Thanks for your comments Skeet. Ive been thinking about this for a little while and I haven't really got much further in deciding on a final list just yet but I've had fun in play testing a few things.
Here are some thoughts.
The rules of this campaign allow you to pick the warlord trait but whatever you take to start is what you have forever throughout the campaign. Obviously we're stuck with the rule book ones and I think the most useful for the list will be re rolling 1s when shooting at enemies on objectives.
Once the warlord is chosen he must remain the same (albeit for wargear changes). That is the reason why the warboss cant be downgraded to a mek as I need the warboss to open up nob bikers as troops.
The club where we play is usually terrain heavy so I am usually provided with an abundance of cover that is better than the KFF so I don't need to lose points on it there.
The lootas are and have been game changers (not winners but changers) at critical points so far so theyre staying. Its funny to hear new codecies (Tau and marines) crying cheese at my lootas omg overpowered!
The only thing i'm not convinced of is the deffkoptas... ive run them a few times for them to do nothing but run away and offer up easy kill points. I'm thinking about replacing these with the first lot of bikers and maybe dropping the lootas by a couple to make points for a couple more bikes.
I played a game at 1000 points last night again play testing things before the campaign starts and I took the following.
Warboss as before
Bigmek KFF
3 x 12 shoota boyz with nob PK in trukk RPJ boaring planks
24 slugga boyz on foot (warboss went here)
12 lootas
I was amazed with how well the shoota boyz in trukks did. They have an amazing threat range and speed and I ran them all in support of eachother and the sheer damage they did was stunning. Although it felt dirty and wrong not getting my Orks into CC (still a Goff at heart) So I definitely know my first few points increase upgrades will trukk boy squads. We also played a test game at 750 which saw the blood angel player take a storm raven which will trouble alot of players at this points level i suspect but the lootas took care of that in one turn so im not worried about AA at all.
I set up in a corner away from a couple of his small assault marine squads so I could isolate them a few at a time.
He ran lots of 5 man squads (which I think was his biggest mistake)
My first turn saw my shooting remove 2 squads of 5 marines with combined effort of 2 trukk boy squads and the lootas and some poor armour saves on his part.. I think my boyz were packing beakie shell breaker rounds. His third squad moved behind cover out of picture.
In his desperation he deep struck his reserve squads right in amongst my boyz... He was far too aggressive with these but the multiple flamer templates did a job on the slugga boyz killing 10 or so.
The return fire of all the squads combined over a few turns and a close combat round saw them mopped up to a man. I did mistakenly accept a challenge against his chaplain in the last round with my warboss (this was mainly as a chance for me to get to grips with challenge rules as Ive never had a challenge issued) which I have learnt from and shall not be repeating the same mistake.
Result beakies dead to a man all objectives firmly in Orky hands