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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)

holyknight
19th Feb 09, 8:56 PM
It sucks how they can disrupt guys when they only have a nob :(
shoota boys are pretty useless now...
sluggs + stikkibombaz are awesome XD

D-coy
19th Feb 09, 8:59 PM
Only read till the Shoota boyz part. You might want to rewrite that section, since there are mistakes.

Shoota Nobz don't give the squad the 'Aimin' wotz dat?' ability, the big shoota itself does.

And the ability isn't like Focus Fire for the Devs. Actually, it makes the shootas deal more suppression damage than raw DPS to a targeted squad, making them useful for suppressing squads. The ability does the exact opposite of Focus Fire.

EDIT: Read the whole thing, nice style and some basic info. Great work.

But the Lootad Tank part is missing some info. Sluggas can repair, so you're not as helpless without a Mekboy as you might have thought.

Cheers

Giant Moth
20th Feb 09, 4:54 AM
I actually didn't know that sluggas could repair! I'll add that to the da guide. And the shootah part as well.

Vertrucio
20th Feb 09, 5:47 AM
The beamy deffgun on the Lootas is actually one of the best anti vehicles in the game. It has a much wider arc of fire than the normal deffgun, and a much longer range. In a way, it's like a fully anti-vehicle plasma rifle. I often get Lootas just for that. Alongside a tankbusta squad, you can pop any vehicle very quickly.

Also, as a change from the beta, it looks like WAAAGH now also increases the squad's defense.

Sluggas should get nobs as soon as possible when you hit tier 2. Enemy tier 2 units are just deadly and without a Nob the squad can't put out enough damage to matter, nor can it take much. Always run your units in groups of at least 2 so you can waaagh up, and try sticking a Shootas behind them for extra damage, some suppression ability, and an extra WAAAGH when you need it.

The Loves the Dakka ability for kommandos makes them deadly. It's basically allows them to constantly knock down any target while causing a some damage, not as much as normal shooting, but reasonable. I think it's an AOE too, but I'll have to make sure. You target one unit and anything else near it might also be affected, that's how it was in the last patch of the beta anyway.

Waffls112
20th Feb 09, 6:03 AM
I totaly agree, I always make a loota first on tier 2 upgrade it and make a deff dred, those 2 are an evil combination on 1v1. But to make sure they are realy effective, you got to make sure you are even more efficient at capping points so you can be tier 2 at the same time or before or around the same time as your opponent. Then you'll be able too just demolish the first walker unit your opponent has and just use the sluggas to repair and your set.

D-coy
20th Feb 09, 6:17 AM
The Mekboy's More dakka ability removes reload times on ranged weapons of the affected squad.

Practically, it's great used on rokkit launchas or beemy deffguns, since they become rapid firing 'machine guns' for the duration of the ability, while keeping their normal damage values.

EDIT: My bad, it doesn't work on Deff Guns, not sure about missile launchers.

It's on the dow 2 databse (dow2db.com), but I had to mention it again, since the ability is so cool and the possibilities are endless.

Waffls112
20th Feb 09, 6:37 AM
WOW! THank you so much D-coy, I always hated the warboss, so the mekboy is a good candidate for me, thanks so much man, now to own some vehicles...

Steel*Faith
26th Feb 09, 2:59 PM
That really is a wow! I didn't know that about the Mek boy's More Dakka! I'm going to have to try that out because that sounds badass!

LandShark
26th Feb 09, 3:07 PM
im not sure d-coy has tested this out.

more dakka removes the cooldown time.

so weapons like the http://dowcodex.com/Weapon:Sniper_Rifle

which normally has an 8 second cooldown has zero cooldown because of more dakka.

and a weapon like the http://dowcodex.com/Weapon:Beamy_Deff_Gun

has no cooldown, it is instead controled by wind down which is not affected by more dakka.

D-coy
26th Feb 09, 5:02 PM
Oh, OK I really didn't test it with Deff Guns. I only saw heard it working with sniper rifles and ranger rifles and I assumed it'd work with Deff Guns the same way.

Didn't know there's actually a cooldown time for some weapons and wind down time for others. Sorry for the possible confusion.