Storm talons and storm ravens also work pretty well against orks. Talons get a metric ton of high strength firepower and can reach far into orks backfield to shoot lootas and kannon crew behind
ADLs. Storm Ravens make a mess out of dakka jets, quad guns and nob bikers.
A vindicator is not a good idea. With its 24" it's almost always kopta or biker fodder.
TFC suffer a similar problem - a kopta rushing into your backfield can single-handedly wipe out the techmarine and his gun.
Whirlwinds look nice, but in reality you aren't hitting and wounding enough orks to ever make them worth their points.
Dreads are a gamble if anything. It might hold up a unit of orks for turns or explode in a firework right after combat started. I wouldn't gamble that many points.
Other things that do work really well are stern guard (special ammo), honor guard (unlike terminators, they simply murder klaw wielders before they strike), land raider crusaders, dakka preds, missile
devs. Anything that puts a lot of wounds on T4 is going to work.
Trying to pull off your orbital strike onto your opponents nob bikers might also turn out very worthwhile.
I've also had trouble stopping assault centurions with orks, but I'm not too sure on the point efficiency on that. Charging my nob bikers into them also wasn't the brightest thing I ever did
In any case, usually vanilla marines fail against orks due to tactics. You need to make sure to maximizing your shooting output. That means moving towards the orks on your first turn and then moving away as fast as you can on the following turns. Have a unit (or vehicle) sacrifice itself as a speed bump, if 30 orks are busy wrecking that rhino right in front of them, they aren't moving 6"+
d6 this turn. Deploying in ruins also tends to give you another turn of shooting before getting stuck in.