OK, so here is a list I have thrown together for a game on Thursday against Tyranids.
I thought I might experiment with the Great Waaagh! detachment, having recently acquired the book. We are playing at 1880 points because my opponent said he was struggling to get his list below that level, and it gave me some spare points for a traktor kannon so I didn't complain.
HQ:
Big mek, 'eavy armour, power klaw, slugga, attack squig, da killa klaw, big bosspole, mega force field (rides with the nobz)
Painboy (rides with the nobz)
Elites
Meganobz equipped as follows: boss with twin killsaws, one meganob with kombi-skorcha, two meganobz with twin-linked shootas
DT battlewagon with big shoota and reinforced ram
10 nobz, three power klaws
DT battlewagon with big shoota and reinforced ram
7 tankbustas
DT trukk with rokkit launcha
Troops
11 slugga boyz, 'eavy armour, plus nob with bosspole, power klaw and kombi-skorcha
DT trukk with big shoota and reinforced ram
11 slugga boyz, 'eavy armour, plus nob with bosspole, power klaw and shoota
DT trukk with big shoota and reinforced ram
Fast attack
Burna bommer with four skorcha missiles
Heavy support
Traktor kannon
Lords of War
Ghazghkull Thraka with attack squig (rides with the meganobz)
THOUGHTS:
I will preface this by saying that I usually play a standard Codex: Orks list and that I am sceptical about the Great Waaagh! list. It strikes me as a fun list (and this is only a friendly game, after all) but I think the normal
CAD is probably more effective. So for this list, I thought I might as well make the most of the few advantages that the Great Waaagh! detachment offers.
Usually with my Codex: Orks list I rely on boyz in wagons as the workhorse of my army. However, the Great Waaagh! detachment seems to rely more on spamming your powerful units, and since I will not benefit from objective secured, I figured I might as well design my list for
raw power by using nobz and meganobz in relatively large units.
I am sceptical about whether Ghazghkull himself is really worth the points for what he does. I think a normal warboss with da lukky stikk is far superior for the points he costs, but since I can't take da lukky stikk in this list and I have to issue and accept challenges, I figured I might as well tool my boss up for the job. And since the Orkimedes relics that I would need for the job are very expensive, I might as well take Ghazghkull to seal the deal and free up another
HQ slot.
I have reluctantly left the deffkoptas at home to make room for the burna bommer as I really wanted to try it out - I know it's not generally rated very highly, but I can see it wiping out a lot of Tyranid infantry. The idea is that it can clear the rank and file tarpits out of the way so that my assault units can get nasty with juicier targets.
I have equipped my big mek as I have for a couple of reasons. With the 4+ invulnerable save from shooting (that also applies to the wagon while they're in it), this effectively renders 'eavy armour redundant, thus saving a few points to spend elsewhere. The only units he has that would really worry me in assault are monstrous creatures that strike at AP2 anyway, so I can live without the armour. I also included the killa klaw because I imagine it may come in handy against monstrous/gargantuan creatures.
Ghaz leads the meganobz because... well, it just seemed right

but it also has the effect of spreading my strength around rather than concentrating it all in one unit.
Without shoota boyz I can no longer rely on weight of fire to snap shoot flyers down, so I spent the last 30 points on a traktor kannon.
Comments and criticism welcome!