I will be happy to help.
Firstly, as you know with our t-shirt saves the boys tend to die off fairly quickly. The solution? MORE ORKS.
What this translates for speed freaks is that you must take multiples of truck boys. As a minimum I take at least four truck loads of boys, and lately six truck loads.
Then, do not have a single unit charge in by themselves. Always try for the double team effort, unless you are sacrificing that group of boys while the rest of your army krumps on something else.
For example; charging purifiers led by their librarian is just a bad idea. Difficult/dangerous terrain tests, snap fire, and then pre fight flaming wounds on top of that. So, you send a truck load of boys there, and shoot from inside the truck, parking the truck in the way. Then when the purifiers take the bait and shoot the truck, you hope for a good carreen away from them, but usually my luck says a kaboom will be rolled. Then of course the purifiers charge the hapless boys and usually wipe them out, but then they had to suffer snap fire and did not get their other bonuses. Sure the unit of boys is wiped out, but that means that the purifiers are now out in the open for your shoota boys and tank bustas, etc. etc. etc. to shoot them.
I split the load out to three units of shoota boys and three units of slugga/choppa boys. The shoota boys are led by their nob with boss pole and has a big shoota. The slugga/choppa boys are led by a nob with boss pole and PK.
The trucks that carry the boys all have red paint and reinforced rams. The three trucks with the slugga boys have boarding planks as well, that are a great cure for dreadnoughts and tau flechet launchers (a whole different tactica).
Of course you still need the rest of the army, so some sort of heavy shooting is required with this edition. I have been using a BW full of tank bustas, led by a nob with a boss pole. The BW with four rockit launchas. As well as two squadrons of rockit buggies and a burna bomma. Adamscurr uses BWs full of lootas and two dakka jets.
The main idea is to plan on having at least two units of boys surviving by the end of the game to hold objectives (if there are any) and the rest of the army to contest any objectives. Now, this is probably why I tend to "didn't lose" a lot, as I tend to kinda forget to take or hold objectives as I am having too much fun krumping the enemy, seeing them flee before me and hearing the lamentations of their players. Then at the end of the last turn find out I forgot to hold on to an objective and my opponent has one, so the orks "didn't lose" again. (FYI, in case you are wondering what I am talking about, the Ork codex clearly shows that orks never lose)
On those miraculous games where I remember to hold on to an objective or three then that is when my usually depleted units of boys come into play. Sometimes there might only be three boys left of a squad, so they kinda sneak over to an objective and sit there a turn or so until the game is over and I accidently outscore my opponent.
As for boys running away (yes, I got carried away again) if you double charge, usually you don't lose combat. I usually charge with the shoota boys first so that they get the defensive fire on them, and slugga boys charge the same unit second after the snap firing is over and so come in unmolested. Of course it doesn't always work, as there are no foolproof plans, but it works often enough that it is a trick worth remembering.
In short, always go for the double charge, and you will find your boys running away less often.
My two teef