Choose Orbital Assault when you want to play a reserve-heavy, reactive game: hold units back, let the opponent commit, then land on the part of the board they cannot defend. It rewards Terminators, Drop Pods and jump units, and it is the most natural home for a collection built around elite infantry rather than tanks.
The trap worth naming is the all-in alpha strike. Because the rule's bonuses only apply on the turn a unit arrives, it is tempting to dump everything in on turn two and hope. That usually loses, because units that land in the open get shot off the board and you concede the early primary score. The better plan is staggered arrivals: drop one or two units per turn, each into a job you have already softened with Suppression Strafing, and screen them with Blind Screen afterwards.
At 2 DP it leaves 1 DP spare at 2,000 points.
Sample gameplan: nominate three units for Deep Strike at Strike Force and put a character with Orbital Uplink Reliquary in the list. Use the Reliquary after seeing the opponent's deployment to pull back whatever is badly matched. Keep a board presence to score early, then drop Sternguard plus Tactical Decapitation to kill a leading character, and Eradicators onto a tank the following turn. Cover each landing with Blind Screen, and use Laurels of Thunder when a charge has to connect.