First, I'd recommend reading the general ork strategy thread here:
http://www.taccmd.tacticalwargames.net/viewtopic.php?f=95&t=18429As to the specific formations...
CheesyRobMan wrote:
Big Warband
+2 Nobs
+Warlord
Good.
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Warband
+2 boyz, 2 grots
+2 Nobs
+1 flakwagon
+2 Killa Kans
+2 Deff Dreads
If you're going to add 120 points of infantry upgrades to a Warband, you might as well go ahead and get the Big formation. 30 more points gives you 4 extra Boyz.
Personally, I would take these two identical mobz and split them up for different roles. Give one all infantry. Give the other all the walkers (and you can trim some to get the points for the Big upgrade). An all-infantry mob is not vulnerable to AT fire and can take advantage of cover that a mixed AV/infantry mob cannot (like buildings). The strategy thread has more discussion about how to build and use different kinds of warbands, including walker-warbands.
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Kult of Speed (8 warbikes)
+2 warbikes
+1 flakwagon
Mixing in the flakwagon makes the formation vulnerable to AT fire. If this had some Skorchas or buggies mixed in, that wouldn't matter. Another thing is that by the time you buy upgrades for both formations, you could upgrade one of them to Big and end up with more units on the board.
Overall, flakwagons aren't that good for air coverage. They don't have the range. They are primarily point defense, making sure that an air assault has a BM on it. A 200 point KoS probably just doesn't need one. Also, you're going to have a reasonably hefty Fighta-bomma formation if the enemy comes heavy-air. You can probably just drop a few flakwagons without it being a hindrance to the army.
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Blitz Brigade (4 gunwagons)
+2 gunwagons
+1 flakwagon
+Oddboy
A mainstay of ork lists, aka the Zzap brigade. Since you may have some extra flakwagons due to the above, you might want to make this 1 Gunwagon/2 Flak.
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Stompa Mob
+2 Killa Kans
+2 Deff Dreads
+1 flakwagon
Good formation.
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Fighta-Bommer Skwadron (3 F-Bs)
+3 Fighta-Bommers
Good.
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Total 2995pts, 8 activations.
Overall, this is a bit light on activations. It's within a workable range but you will need to preserve the formations. Otherwise, you might end up being outmaneuvered late in the game by sheer numbers of formations. Taking advantage of the Big/Uge upgrades instead of buying as extras will help that somewhat, but you might still need to split a formation or two.
What is the overall strategy? It looks to me like you have a horde infantry line, backed by some heavy walkers. KoS can either be grouped on a wing for a hammer/anvil strategy, or split up for a pincer arrangement. Zzap Brigades would be used as reserves to move around and pick off WE or other tough targets from range.
Alternately, you could group most of the infantry and walkers for a "hey, diddle, diddle, straight up the middle" rush for enemy objectives and use the KoS to flit around the edges, keeping the enemy from fully flanking your main thrust.