Giant Moth
19th Feb 09, 7:56 PM
**Da boyz, and how to waaaaaagh!**
Orks is a race of hardy, brutal warriors, that live to kill, chop, stomp and win! Even the runtiest of orks is a dangerous being, tougher than an ordinary human, and in sufficent numbers, a lot stronger. The orks live for the fight, and especially for the WAAAAAGH!, which is the embodiment of their fighting spirit. When Orks gather in great numbers, their Waaagh grows, every ork adding to the confident and bloodlust of the others. Unupposed, the orks momentum will grow to an endless and unstopable tide of green.
DoW2 incorperates this in a number of ways, aside from the normal global ability system, almost all ork units has the ability to perform a Waaagh! This will increse the speed, damage and defense of the ork unit, the effect incresing exponentially the more units closeby. Activating waagh on one ork unit will trigger it on everyone applicable within range, so the trick is to bunch them up before an attack, and then rush in. In this manner, orks are a very straightforward race that prefers to rush straight on, and combined with the nob(unit leader)'s recklessness ability that makes them ignore supression, they are a dangerous foe indeed.
While melée specialist at heart, the orks can pack quite powerfull specialist or ranged troops. Don't underestimate the power of a mekboy with a deffgun, shootas or stikkbommaz! While I won't go too much into tactics here, I feel the need to stress one point enough: The X buttin is your friend!. Orks are tough, but not as tough as a space marine. They are choppy, but not as choppy as a warrior brood! And they are definetly not as stompy as a dreadnaught! Runing headlong into a devastator squad can see your boyz gone faster than you can say "Wot da zog?"
Become quick with your finger, keep your eye on the unit overview at the top right corner, and send the boyz that are losing health fast packing. Remember, you will have a lot of them, so if one squad of damaged boyz run away, the enemy might not notice, and pursue them while the rest of your boyz give them a propa' scrap!
Orks explained with their own words (http://www.gametrailers.com/player/44620.html)
Orks in action! (http://www.gametrailers.com/player/44863.html)
**Boss! The boyz says we can't hit anythin'!**
[Tier 1]
Slugga Boyz
The basic ork unit, armed with a choppa and a slugga. Very dangerous melee units that will get a small rush of speed when they are charging the enemy. Has the ability to use waagh! Can be equiped with flamers, and a nob unit in tier 2, which will increse the health and the damage of the squad. Relatively cheap and not the most powerfull of meléers, they make up for their ability to quickly tie down ranged specialists like devastators or tactical squads. Attack en masse and with some active micro and they are one of the most potent units in the game. These boyz can also repair vehicles.
Shoota Boyz
Orks love noisy stuff, and shoota boyz love the dakka. The more the shoot, the more dakka, and aiming... well as long as you shoot towards the enemy, that's all you need! Shoota boyz do remarkably large damage, and can be upgradable with big shootas, that do even MORE dakka, and has a low chance to cause supression. It also grants them an ability that lets them cause a lot of supression, but very little damage. Aided by a big screen of slugga boyz, they do excellent support for your waagh! Can even get a nob that makes them BETTER at shooting. It's suggested to have at least one of these squads, as they offer superb suport to your slugga boyz!
Stikkbommaz
At first glance, this runty little squad of 3 boyz can seem harmless. But that's what your enemy will think! These boyz know that you pull the pin on the granade, and throw the granade rather than the pin! Armed with sluggas, and lots of granades, these boys do remarkably good melee damage(they hit people with granades in melee), but are fragile especially to ranged units. Has the ability to use Waaagh! Their bigest strength is their low numbers, as they can easily hide in a mob of orks, and throw out three granades, that can rip through even space marines! They can be upgraded with granadepak, which will in addition to the stikkbombs, grant them stun granades. They are best used against ranged armies, so great counters for space marines and eldars if he spams guardians.
Stormboyz
Fly high, and say die! These boyz are considered crazy, even by ork standards! They strap on giant rocket-thingies, jet engines, and makeshift jetpacks. Anything that can propell them into the air, because that's where stormboyz go! These troopers use their jumpjets to clear over obstacles, terrain, and enemy fire. They are -the- best counter against enemy firing positions, such as devastators or gun platforms. Not only do they have an energy-costing jump ability, but they also leap over obstacles such as low walls, and cover, which regular infantry have to walk around. This is great for geting into the fight quickly! Has the ability to use waaagh! They can also be upgraded with a Nob, to increse health and damage of the squad, but can also be upgraded with upgraded jump packs, that increses the length of their jumps, as well as giving them the ability to suicide jump one of their squad members into(preferably) enemies! This deal damage, and knocks them off their feet. A great way to disrupt a 2nd firing position while your boyz storm in!
