Straight outta the Ork Codex: Shoot da choppy uns' an chop da shooty uns'.
Orks are one of the rare armies that actually get better with a theme in my opinion. Rather than telling you what would kill it, let me pose some anticipated turn-by-turn for any gamer against your list:
Target Priorities:
1. You only have one flyer. You only have two other vehicles, and those deff dreads are so slow, they can be disregarded or avoided for most of the game. Your flier will absorb all enemy anti-tank and anti-air on the first turn until it is dead. You can safely presume your flier will die on the first turn it is on the board. Even if you go first - you don't have anything in your army that can take out long range anti-armour, and no one is shooting at fliers with melta-guns.
2. While the Anti-Vehicle is taking down the jet, the anti-infantry long range fire will be digging into your tank-bustas or your nobs. Those are the only real threats to enemy armour.
3. Turn two, the high strength anti-vehicle shots are going to switch to your nobs, your Warboss, or your deff-dreads, depending on what you have attached to which units. Anti-infantry are going to continue eating into things that are not 6 point boyz.
4. By turn three, while you probably haven't killed anything yet, you should be getting close enough to assault, as long as the enemy hasn't moved back. You'll eat another round of shots from everything.
5. Turn four, your opponent has run out of space to back up while lightning you up, so will probably sacrifice a unit or two to whatever remnants of your army is left. You'll eat them, and be out of combat to be shot at again the following turn.
6. Close range flamers, more dakka dakka, and counter-assaults will follow.
Theme your army.

If you want green tide (your title) - GO green tide! Drop the deff dreads. Drop the nobz. Drop the tank-bustas. Take the actual green tide formation. 10x10 boyz with a nob+
PK in each, merged into the green tide formation for one big unit of 100+ boyz. Don't present an army list that is designed for optimal enemy fire; either give the anti-tank nothing to shoot at, or the anti-armor nothing to shoot at, or create so many simultaneous threats that a missed shot or incorrect target prioritization will punish your enemy.
Just some thoughts.