Well, with the site being down and all, I guess I have a slight excuse for not replying sooner.
Yes the orks suffer in CC, and that was the point of orks in the first place. The new codex really hurts the orks and the way they play. I have adapted by making many FoC lists. Example three or four FoC's in a list. Of course we loose the bonuses for the majority of the army but it seems to work.
I play a first FoC with 1 warboss with big choppa, two truck loads of boys, and three units of fast attack (buggies and coptas), then the second FoC is no kit big mek with two more trucks of boys and three units of fast attack, a third Foc like the second, and if the points go to the 2k level a fourth FoC with the pain boy, two trucks of boys and add in some heavy support stuff like lootas, flash gits, etc.
I have found my flash gits are seriously nerfed now with no armor, no FNP, no cybork, and no weapon upgrades. They work ok as a purely defensive force that you park inside a fortification of some sort, but they are not an offensive unit anymore.
Buggies and koptas are good as they are twin linked as before, and have outflank now, and are cheaper overall. Full size units of buggies are good stuff as they don't have to take LD tests and are basically two wound really fast tank bustas. So, I am building up my buggy squadrons.
Planes seem to be a required item lately too, just so I have something to shoot down all the enemy planes that seem so prevalent at my local, your mileage may vary. However, I have found that two dakka jets are the minimum now for any game over 1k points.
As for my truck boys, a truck only has the ram, no more red paint, no more plank, no more grots. So it keeps them cheep, and the boys are now minimum squad size as they are simply nob delivery units. Most of my nobs now have big choppas instead of PKs and the boss pole is now a waste of points. The new mob rule means you will lose more boys and fail more LD tests than before. So just get used to large amounts of running orks. Gone are the days of getting stuck in with a glorious yelling of Waaaagh. Now it is dance around and only get stuck in when you have to.
That is why I take a minimum of six truck boy units, the HQs are also minimum kit, with lots of buggies, planes and coptas. The tactics are now to stay concealed and in/behind cover until the later turns of the game to try and get objectives. No more full throttle charge into the teeth of the enemy get into CC on turn two, krumping. Take out the enemies vehicles and fast units so that in the later part of the game you will have the edge for taking objectives.
I have no idea how you kan wall players are going to fare, especially since kans take LD tests now. The advantage of big units seems to be that you can take more casualties before having to take LD tests, but that means that more boys will be running away once you do.
I guess my ranting is going on a bit too much, so I will finish off here. Have fun rediscovering your army, I am interested in seeing how you do with a kan wall, I am still contemplating having a two green tide army list just for fun, but I am waiting to see what else is going on with the ork world.