[Tier 2]
Lootas
Some of the boyz know what stuff is good to take from the enemy, and puts together ad-hoc weaponry based on that. Armed with a giant deffgun, these boyz is the closest thing you will come to a stationary unit in the ork army. As a devastator squad, they take a bit of time to setup, and can only cover a limited arc of fire. Their damage and supression is not as great as the devastator or gun platforms, and is usually considered one of the more poor units in the ork arsenal. They have the benifit of being able to update to a beamy deffgun, which is effective against vehicles. But don't be disheartened by them! They can be a very good way to cover area, or your retreat. Very few players expect to find a lot of dakka when pursuing your fleeing boyz!
Tank Bustas
Armed with giant rokkit launchas, these boys want nothing more than to see tanks and vehicles blow up. Surprisingly to ork standards, their rokkits have decent accuracy, and do good sustained damage to vehicles. They might not be as accurate as a space marine missile launcher, where two of them can take down a vehicle before it can flee. But their constant barrage of rockets, and relative long range makes them the closest thing orks have to an artilery unit(that kills tanks!). They also come with a barrage ability, that lets them arc rokkits into the sky, raining death upon their enemy from afar. This is a great way to blast some runty units, and will knock everybody in a large radius down.
Their downside is that when not set on tank-hunting vehicles(and sometimes even when!), they are prone to cause friendly fire. They will damage and knock down enemy troops, even cause supression(to both yours and the enemy troops!). So make sure to put them on firing unengaged enemy squads, or they might do more damage to you than the enemy! They cause supression, and will knock almost anything on it's ass.
Deff Dread
These orky ino-vash-ions are insipred by the Space Marine dreadnaughts. Big, stompy, and shooty! Deff Dreads are giant tin cans on legs, with large klaws and flamers. They are melee specialists, and can rip through almost any infantry on its own. It's not quite as powerfull as a dreadnaught(unless it's an assault cannon one), but cheaper. They have the ability to stampede, incresing their speed for a short amount of time. There's not much to say about them, they big, clumpsy, and dead stompy! Can also walk straight through cover and terrain, which can be very good if you want to make a flank attack.
Wartrukk
The boyz love their trukks, it brings them faster to da fight! The wartrukk is a very fragile transport vehicle, armed with a big shoota. It's not as deadly as a razorback, but it's very good to have, as you can reinforce your squads from it. Keep it safe, and keep it out of enemy fire, and it will serve Da Waagh well! Can be upgraded with extra armor, something every trukk should have!
Tier 3
Nobz
Not to be confused with noobs, Nobz are orks that grow to huge sizes and strength. In ork sociaty, biggest is better, and a nob is truly one of the bigest. Rivaled only by the warbos himself, these boyz form squads, armed with huge choppas. They are truly devastating, probably the best melee squad in the game. Nobz can be upgraded with a nob leader, for extra health and damage, trophies that will dishearten their enemies in melee, and 'Uge Hammers that are effective against both vehicles and infantry. Their only downside is their 'uge cost.
Kommandos
These are the sneakiest of gitz! Kommandos is an ork that prefers to sneak up on the enemy rather than charge headlong into the fight. Kommandos might not be the most dangerous of units, but they can infiltrate, throw smoke bombs to cover your aproach, flame bombs to force enemies out of cover and buildings, as well as pack quite a punch of shooting power. Use them wisely, and they can be one of your best assets! Can be upgraded with a nob leader.
Looted Tank
Orks love to loot, and when they've killed enough enemy tanks, they might have enough parts to put together their own!(or outright steal one, and cover it with orky bitz). These ramshackle, giant tanks are not to be taken lightly. Their large battle cannon will throw enemy infantry into the air, as well as deal a decent amount of damage to vehicles. They can also use their boomgun ability, which lets you shoot a real powerfull shot into the enemy, with a small charge timer. As with all tanks, walkers are super effective against them. Never ever let a wraithlord, carnifex, dreadnaugt or deffdread get into melee with them! They have treads, so use them. Can be upgraded with extra armor bitz, which is recomended since you don't want them to blow up.
