The lobbaz are a bit of personal choice over cannons and I feel that some will prefer them. I choose lobbaz, however, do to the ability to barrage anything within 48 inches. For a different type of list this would be different. With this list, and the limitations of realistic deployment opportunities, there are certain number of deployment situations. The unit of big gunz can be put into several places, unlike the Lootaz (and the cannon for that matter) that need line of sight. You might see that I also take an ammo runt, this greatly increases the ability to hit when and where you want to for maximum effectiveness. Nothing hurts worse than Ork shooting when you need a particularly shot to hit.
My logic concerning the PKs on the shoota squads go as such. Their primary job is to drop tons of dice on hard to kill units like nurgle deamons and terminator/MEQ type of units (small elite and well armored). Also to overwatch potential assault squads. Yes the PK is a big deal, but with the new assault and wound allocation rules getting your nob stuck in can be tricky. You have to balance exposure to something killy and initiative order. With a nob you get to go simultaneously as many other opponents that you would choose to go toe-to-toe with this particularly enemy. Most of which will not be vehicles. This list has other answers for transport and vehicle armor. Namely the Lootaz, Bikerz and Slugga squad are gear toward this. This also brings up the primary weakness of this list--AV 14. There not, however, many armor value 14 vehicles that get dumped. The caveat here is watch out for LR Redeemers and there flame templets. These tend to end us as a threat.
Overall this is more of a finesse list than I normally take with my galactic hillbillies (I use that term with much endearment as a native eastern Kentuckian). I usually swarm the board with over 150 models. This list operates unusually like a Marine list where choosing your targets in a certain sequence is key. When I get average rolls I tend to slaughter things. When I get horrible rolls and the opponent gets great rolls, well that's the beauty in probability games. This is why I enjoy Backgammon more than chess--because there is a built in drama through the dice.
Some things to note for younger greenskin players. Watch out for pie plates. If you've played this army very much you most certainly know this. If your more of a forum troll, theory hammer or list guru the table has its own phenomena that occurs through actual play. I try to keep up with current internet trends and theories concerning the game, but we should all be dubious and test those armchair theories out on the tabletop (as an academic there is a greater life lesson here). One example of this is the nerf to furious charge. Yes, it hurts, but no it does not render our boyz useless. We just have to adapt and play with more finesse; something that other armies hinge on (Eldar for example). I'm digging the new edition. Some things I miss, which is a different diatribe, some things I like. In short, what I like is that we cannot just point and roll. We now, like in the past, have to engage in strategy and tactics. For my money this makes Orks fun as hell to play again (not that I've ever abandoned them for long). Thanks so much for the feedback. This forum is one of the best, let's keep it going as such.
Last edited by sphere830; 09-03-12 at 06:58 PM.