Norwulf: It all depends really mate.
Of course, both lists are competative in thier own right, but the way they both work are very different.
One simply washes the field with an unstoppable green tide.
If you play this way, then it wont bother you when a unit get blown apart each turn
lol.
with a mobile army you will have less models on the table, and it doesent look as daunting.
but, the speed mixed with orks natural fighting skills means they get into combat quickly, and with alot less deaths.
I usually take normal nobz in wagonz kitted out.
But i have used meganobz from time to time since they have a nice 2+ save and all have klaws.
against monsterous creatures with over 4 attacks i would use normal nobz, as klaws strike last they tend to get ripped apart before attacking, so a normal nobz unit with painboy, waaagh! banner, cybork boddies, a few klaws and the rest with big choppas works better.
but against dedicated combat units like the space wolf bloodclaws i would take meganobz.
You will take a beating when hit 1st, but you can instant kill most things in return with ease.
allthough, due to not having a bosspole option meganobz run away alot, so if you take them then have a warboss with a bosspole in mega armour (with an attack squig) in the unit to stop them running away so often.
Automatically Appended Next Post: lego:
1: i love a mobile ork army.
You can launch fast assaults getting you into combat quickly.
which against armies like guard and tau will win you the game.
2: nope, ardboyz are a pure waste of points really.
the armour costs nearly as much as another boy, and provides little help when there is cover present, or they are in a vehicle.
3: I allways take sluggas only, this is for 2 reasons really.
3a: If your using vehicles then you will be aiming to get into combat, so you wont be shooting.
The choppa and slugga give you an extra attack, which with 12 boyz makes a big difference.
3b: In foot slogging ork armies you will be using run in the shooting phase to get into combat quickly.
when you run you cannot shoot, so the choppas and slugga bonus once again helps to no end since you wont be shooting anyone.
also, a note on a 3rd style, i havent tried this yet, but it does work well by all accounts
Firebase orks.
Idea here is simple.
Heavy support: 3 battlewagons all with killkannonz.
elite: 3 units of 12 lootas (they sit in the wagonz)
HQ: shokkattack gun meks.
troops: a few units of boyz, nothing special, but with gretchin units as shields. (boyz take shootas here)
The plan is to simply sit back and shoot the other army to death.
Not very orky, but effective.
The killkannonz provide 3 high strength large blasts each turn and a hiding place for the lootas (dont move them atall)
The lootas throw out 36 - 108 S7 shots per turn! enough to kill allmost anything in your way.
The shokk meks sit back behind or in cover and shoot at other units, giving you another 2 large blasts per turn.
Only real problem with this army is objective games.
You dont really have any units you can run forwards quick enough to capture them.