(Global abilities, commanders, and detailed health and ability information will be added soon, once I get my hands on the retail version of the game)
Orks is a race of hardy, brutal warriors, that live to kill, chop, stomp and win! Even the runtiest of orks is a dangerous being, tougher than an ordinary human, and in sufficent numbers, a lot stronger. The orks live for the fight, and especially for the WAAAAAGH!, which is the embodiment of their fighting spirit. When Orks gather in great numbers, their Waaagh grows, every ork adding to the confident and bloodlust of the others. Unupposed, the orks momentum will grow to an endless and unstopable tide of green.
DoW2 incorperates this in a number of ways, aside from the normal global ability system, almost all ork units has the ability to perform a Waaagh! This will increse the speed, damage and defense of the ork unit, the effect incresing exponentially the more units closeby. Activating waagh on one ork unit will trigger it on everyone applicable within range, so the trick is to bunch them up before an attack, and then rush in. In this manner, orks are a very straightforward race that prefers to rush straight on, and combined with the nob(unit leader)'s recklessness ability that makes them ignore supression, they are a dangerous foe indeed.
While melée specialist at heart, the orks can pack quite powerfull specialist or ranged troops. Don't underestimate the power of a mekboy with a deffgun, shootas or stikkbommaz! While I won't go too much into tactics here, I feel the need to stress one point enough: The X buttin is your friend!. Orks are tough, but not as tough as a space marine. They are choppy, but not as choppy as a warrior brood! And they are definetly not as stompy as a dreadnaught! Runing headlong into a devastator squad can see your boyz gone faster than you can say "Wot da zog?"
Become quick with your finger, keep your eye on the unit overview at the top right corner, and send the boyz that are losing health fast packing. Remember, you will have a lot of them, so if one squad of damaged boyz run away, the enemy might not notice, and pursue them while the rest of your boyz give them a propa' scrap!
Orks explained with their own words (http://www.gametrailers.com/player/44620.html)
Orks in action! (http://www.gametrailers.com/player/44863.html)
**Boss! The boyz says we can't hit anythin'!**
[Tier 1]
Slugga Boyz
The basic ork unit, armed with a choppa and a slugga. Very dangerous melee units that will get a small rush of speed when they are charging the enemy. Has the ability to use waagh! Can be equiped with flamers, and a nob unit in tier 2, which will increse the health and the damage of the squad. Relatively cheap and not the most powerfull of meléers, they make up for their ability to quickly tie down ranged specialists like devastators or tactical squads. Attack en masse and with some active micro and they are one of the most potent units in the game. These boyz can also repair vehicles.
Shoota Boyz
Orks love noisy stuff, and shoota boyz love the dakka. The more the shoot, the more dakka, and aiming... well as long as you shoot towards the enemy, that's all you need! Shoota boyz do remarkably large damage, and can be upgradable with big shootas, that do even MORE dakka, and has a low chance to cause supression. It also grants them an ability that lets them cause a lot of supression, but very little damage. Aided by a big screen of slugga boyz, they do excellent support for your waagh! Can even get a nob that makes them BETTER at shooting. It's suggested to have at least one of these squads, as they offer superb suport to your slugga boyz!
Stikkbommaz
At first glance, this runty little squad of 3 boyz can seem harmless. But that's what your enemy will think! These boyz know that you pull the pin on the granade, and throw the granade rather than the pin! Armed with sluggas, and lots of granades, these boys do remarkably good melee damage(they hit people with granades in melee), but are fragile especially to ranged units. Has the ability to use Waaagh! Their bigest strength is their low numbers, as they can easily hide in a mob of orks, and throw out three granades, that can rip through even space marines! They can be upgraded with granadepak, which will in addition to the stikkbombs, grant them stun granades. They are best used against ranged armies, so great counters for space marines and eldars if he spams guardians.
Stormboyz
Fly high, and say die! These boyz are considered crazy, even by ork standards! They strap on giant rocket-thingies, jet engines, and makeshift jetpacks. Anything that can propell them into the air, because that's where stormboyz go! These troopers use their jumpjets to clear over obstacles, terrain, and enemy fire. They are -the- best counter against enemy firing positions, such as devastators or gun platforms. Not only do they have an energy-costing jump ability, but they also leap over obstacles such as low walls, and cover, which regular infantry have to walk around. This is great for geting into the fight quickly! Has the ability to use waaagh! They can also be upgraded with a Nob, to increse health and damage of the squad, but can also be upgraded with upgraded jump packs, that increses the length of their jumps, as well as giving them the ability to suicide jump one of their squad members into(preferably) enemies! This deal damage, and knocks them off their feet. A great way to disrupt a 2nd firing position while your boyz storm in!
