peashooter... hehehe... sorry! It is a new weapon and still cracks me up!
My suggestions. Remember... this are based on my personal opinions, limited experiences ( :p ) and idiotic brain. Feel free to prove me wrong, usually not hard to do!
ORKSI don't think you are taking advantage of the Nob's rule to buy HIS initial equipment at 50% off. Deck him out the best you can! I would get the Weirdboy a couple of Clubs; they are super cheap and WAY better that Bare Handed! Careful how you use the Sneaky Boss... without other Kommandoz, you do NOT want to Infiltrate too close!
You have a "medic" with Toughness 4!!! Leaving the Painboy back is... not smart. Give him 2 Clubs and treat him an an "Officer"... don't send him on the 1st wave, but send him along with others on a counter-assault. Make your investment back! Three Burna Boyz? WOW! You are going for BBQ-style!
Flamers are fun, but your opponent will learn QUICKLY how to counter them. I think the investment of 3 Burna Boyz is to steep for the initial Squad. For each Burna Boy with Flamer (+1 credit) you can get 2 naked Boyz (hehehe... that sound BAD!) I suggest getting 2 Burna Boyz and 2 additional Boyz. Drop the Slugga and Choppa from the Boy you have... dual Clubs. His BS is so bad he is not worth the money. Save 37 credits, and use them to buy Clubs for this Boy and the other 2.
I LOVE Gretchins... really!
But they are a distraction for the opponent. They are EXPENDABLE!!! A peashooter costs MORE than a beloved Grot! Drop the 2 peashooters and get ANOTHER Boy with a Club. Leave the 2 Grots weaponless... let them hang out near the Nob and use them as your ingredient for Living Shield. Eventually, if you FIND a Combat Knife you can give them one... OR if someone gains +1 BS (keep 'em in different groups to max the chance), then buy him a peashooter.
With the recommendations above you gain 4 more Ork Boyz... YIKES!
KROOTOK... you went for the
Kroot. Cool! The list seems solid... I would drop the Healthcare Professional; he/she/it costs 22 credits + 8 to upkeep. Right now, that makes a difference. I would drop the Shaman Staff (save 17 credits)and the Kroot Rifles from the Head Hunters (save 54 credits), for a total 71 credits. The Shaman should be a support Psyker... no need to send him to fight just yet! The Head Hunters ARE close combat monsters... with Vicious Charge they are WS 4, S 5!!! They are Marine killers! You need to Walk and Hide (sneaky, so you don't get shot!) so shooting is over rated for them. Arm the Head Hunters with Sword (parry!) and Chain (does not allow to parry the attack!) combo for 62 credits.
Buy Smoke Grenades and "make" your own cover! hehehehe. Use Vultures as snipers... make 'em fly to TALL buildings out of enemy LoS... force your opponent to move out of their reach and cause him to slow down... if he gets fresh, move 'em 1" and shoot... or drop grenades!!! HAHAHAH! Then send the doggies... they should be the 1st wave of assault. They are disposable! 2nd wave should be the Carnivores... the Head Hunters should go for 'tough' targets.
Hope it helps!