Always glad to see another yoof join da ranks of the boyz! It'll be easier for us to help you out if you give us an idea of where you're starting from. Do you have any Ork models to start with? If not, then a Start Collecting! Orks box set is a good place to start, a Painboy is one of the premier Ork support
HQ units that you almost always want to place in a squad of boyz. Normal Nobz as a standalone unit is a bit sub-par unfortunately right now in the current codex, so I would suggest using the bitz to make a few Painboyz (there's some cybork heads and saws you can use to make them look like them) and use the rest as power klaw wielding Nobz to lead the boyz squads in your army. The link to it is below:
https://www.games-workshop.com/en-US/Start-Collecting-Orks
However, since Orks are a model-heavy army, afterwards I highly suggest looking on ebay for any bulk-order deals for Assault on Black Reach (the previous starter set) Ork models. This includes a plastic Ork Warboss with a Power Klaw that is hard to pass up as the main leader of your army. If you have the extra money, you can splurge on Ghazghkull Thraka himself as a counts-as Warboss with Mega Armour or go for some of the third party creators. The reason why is because one of the best relics in the Ork codex, the Lucky Stikk, works best with Mega Armour equipped Warbosses since he can re-roll failed armour saves which combined with Mega Armour makes him a tough cookie to crack outside of challenges. Kromlech Mecha Armour is a very nice alternative, especially if you want multiples. Links are below:
https://www.games-workshop.com/en-US/Ork-Ghazghkull-Thraka
http://bitsofwar.com/37-orc-mecha-armours
Ork boyz, which should be relatively easy to find given how Ork boyz were part of the starter set for a long time. Ideally, an Ork Boyz squad should be at least 12 (for trukk squads) to 20 for battlewagon riding ladz. Generally speaking you almost always want a unit of boyz upgraded with a Nob leading it equipped with a Power Klaw, it is the bread and butter of an Ork army.
Grotz or Gretchin are also good units to start with since, although they are very weak offensively, they are dirt cheap and are great objective holders. They also fill up the requirement of the troops slot so you can spend more on the more snazzy units in the Ork codex.
The main heavy hitters in an Ork codex are Meganobz, Mek Gunz, Tankbustas, and Warbikerz.
Meganobz work best as a
MANZ missile, a minimum small squad of 3 in a trukk that is sent like a "fire and forget" missile after the weakest elements of the enemy army. It is cheap enough to be disposable but is dangerous enough to potentially wreak havoc in your opponent's backlines if he ignores it. There are other ways of using them but usually require a formation called Bullyboyz but its not something I'd suggest a new player to start with.
Mek Gunz, are our backfield artillery with the kustom mega kannon and the lobba as our two major stars. The Kustom Mega Kannon provides us with our high strength anti-elite infantry firepower while the lobba, as a mortar, acts more as conventional artillery in clearing out normal infantry but can do it without having to see the enemy, giving it more versatility. The current rules make them very resilient to shooting but are vulnerable to close combat so keep them bubble wrapped with gretchin or well behind your main lines to prevent getting rolled over in assault.
Tankbustas, unsurprisingly, are good against vehicles and monstrous creatures with a 3+ or worse save. The recent
FAQ draft has nerfed them a bit in close combat with only one model being allowed a turn to use their tankbusta bombs on an enemy vehicle/monstrous creature so their utility is best kept as a ranged unit. They are incredibly fragile so a good number is to have around 6-8 tankbustas in a trukk roaming around firing at targets of opportunity, their low
AP weapons also means they are semi-decent at targeting heavy infantry like space marines in a pinch.
Warbikerz are amongst the more cost effective units in the Ork codex. The bikes rules are very strong this edition and Ork warbikers are no different. They have multiple saves to fall back on and they have the mobility and dakka to easily gun down most infantry units. They are more a shooty unit than an assault one but they can beat up non-dedicated close combat units if need be thanks to their higher toughness, just keep in mind they have a low model count so morale will be an issue once they start taking casualties.