>> Big Warband +1 Stompa
Personally, I prefer single warbands (still 10 units), but this is a big ol' honkin' garrison to throw out in the middle of the board and I can see it being useful. In particular, it can be flashy enough to keep the fire away from your Big Gunz.
>> Big KoS (buggys) >> Big KoS (bikes&scorchas)
I think this is a good setup. The buggies are a good general purpose formation (FF5/CC5/AP5/AT6, 30cm range) and the bikes/skorchas will be awesome in assault or at close range. like after a double move.
>> Stormboyz +3 Stormboyz
Nice little garrison and fast enough to pick off stray enemy units.
>> BB +1 Gun Fortress + Oddboy
Don't listen to Shadow Hunter on this one. This is a sweet formation. At 335 points, you can dish out massive AT damage at range, plus a good Titan Killer shot. I love them, and have since I took down a warhound titan in a single volley with only slightly above average rolls.
I would recommend having one flakwagon in the mix. With two formations, you can spread them out to provide air cover and they are fast enough to react and go where you need the firepower.
>> Big Big Gunz mob + 2 Oddboy +1 Nobz
I am not convinced that the soopagunz are worth it, but it's worth a try. I would definitely max out the Nobz upgrades. Each one removes an extra BM, and since Gunz don't count for MobUp bonuses, you need all the help in the rally phase you can get.
Make sure you place this with plenty of cover and I'm sure it will do great, especially if that Big Warband is close enough to distract your opponent.
>> Stompamob + 3 Stompas +4 Dreadnoughts
I'm not convinced that stompas are worth 75 points. I think 65 would probably be more accurate. OTOH, I think the Supstompa is probably underpriced, so take one when it becomes available.
Anyway, I might break this in half. There are no points breaks for big stompamobs, and a formation of 3 stompas/2 dreads should be pretty tough on its own, unless your main goal is to get into assault.
Overall, a strong army selection.
You are pretty shooty here, so that may be problematic dealing with Orks' activation rules. Remember that even if your double move and shoot option is really crappy, it still works for softening up a target and/or supporting an assault. If you try to stand and shoot too often, you will burn your SC reroll and end up failing activations. I would generally try to save it for Sustained Fire by the Gunz or a normal move by one of the BB mobz.
Hope that helps.
_________________ Neal
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