My list is here:
http://www.bolterandchainsword.com/index.php?showtopic=175255
My son's Ork list was basically along these lines:
Ghazgull Thraka with a mob of 10 Eavy Armour Nobz (mix of shoota/slugga, big choppa, and
PK) in a Battlewagon with Zzap Gun
Big Mek with Shokk Attack Gun and a mob of 5 Lootas
4 Burnas + Mek
Kaptin Badrukk with 9 Cybork Flash Gitz (including a Painboy) in a Looted Wagon with Skorcha
1 Killer Kan with Big Shoota
12 Shoota Boyz in a Trukk with a
PK Nob
2 squads of 22 Slugga Boyz each led by a
PK Nob
1 squad of 30 Slugga Ard Boyz led by a Nob
3 Deffkoptas with Rokkits (1 also with Buzzsaw)
He's beaten me with that list before -- it's surprisingly resilient (with the Flash Gitz regularly proving way more effective than they're "supposed" to be).
OK, there are pics, but not till Turn 2.
We alternated picking terrain till we'd filled 1/4 of the table area used (it's a little over 8' by 4', but we used around 6' by 4'). Then we alternated placing terrain elements, rolled for mission etc., and got a 3-objective Seize Ground / Spearhead mission with him deploying & going 1st. The 3 objectives were represented by pinheads placed on the table -- one about 12" in from the top and 12" from the left, near a long grey stone wall; 1 near the centre, just south of a large hill and river; and 1 on the right, just in front of a large ruin.
He picked a table edge and corner that let him get one 22-strong Boyz mob on the ground floor of some large ruins, very close to 1 of the objectives, so he could keep them in cover for a late-game objective rush, and also put his Big Mek and small squad of Lootas on the 1st floor to get a good field of fire over most of the battlefield. Then he deployed most of the rest of his forces near the centre, predominantly behind the Battlewagon, Killer Kan, and/or Looted Wagon, or otherwise in cover. He kept the 3 Deffkoptas in reserve, stating he would be outflanking with them.
This was tricky -- he wasn't on any of the 3 objectives, but was very close to 2 of them with quite significant forces...
I deployed my Whirlwind behind a solidified lava flow, my Predator in front of that, and my 10
CC scouts nearby to hopefully deal with any nasty outflanking Deffkoptas. The other vehicles went in a row behind the Vindicator, close to the centre. The bikes were right on my left flank, ready to zip up behind the low stone wall in the top left corner and guide in my terminators. I elected to Deep Strike both terminator squads, with 1 coming on in Turn 1 via Deathwing Assault. To facilitate that, I used my scout move to send my bikes and attack bike up to the top left corner of the table, behind a long low wall, figuring it looked like a good place to break up an Ork charge, since we'd agreed it was Difficult Terrain to get over.
He had 1st turn, so just largely moved toward me with most of his forces, shooting the Zzap gun, Shokk Attack Gun and Lootas, but without any effect other than to get 2 wounds on the Attack Bike, killing it. He was worried about the Whirlwind, so tried to focus on the Predator (since the Whirlwind was pretty well completely out of sight behind it), but AV13 proved too much for him.
I DSed Belial's terminator squad in next to the bikes. I moved the 3 Rhinos up a little, so their occupants would be well placed to shoot Orks next turn, and forgot to pop smoke. A Speeder and the Dreadnought advanced too -- I was hoping to use them to tie up at least some of his forces. I shot back, killing a few Boyz, immobilising the Kan, and damaging the Zzap gun on the Battlewagon.
On Turn 2, he rolled 4+ on all 3 reserve dice, & so brought on all 3 Deffkoptas. The Buzzsaw one and one other came on my left, behind the Whirlwind (and I realised I'd left a Kopta-sized gap between the Scouts and my table edge, so he could
CC the Whirly). The other came on on my right, and hid behind a ruin.
Ghaz and the Nobz jumped out the Battlewagon and moved towards me, the wagon retreating, so the Mek in the Burna Mob could nip forward and fix the Zzap gun on the wagon (which he did, letting the Zzap gun shoot at me -- and miss). The Flash Gitz jumped out of their Looted Wagon and started moving towards the Terminators. The Trukk Boyz got out too and took cover behind a hill, near the most central objective. (I wasn't quite sure why he did this, but it was probably the right thing to do -- that Trukk kept getting in my way for the rest of the game, giving various units cover and being surprisingly resilient to my occasional attempts to take potshots at it.)
