Alright I'll bite.
You probably DONT want to use the ork detachment, just because the ork detachment is kind of bad. Use a bog standard combined arms detachment (
CAD). Here's a link to a more in depth conversation about
CAD vs Ork Detachment if you're interested, because I'm not gonna write it out here:
http://www.dakkadakka.com/dakkaforum/posts/list/0/614150.page#7183930
Ok so first off, you don't have to use the dread mob list. In fact, Zhadsnark isn't even allowed to be in a Dread Mob list as far as I remember. he's explicitly written as a Warboss for the Codex variety Orks. Additionally, assuming he is your Warlord so you can run Warbikers as Troops (in which case the only point of his trait is to get them ObSec, so if you don't fulfil the
CAD you're shooting yourself in the foot), that means you aren't allowed to take Kanz, Dreads, or Artillery as per that trait. They're out of place in the list anyway.
If you're running Zhadsnark you might as well spam ObSec bikes because that's what he's for. If you don't, you might as well just take a regular bikerboss and not pay out the ass for him. Here's what I think you should run if you're running Zhadsnark:
+
HQ+
Zhadsnark (Warlord): 150pts
Big Mek w/
KFF and Relic Tools + 3 Oilers: 115pts
Little Mek w/ Oiler: 20pts
Little Mek w/ Oiler: 20pts
+TROOPS+
7 Warbikers + Biker Nob with Klaw and Bosspole: 184pts
6 Warbikers + Biker Nob with Klaw and Bosspole: 166pts
6 Warbikers + Biker Nob with Klaw and Bosspole: 166pts
6 Warbikers + Biker Nob with Klaw and Bosspole: 166pts
+HEAVY+
2 Lootas + 3 Meks w/ 3 Oilers: 85pts
2 Lootas + 3 Meks w/ 3 Oilers: 85pts
+LORDS OF
WAR+
Stompa w/ Grots + 5 Supa Rokkits: 840pts
totals at 1997.
Ok, so you really should only have a total of 4 actual lootas, because the stompa only has 4 firepoints, so excess lootas are wasted points. Thankfully, you can take two units of two lootas and three meks. In this list you have the same number of repair rolls on your Stompa, which I can tell you from experience (I *tried* fighting one the other day that was full of meks. Bad time.) it will be nearly impossible to kill with anything short of a D weapon. Odds are your opponent will have to kill it all in one turn or else it'll just regenerate back to full. Watch out for powerklaws, they can be a stompa's unexpected undoing.
OK, and I cleared out all the grots in the list. Grots are gross and bad. The whole point behind taking Zhadsnark is to spam ObSec warbikers, so the list spams ObSec warbikers. Keep them safe until its time to charge, and even then, warbikers are more of a shooting unit. Use them to zoom around the board scoring tactical objectives like nobody's business. Zhadsnark himself is MEAN, and strikes with an Initiative 4 powerklaw, so don't squander it. I worry that you don't have enough bodies on the field, but I think the shock of a near-invincible stompa will do good things for you. Basically, use it to keep the heat off of your bikers. The stompa will do most of the murdering, but your bikers are your bread and butter. They're the ones getting you
VPs, so treat them well.