[Tier 2]
Lootas
Some of the boyz know what stuff is good to take from the enemy, and puts together ad-hoc weaponry based on that. Armed with a giant deffgun, these boyz is the closest thing you will come to a stationary unit in the ork army. As a devastator squad, they take a bit of time to setup, and can only cover a limited arc of fire. Their damage and supression is not as great as the devastator or gun platforms, and is usually considered one of the more poor units in the ork arsenal. They have the benifit of being able to update to a beamy deffgun, which is effective against vehicles. But don't be disheartened by them! They can be a very good way to cover area, or your retreat. Very few players expect to find a lot of dakka when pursuing your fleeing boyz!
Tank Bustas
Armed with giant rokkit launchas, these boys want nothing more than to see tanks and vehicles blow up. Surprisingly to ork standards, their rokkits have decent accuracy, and do good sustained damage to vehicles. They might not be as accurate as a space marine missile launcher, where two of them can take down a vehicle before it can flee. But their constant barrage of rockets, and relative long range makes them the closest thing orks have to an artilery unit(that kills tanks!). They also come with a barrage ability, that lets them arc rokkits into the sky, raining death upon their enemy from afar. This is a great way to blast some runty units, and will knock everybody in a large radius down.
Their downside is that when not set on tank-hunting vehicles(and sometimes even when!), they are prone to cause friendly fire. They will damage and knock down enemy troops, even cause supression(to both yours and the enemy troops!). So make sure to put them on firing unengaged enemy squads, or they might do more damage to you than the enemy! They cause supression, and will knock almost anything on it's ass.
Deff Dread
These orky ino-vash-ions are insipred by the Space Marine dreadnaughts. Big, stompy, and shooty! Deff Dreads are giant tin cans on legs, with large klaws and flamers. They are melee specialists, and can rip through almost any infantry on its own. It's not quite as powerfull as a dreadnaught(unless it's an assault cannon one), but cheaper. They have the ability to stampede, incresing their speed for a short amount of time. There's not much to say about them, they big, clumpsy, and dead stompy! Can also walk straight through cover and terrain, which can be very good if you want to make a flank attack.
Wartrukk
The boyz love their trukks, it brings them faster to da fight! The wartrukk is a very fragile transport vehicle, armed with a big shoota. It's not as deadly as a razorback, but it's very good to have, as you can reinforce your squads from it. Keep it safe, and keep it out of enemy fire, and it will serve Da Waagh well! Can be upgraded with extra armor, something every trukk should have!
Tier 3
Nobz
Not to be confused with noobs, Nobz are orks that grow to huge sizes and strength. In ork sociaty, biggest is better, and a nob is truly one of the bigest. Rivaled only by the warbos himself, these boyz form squads, armed with huge choppas. They are truly devastating, probably the best melee squad in the game. Nobz can be upgraded with a nob leader, for extra health and damage, trophies that will dishearten their enemies in melee, and 'Uge Hammers that are effective against both vehicles and infantry. Their only downside is their 'uge cost.
Kommandos
These are the sneakiest of gitz! Kommandos is an ork that prefers to sneak up on the enemy rather than charge headlong into the fight. Kommandos might not be the most dangerous of units, but they can infiltrate, throw smoke bombs to cover your aproach, flame bombs to force enemies out of cover and buildings, as well as pack quite a punch of shooting power. Use them wisely, and they can be one of your best assets! Can be upgraded with a nob leader.
Looted Tank
Orks love to loot, and when they've killed enough enemy tanks, they might have enough parts to put together their own!(or outright steal one, and cover it with orky bitz). These ramshackle, giant tanks are not to be taken lightly. Their large battle cannon will throw enemy infantry into the air, as well as deal a decent amount of damage to vehicles. They can also use their boomgun ability, which lets you shoot a real powerfull shot into the enemy, with a small charge timer. As with all tanks, walkers are super effective against them. Never ever let a wraithlord, carnifex, dreadnaugt or deffdread get into melee with them! They have treads, so use them. Can be upgraded with extra armor bitz, which is recomended since you don't want them to blow up.
(Global abilities, commanders, and detailed health and ability information will be added soon, once I get my hands on the retail version of the game)