I'd like to point out some of the finer points of the Ork faction that I have seen and highlight their best cards. Please add any strategies you may have developed with Orks as they are a tricky faction that requires careful planning and, quite unfortunately, a good starting hand to make them work.
Let try to focus on Orks as a faction on their own instead of how to fix them by splashing too much of the other factions.
Top Cards (in my opinion, and not in any order):
Crushface - He's the man. He is the developer's answer to the Ork problem: command and resources. Against factions like the Tau, Eldar and, to a lesser extent (but still a major issue) the space marines, you're going to find a lot of problems with card draw, resource intake, and wining the command struggle in general. Any cards that mitigate these issues are hugely welcome. 2X in every deck, no exceptions.
Bigga Is Betta - A perfect card for this faction. In fact I are say that of the "squad-event" cards that are given to each Warlord, Bigga is Betta is probably the most useful and synergistic card in the game. It mitigates the resource issue while turning on cards like Bad Dok. Bad Dok mixed with this card can turn around command struggles and if you get the two in an opening hand I would typically recommend keeping your hand.
Nazdreg's Flash Gitz - Arguably the most fun card in the warlord set. Its mean, its cheap, it turns Nazdreg's brutal, and has one of the few "ready during combat" abilities in the game. All around fantastic. It also comes with the squad so justifying it here is not necessary. Just play it when you got it. Also Rokkit Launcha + Flash Gitz = win
Rugged Killa Kanz - Heavy. Brutal. Takes tons of damage and if they don't deal with him early he's going to deal tons of damage too. The selling point for me was the 2 command icons and Brutal/ Of all the guys in my hand THIS was the guy that would usually stick in my hand for a few turns because the question is: Can you afford it? I'll get to that later. 2x
Tankbusta Bommaz - Great if deployed to the same planet as Nazdreg. Typically I will try to get Tankbusta with my Warlord and Rugged on the planet where he is not for the use of the Brutal keyword. If the choice is between this guy or the Gitz, go with the Gitz unless there is a vehicle present.
Ork Kannon - Talk about a card that can be useful in the right deck, and downright terrible in the wrong one.
- Pro's: Can kill off pirates, rogues, dead-eyes and a plethora of other 1 hp units committed to planets just for their command icons. Can also give that Brutal keyword the one tiny little bump it needs to go from a shield able-attack into a killing one. Any 1-cost support is a great way to delay your deployment moves to see if they have to make the dreaded "first deployment. Also unpreventable damage to "anti-targeted" cancels.
- Con's: Can be almost completely useless at times. Has to wait till first combat to turn on Bad Dok. Does damage to your own guys which can (every now and again) be a bad thing. Takes up a slot in your deck.
Bad Dok - Not a bad card for 2 cost even without the ability, which is great, the problem is actually getting the single damage on him, however between his ability and his 4 hp his overall synergy with Nazdreg is phenomenal. Getting Doc followed by a weird boy maniac is one of the only other first-round combos available to getting him turned on first turn (other than the aforementioned BiB)
Shoota Mob - 1 resource for 1 command and 2 attack isn't bad. 1 hp means a quick death, but play it into your initiative advantage and it's not bad. I've auto-included due to the insane need for Ork command assistance.
Goff Boyz - Pretty straight forward. I don't use tellyporta pad too often and, even though the combo is kind of nice, they are shut off any time they aren't at first planet. My favorite use for them is just throwing them down on planet 1 first or second move to establish military dominance. I'f I'm really trying to fake them out, I'll throw down two.
Goff Nob - Big, mean, and above all ELITE making him a worthy pick for your army and comparatively cheap vs other heavy hitters with his output. No command icons. Be very wary of the Exterminatus and the doom. I like to wait as long as possible to deploy him. If you can stall til after they pass and throw him on a planet they were intending to commit to it very much changes their mind.
Weridboy Maniak - I like this guy. Toss him on a planet by himself against a swarm army to know everyone down a peg then (if you're chaos allied) toss a warpstorm on it at the right moment and you've got yourself a pretty solid swarm-buster combo. He's also good for a final deploy move to turn on Brutal for everyone else you have there while knocking their units down a peg. Using him to kill off a rogue or a Trailblazer isn't the worst combo, but be wary of the shield. Best used as a swarm killer.
