I have seen a deck here that has the same combo idea as mine, but as my deck is a little different I post it anyway:
Units:
3x Crooked Teef Goblins (quick starters and Rock Lobber fodder)
3x Lobber Crew (very good to get rid off defenders or left overs after battles)
3x Squig Herders (nice combo with We'z bigga! )
3x Urguck (nice combo with We'z bigga! )
3x Big 'Uns (extremely nice combo with We'z bigga! )
3x Boar Boyz (nice combo with We'z bigga! )
3x Ironclaw's Horde (beatdown)
3x Grimgor Ironhide (combo with Rip dere 'eads off! or - if necessary - hardcast finisher)
2x Bloodthirster (finisher combo with Rip dere 'eads off! and nasty surprise defender)
Supports:
3x Choppa (beatdown; especially nice in the early game)
3x Rock Lobber (incredibly useful card)
3x Totem of Gork (beatdown)
Tactics:
3x We'z bigga! (nice combo trigger + early beatsticks)
3x Rip dere 'eads off! (the best Orc card in the game - 'nuff said!) ;-]
3x Waaagh! (3-point finisher)
3x Troll Vomit (Invasion's answer to MtG's Wrath of God - must have!)
Quests:
3x Smash 'em all! (self explanatory)
Da Taktikz:
Get an early start with the cheap units and the quest. Round 2 you can already play Ironclaw's Horde through We'z bigga! to attack an undefended zone. From round 3 the deck should be a no-brainer. Just see to it that you have at least one damaged unit to trigger all those nice abilities. As soon as you can, play the Bloodthirster and/or Grimgor facedown as a development to get them into play through Rip dere 'eads off! to sweep the table. Straight forward rush deck that should give Dwarves a hard time to set up their combos.