View Full Version : 3v3 Ork Strategy?
27th Jan 09, 3:34 PM
Could someone give me a quick 3v3 Ork primer? I understand that using Waagh is very important, but beyond that I have no idea? What are the best BOs and strategies?
27th Jan 09, 4:03 PM
It always depends on your playstyle, commanders and enemies.
Just one thing should be done always, as soon as you have Tier 2 try to get at least one Tankbusta squad, they are good for a short disrupting and good versus vehicles. The rest is really more what you like.
A short look at your allies or talk with them can also help very much.
27th Jan 09, 4:27 PM
I prefer to use the Mek in conjunction with his Teleport to cap power nodes quickly in the beginning while building a Shoota/Slugga squad based on current needs, then build 1-3 Stikks also related to current needs and then tech to Tier 2 and give my Mekboy a Deffgun, then get Tankbustas.
Keeping the Mek alive, I have him jump in and out of combat to deal damage (He does quite a bit of damage with his default weapon, even more so when you teleport into semi-close range with the Deffgun).
27th Jan 09, 4:55 PM
Often I've had success with the basic strategy of swarming. You gotta be careful and scout so you don't run into a suppression weapon and ruin it all though. A couple of times I've been using the warboss + 3 sluggas/1 shoota/1 stikkbombas to great effect.
Just make liberal use of Waagh and get the Boss Pole accessory for anti-suppression and the power claw since you're light on AT (you'll probably invest in a tankbusta midway through to deal with walkers).
Killer Of Many
27th Jan 09, 8:46 PM
On the city map I get 3 slugga squads, gens then stikk bombas, and on the other 2 3v3 maps I go for 2 shoota squads stikk bombas. If I'm against eldar I make sure to get AT asap as I know many eldar race to wraithlords, or at least I'll have a deff dread ready to face banshees or warpspiders[although either of those upgraded will toast the dread]. It also depends on the commander if I'm using Warboss I generally load up on slugga boys as his boss boll and own CC abilities work in tandem quite well.
28th Jan 09, 1:22 AM
I just started taking orks seriously, but I'm having a hell of a time getting the early upper hand on the congested 3v3 maps. There's pretty much always a HW team at every chokepoint (usually more than one), and getting past anything like that with sluggas and shootas and all the other shit orks have is hell. Stormies are not cheap and they still die easily, and you can't really afford more than one.
28th Jan 09, 2:41 AM
- Go for the Deff dread asap, the sooner you do, the sooner you can push back the enemy and give yourself time to build up a considerable force. Until then, you should only produce shootaz and sluggaz to conserve energy for tier2 and for the deff dread.
- Swarming troops around a trukk works like a charm, they can reinforce around it.
- Mek teleport is great to tie up supressing weapon teams in melee (if you consider stormboyz too expensive).
- Mek turrets combined with proximity mines is nasty.
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