1000 points = 166 orks = An Illegal list and a easily killed one to boot. Any armor, 1 T8 Carnie could hold them up indefinately and every frag missile and blast marker/template weapon would have a field day, they would have no weapons options or long range firepower, or speed save a dubious at best fleet once a turn.
Seriously Benandorf, Coredump... Play a few games, like a dozen before you really start poisoning the well.
You are rarely going to see green tides at the level in which you predict, and sure orks on a point for point basis are the strongest infantry in the game... whatever, it doesn't mean a thing if you don't use them right, and taking huge squads of 20-30 means that your sacraficing a lot of mobility for dumb resilience, which is false resilience at best. They won't be able to hug cover or stay out of LOS like small elite and mobile squads, so that your allowing your opponent full use of his firepower. This means far more than what you'd expect, even flashlights are going to light up the orks.
Even a PK Nob in a mob of 30 shootas (which I'm still not convinced is legal) may never see combat as there are too many boyz in the way. Kill zones can be manipulated to deny you the best of yours, but inflict a lot of damage on a mob by hitting only half of it at a time. Sure, whats 8 orks out of 20 mean, except it's functionally all of the orks in the killzone providing you no attacks in return. Sure after consolidation you may inflict some pain, but then your talking about another 6 orks, so you have 14 dead before even swinging back.
Besides, there are lots of really nice toys in the new ork force, and all of them though aren't expensive, definately aren't cheap. Your big 15man loota squads can at most put a serious hurt on one squad at a time (assuming the opponent even lets you), and will only likely do it once before they are summarily executed by the enemy for the crime of having guns bigger than them.
Deathspitters, Barbed Stranglers and Dakka Fexxes, all comon in 'Nid lists, will take giant chunks out of ork mobs. Even in a straightup fight the nids have a decent chance with Hormagaunts with their 3" contributory attacks and higher initiative. If you can get them to hit on 3s with those tendril things, a hormagaunts squad can easily cleave through their number of orks in one round and take very little if any punishment back.