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I wanted to use something a little different for Ard Boyz this year, so here's my first shot at it:
Warboss w/powerklaw, cybork, bike 
30 Shoota boyz w/nob, powerklaw, bosspole, 3 rokkits 
12 Grots w/runtherder  x4
7 Nob bikers w/2 powerklaws, painboy, cybork, waaaugh banner, bosspole 
13 Lootas  x3
10 Warbikes w/nob, powerklaw, bosspole 
3 Deffkoptas w/rokkits, 1 buzzsaw  x2
3 Big Gunz Kannons w/3 ammo runts, 6 extra krew, runtherder  x3
The idea is to use the big gunz kannons and lootas as a firing base, with the shoota boyz and grots first guarding them, and then moving on to objectives (possibly some or all starting in reserve, depending on the mission). The deffkoptas outflank, and both units of bikes race up the board.
The idea is to halt the enemy's advance, distract them with the bikes, and then grind them down through attrition. If they focus on my shooty units, then the bikes will overwhelm them. If they focus on the bikes, then the shooty units will grind them down.
If there's a genuine threat to the bikes, like a lot of enemy ordnance, or lash, then they might start in reserve, so they can turbo boost on.
"Any job worth doing, is worth doing with a powerklaw."
Looks interesting. I love to see how this works. I always liked 13 as the number for Lootas, just big enough to make it so they have to kill 4 to force leadership and still leave you with 9 for the test.
Looks like a fun list. There isn't really anything else you could do. I'd probably want to see about splitting the group of 30 boyz into 2 groups of 20's, while getting rid of some grot groups to do so, just to add a bit more flexibility in shooting or objective taking, but that's just splitting hairs, and dependent on how you play.
Looks pretty cool, so many grots! Grax, do you have a thread on Grot tactics or anything? I've used them before as cover and what not but would be interesting to read an article or thread on making the most out of my green midgets.
Also, a rules question regarding grots as you seem to be a man with gretchin experience in tournaments: Boyz behind a grot wall will get a 4+ cover save for being obscured by a friendly unit, when firing on an enemy squad or vehicle from behind the grots does the enemy in turn get a cover save? Or can the boyz 'see' over them since they are close?
The grots confer a 4+ cover save to the enemies the orks are firing upon. But since the average army orks will be playing use MEQ stat lines, the marines armor save is better then 4+ anyway...so it's not a disadvantage to use this tactic.