. However, in times of war, the clans band together under the direction of the warchiefs. To get different peoples together to work as one cohesive army would take a lot of coordination. I submit that the orcs could be a synergy army. One effect that might be interesting is having cards that give different kinds of buffs depending on what range a friendly unit is at. So at range 1-2 it does one thing, but at range 3-5 it does something different (wording would be more technical, of course). This gives the player an incentive to carefully plan where their units will end up. They have to really watch their movement while still considering their opponent's movement.
If orcs ever make it into development, I'm excited to see how they play. However, for the time being, I think FFG just needs to focus on the main 4 factions until this game really starts taking off. Even though I believe FFG could do a fantastic job with orcs, I doubt we'll ever see them and I'm content with the factions we have now. At least we got all 4 main factions, unlike BattleLore.