3 Meganobz in a trukk (one with killsaws) =
manz missile
Tankbustas are awesome (they took a hit with only one guy being able to use the meltabombs in
CC in the recent
faq) take 5 in a trukk, take several units
Weirdboyz have been faqed that all the witchfire powers with no profile now autohit- so they might actually be good now.
My favorite way of playing boyz is to take 30 of them (shootaboyz), 3 big shootas, nob with klaw/pole and a mega armor boss with lukky stikk leading at the front to tank for the unit with 2+ rerollable (from stikk). And a painboy in the unit. (Thinking of putting weirdboyz here)
Deffkoptas are awesome - people usually run 1-man units but I like 3-man ones. You can get these off EBAY for a good price. They're Ork jetbikes.
If you run choppa boyz - put them in trukks and give nob a klaw/pole. People like putting meks with them to eat challenges for the Nob, and sometimes heavy armor so if the trukk explodes you won't lose half your boyz.
I would not suggest footslogging choppa boyz - too slow, can't shoot so not useful for several turns while they try to find a combat.
Lootas are fun - they get enough shots to be not bad at anti-air or popping transports.
Ork big mek with shokk attack gun is the funnest unit in the codex (in my opinion) so I always take one.
Gretchen are amazing for their points. Takes some tactical skill to make them useful but they are so cheap they always earn their points back (blockers, obj holders, just plain get in the way)
Stompas are really awesome - just use the Forgeworld kustom stompa rules or Buzzgob's stompa (here:
https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf
Dakkajets can be fun - take the extra twin link shoota and put them in a detachment that gets to Waaagh every turn for max dakka