So, the obvious first problem for Orks is that they capitalize on almost none of the best parts of 6th edition. Their troops are numerous and cheap, and indeed generate buckets of small arms fire (accuracy of such notwithstanding), but otherwise, they lack durable tanks, ranged AT fire, low AP fire, MCs (flying or otherwise), or any battle brother allies for crazy combo shenanigans (never mind the fact that they only have 4 allies of convenience). How's da boyz supposed to push back against a tide of such things? Let's find out.
Or there's the Guard. Weird that an organized part of the Imperium would fight alongside the orks, but whatever. Let's take advantage of it by leaving a platoon (packed with a few lascannons or autocannons) to hold our home base, instead of those lazy grots. Then those 'umies can bring along some of their big boom tanks (Leman Russes) to help get da boyz through the enemy lines. Past that, even with the significant nerfs to it, the Vendetta still offers a package the Orks can't ignore. A potent mix of old and new, and worth considering.
Here we now find ourselves at the midpoint of the chart in some ways, as we consider allying with Necrons, rather than the other way around as we saw last week. Oddly enough, examining things from the Ork perspective finds an alliance with Necrons to be much more appealing, even if only because of the Gauss rule. In a fashion not dissimilar from what guard offer, a large block of warriors will secure a home base, be tough to remove, and spew enough gauss shots to knock two or more hull points off a knight. If monsters are your problem, deathmarks can help with that too. Oh, and let's not forget bringing along some scarabs. They should hit assault the turn before our boyz, and help draw fire and clear the way for them. So, if you love green, whether flesh or necrodermis, don't be afraid to look to the Necrons.
Not all hope is lost for da boyz. Allies help not only shore up weaknesses of the game's oldest codex, but to really accentuate the strengths as well. Proper application of quick strikes and threat saturation easily help show that Orks can absolutely compete. They're tricky, and do require some confusing allies, but at the very least, they're no worse off than Tyranids, and given the age of the book, that's saying something. Join us next time as we'll examine one of the most overlooked codices in 40k, the Sisters of Battle.