Rogues and Pirates - What? Etaywah, you're crazy and you smell funny and everyone hates you. All that may be true, but I've been testing Ork's for a while now and I've resorted to throwing at least 1 of each in the deck. Rogues and Pirates were created to offset any command issues and Orks are a primary candidate for this.
Rokkit Launcha - No Description needed. It rocks. 2 shields would have been nice but whatevs.
Cybork Body - Attach to Flash Gitz, Rugged Killa Kanz or Burna Boyz. Win.
Battle Cry - [Updated] - I haven't used this event with solid effect yet, even when I pull it off I find myself wishing I had spent my resources somewhere else. Don't do more than 2x.
Rokkitboy - In my opinion this is a 1x auto-include that you don't play until they play a flyer - or if you have no other options due to a strained card-draw. You don't want to see him too often, but he's not exactly bad either.
Kraktoof Hall - very useful support. since you are "moving" damage from one unit to another it bypasses all damage mitigation, so you can use this to kill of units to bypass shield, and also effects like Blood Angel's Veterans cannot cancel this effect and means nothing to this card, 1 damage is 1 damage.
Burna Boyz - Truth is: I like this card a lot. Like a whole lot. The problem is the health. 4 resources for 5 attack is baller, so my advice is: Use him if you like him, play him as late in deploy as you can, and try to get him into an engagement where you have the initiative OR if you have a shield-heavy deck. I use 2x right now, but he's going to likely be my first cut once new cards come out.
Enraged Ork - 2 resources for 1 command, Brutal and 5 HP for this guy is AMMMAAAZZZZING. the build I'm posting later in this article you will understand exactly why I went for Killa Kans over this guy. Still a great contender, just not in my top list right now until new cards come out for Orks.
Snotling Attack - This was a tough one because of the insane combo with Battle Cry. You can cover a lot of bases with 4 snotling tokens and confuse the opponent while setting him up for a no-win situation for his warlord committal. Here's the problem: do you have Battle Cry in hand? Can you afford it? Have you won enough command struggles to pay for this then also cast a Battle Cry? It's combo-y and also only 1 shield. Also, none of these synergize with Nazdreg. I cut it because I've got other things going on.
Squig Bombin' - I played 5 games with 1 in my deck and never used it once. It's great against a few supports like catachan, ambush platform and cato's stronghold, but the opportunity cost and the ability for it to be canceled made this a non-include for me.
Tellyporta Pad - [Updated]. I have tested Tellyporta Pad quite a bit and I've fallen in love with it. I use 3x right now for testing and I may keep it that way.
It allows you to win or contest command struggles then commit only as much military force as the situation calls for at the first planet to win it. Adding a rockit launcha as a final deploy action to a big unit not on planet 1 sends a very mixed message to the opponent and gives you a lot of options to pick from at the beginning of a fight.
Bigtoof Banna - You're going to be getting your resources in other ways, 1x.
Sniveling Grot - Not with this Nazdreg, maybe some swarmy Warlord later on. Pass.
After days of testing I finally got my deck figured out and I'm almost sad to give it away , but the need of the many outweigh the need of the few! So here it is:
Da Ork Kommand Dek! - 51 cards - (Patent Pending)
4x Nazdreg's Flash Gitz
3x Goff Nob
3x Weirdboy Maniak
2x Rugged Killa Kans
3x Bad Dok
3x Goff Boyz
3x Shoota Mob
3x Burna Boyz
2x Tankbusta Bommaz
1x Rogue Trader
2x Void Pirate
1x Cybork Body
2x Rokkit Launcha
1x No Mercy
2x Bigga is Betta
3x Battle Cry
1x Kraktoof Hall
2x Ork Kannon
1x Bigtoof Banna
Woah! 2 pirates and 1 rogue???? WTFTFTF?? Try it and thank me later.
The level of versatility, pressure and stability of the deck speaks for itself in play. Your units are big enough and bad enough to warrant the lower level of offensive units, you can win command, all units either mesh perfectly with Nazdreg or go great solo against a warlord if need be and (best of all) with the pirates and rogues you can friggin afford them.
Please discuss any strategies and in this post.