The Lootas and Shokk Attack Gun shot my Predator, glancing and stunning it.
The Gitz were now in range to shoot the Terminators, and did so, getting two wounds; I saved one with the Apothecary, but lost the other Termie. Ghaz and co assaulted the Dread, taking out its
DCCW but losing a couple of Nobz and a wound on Ghaz to its attacks. The 2 Koptas by the Whirly shot it, then assaulted it, destroying it.
My 2nd Terminator squad arrived, and I put them near the 1st. I moved my Pred away from the Koptas and towards the rest of the fighting, foolishly exposing my side armour to the Lootas next turn AND again forgetting to pop smoke.
I shot back with a load of Vindicator, Assault Cannon, bolter, plasma, and plasma fire, hitting some Boyz and thinning the ranks of the Flash Gitz considerably, but not as much as I would have if they didn't have
FNP and Cybork Bodies... I was also able to get a Heavy Flamer shot off from my frontmost Speeder on the Nobz, doing more damage. My Scouts assaulted and destroyed the 2 Koptas by them. The Dread stayed alive; it did a great job throughout this game, killing the occasional Nob but not quite ever dying till near the end, very much helped by its Venerable status, and so keeping the Nobz and Ghaz occupied.
Turn 3: Waaagh!
Shokk and Lootas wiped out the Predator. Rokkits from the remaining Kopta immobilised the Vindicator (not a huge problem -- it was facing the right direction anyway).
Mek and Burnas now moved to the Kan, repairing it successfully, too. Gitz and Boyz charged forward at my Terminators, but didn't roll the Boyz didn't roll well enough on Difficult Terrain to actually make it, and he elected not to assault Terminators with only his remaining 4 or so Gitz. Ghaz's Fearless Waaagh! was a huge help here, even though it didn't get any extra Orks in
CC -- no running away, even for Gitz and Boyz taking heavy casualties.
His formerly Trukk Boys CCed my front Speeder, taking out its
HF and immobilising it.
I started to retreat a little with my Terminators, shooting all the way, and a lot with my bikes, wanting to start heading towards other objectives to contest them. My other Speeder went forwards to
HF the Boyz who'd damaged its cohort; I killed pretty much all other than the Nob, with the
HF and other shooting.
Turn 4: Objective Grabs
Some Boyz in the ruin on the far side finally nipped out to take the objective nearest them, but kept the majority of the unit still in cover in the adjacent ruins.
He finished off the 1st speeder with the remaining Nob from the Trukk Boyz mob. This was also the turn when he finished off my Dreadnought. He sent some Boyz down to take the 2nd objective, in the centre, which meant he had to pull a few back from what had been the front line. The Kan headed this way too.
I shot up a load more Boyz and so forth, and gradually moved my Terminators towards his nearest forces -- looked like I should win
CC now, if I could make it over that wall...
2 of my Rhinos also moved up, so there was one containing a
tac squad completely covering the objective here. My bikes & scouts headed for the centre.
Turn 5: The End?
His Lootas and
SAG shot the Vindie, finally taking it out. His Kopta & Zzap gun at a Rhino. Ghaz and his last couple of Nobz took out my remaining Speeder, and the ex-Trukk Nob attacked a Rhino. Badrukk and his Painboy, and the last few Boyz and Nob of one mob, finally attacked one group of Termies in
CC, doing some damage but taking horrendous casualties.
My Scouts attacked his central objective group, contesting the objective and doing some damage, my
PF-ed Sergeant smashing lumps off the Kan. My 2 termie squads finished off the remaining
CC foes, and smacked the Looted Wagon with Powerfists, exploding it. The bikes and a
tac squad Rhino headed for the centre, to support the Scouts.
We rolled, but the game didn't end -- we'd be playing Turn 6. Had it ended now, it would have been a draw...
Turn 6: The End!
He popped my objective-sitting rhino with the Zzap gun and some combi-rokkits and Big Shoota fire from the Nobz and Ghaz:
My
tac squad rolled an 11 on their Leadership test -- the 1st failed test on either side all game -- and were Pinned.
He also sent the Burna Boyz mob into the big fight in the middle.
I disembarked my Vet squad and shot his nearest Nob to pieces, so he couldn't contest "my" objective.
I nipped my bikes and
tac squad in to the big fight in the middle, hoping for some very lucky rolls to wipe out his guys there... no luck. So we ended up with a draw after all -- 1 objective each, and 1 fiercely contested objective in the middle.