Hello,
I'm working on two lists for Orks, one Green Tide and one Mech Wall. I'll be testing these lists later this coming week once I get my hands on a few more models I'm hoping to get some outside input before I dedicate to table time.
Green Tide
Warboss w/ Big Choppa & Shoota
Warboss w/ Big Choppa & Shoota
Warboss w/ Big Choppa & Shoota (Warlord w/ Tenacious Survivor)
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy = 7 Weirdboyz
Nob w/ Waaagh! Banner and Kustom Shoota
Nob w/ Waaagh! Banner and Kustom Shoota
1 Nob w/ Big Choppa & 29 Shoota Boyz
1 Nob w/ Big Choppa & 29 Choppa Boyz
1 Nob w/ Big Choppa & 29 Choppa Boyz
1 Nob w/ Big Choppa & 29 Choppa Boyz
1 Nob w/ Big Choppa & 29 Choppa Boyz
1 Nob w/ Big Choppa & 29 Choppa Boyz
1 Trukk w/ Big Shoota
2x Battalion Detachments & 1x Supreme Command Detachment | 10 Command Points
This list probably looks a bit.....Weird.

So this a standard Green Tide build mostly, lots of Boyz and their needed support. I've taken two Waaagh! Banners since +1 to Hit is a huge deal but they have a small bubble and I'm going to have to split more often than not. Similarly I've taken three Warbosses who make the list work and are also amazing combatants for their price. I've chosen Big Choppas all around because
PKs are super over-priced for what they do, -1 to Hit on Nobz is really bad and d3 damage is too swingy. The
AP is missed but I think weight of attacks will see me through, as well as Smite....
So the "innovation" of this list is taking a ton of Weirdboyz. I've been struggling to find a way to deal with Vehicles as Orks besides Killa Kans, everything else is very expensive and vulnerable. Lootas and Tankbustas don't get me excited and seem very one use against appropriately built lists,
PKs have also proven unreliable and don't work against Flyers. Flyers in particular are a nightmare for Orks since they hit on a 6+ with most things and that's just not going to work out. Enter the Smite power. 6 Weirdboyz in a foot army can resolve 6 Smites with 100% certainty, they will never fail the roll and it cannot be denied almost ever. It's pretty trivial to build huge bonuses to the roll, guaranteeing Perils but also guaranteeing
d6 Mortal Wounds. This can put out 21 Mortal Wounds from 6 Weirdboyz as one is usually on Da Jump duty. That will almost one round a Knight and melt anything lesser, no saves with VERY few exceptions.
Now obviously Smite only works against the closest unit but that's fine. Weirdboyz can easily hide in the mob and I also purchased a Trukk which can ferry them around against certain armies. The Trukk can be bubble-wrapped and isn't too hard to hide with Terrain because of the footprint, Weirdboyz can also Advance and still use Smite so they cover ground well. Now of course an opponent can keep any important models back but that's fine as I can then dictate the game and just Smite other stuff, Mortal Wounds aren't ever bad. Taking the Trukk also gives the army a fighting change at going first as it can go as low as 7 drops (all Characters fit perfectly in the Trukk).
The rest of the list is Boyz, quite a lot of them. The Shoota unit is ear-marked for Da Jump since they can dakka down a unit of
IG/Tau/
Devs and then charge something else. Being able to project force is a big problem for Green Tide without Da Jump, fortunately I can guarantee that it goes off and be outside of dispel range so dropping a unit across the board is guaranteed when needed. This also helps dictate the game since I'm likely to come down on a flank which can force deployment and/or force Fall Backs to the center of the board.
This list is ultimately weak to armor but I don't think there's much to be done about that with Green Tide. You need a lot of Boyz, I think at least five full units, and dumping 200pts into Lootas/Tank Bustas/Kans just doesn't feel good with that. I'm also strongly against taking elite units in Green Tide because it gives an opponent something to do with their big guns, the whole point of the army is to make that type of shooting worthless. Weight of attacks is going to get the job done against some armor, particularly if it's only T7, but Land Raiders and such are a problem. I'd largely be relying on Smite/Wabosses against that kind of stuff but hey, better some tools than no tools.
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Kan Wall
Big Mek w/ KFF (Warlord w/ Inspiring Leader)
Big Mek w/ KFF
Big Mek w/ KFF & Kustom-Slugga
3 Killa Kans w/ Rokkits
3 Killa Kans w/ Rokkits
3 Killa Kans w/ Rokkits
3 Killa Kans w/ Rokkits
3 Killa Kans w/ Rokkits
3 Killa Kans w/ Rokkits
Gorkanuat
3 Lobbas
6 Lobbas
3x Spearhead Detachment | 6 Command Points
Shamelessly stolen from Frontline Gaming with some small tweaks. I'm not a big fan of the Deff Dreads, their Skorchas are great but they don't put out enough attacks to help the list in any meaningful way. I'd rather have more Lobbas to help against hordes and take an extra Mek for an extra Command Point. Having low Command Points seems like it would really hurt a more elite list since the re-rolls are extremely important, I also want more
KFF coverage since Snipers/Deep Strike are going to threaten my Characters in a big way.
The Kans are in groups of 3 because Morale is way too big a risk with them and there's no way to mitigate it that would work with this list. Losing the +1 Attack so easily certainly hurts but having a unit run would hurt way more. Having so many units also hurts Deployment but it remains to be seen how the meta will shape in with regards to number of deployments and I can also start all of my Meks inside the Gorkanuat if needed, which is 9 drops. That's the reason of the Lobba units is 6. It is a risk since for some reason the Big Gunz themselves can run (who knows how) but with
KFFs and being so far back I don't think they'll often be threatened too badly.
Overall dropping the Dreads makes me a bit less punchy against Vehicles/Monsters/Characters but makes me a lot better against Hordes and gives me more reach against Infantry. Stuff like
Devs,
HW Teams, and so on will be very popular and threatening to this army so the Lobbas give me a way to interact while the Dreads just move on up and are primarily counter-punch units. I'm sure there's arguments for both.