Gong
1st Oct 04, 11:05 AM
I'm starting to feel pretty confident in my ability to play Orks, and so I figured it would be a good idea to get some input on target priority vs. each race. I've been finding that the early game is absolutely critical to successfully using the Orks. My general build/strat focuses on rapid expansion rather than teching or going for a straight rush.
My typical goal is to bully the enemy around with my superior numbers, and aggressively take his 'natural expansion' resource points. Throwing down a listening post (possibly upgrading depending specifics of the game) provides a decent level of static D to fall back to if things start to look ugly. In short, I aim to force the enemy into losing the resource game, not only by expanding faster than he can, but by depriving him EARLY of resources - the whole "one cart of your enemy's provisions is worth twenty of your own" thing. Once the enemy is disadvantaged in such a fashion, victory usually comes easily as they are simply unable to match my level of production.
now, onto the real purpose of the post. I think I have a pretty good grasp of target priority against typical early-game armies, but there is always room for improvement.
Against space marines, the FC is generally the only threat. I respond by microing the squad taking damage from the FC while the rest of my force destroys his army. FC without supporting troops goes down pretty easily. occasionally there are players who will use scouts w/ sniper rifles to decent effect, but it's generally just a matter of getting a squad of orks to engage them in CC.
Chaos is generally not that big of a problem for me. If they go straight for PSM, they usually will not have enough of an army to prevent me from taking their resource points. possessed + chaos lord can be a bitch to kill, but pulling them back to one of my forward listening posts generally does the trick. if they go for a more rounded CSM + CL + cultist approach, I act as if I were fighting space marines. The CL doesn't seem to be quite as tough as the FC, so sometimes I find myself putting Big Mek + 1 slugga squad on the CL while the rest of my sluggaz rip up the rest of his army.
unlike the other two races, eldar is a major pain in the ass. if they go straight to Seer council, I generally can't push them around very much. I try to take more 'neutral' expansions instead of taking the eldar's expansions, as I am seemingly unable to deal with a reinforcing seer council. against a skilled eldar player, they will usually have 2 squads of guardians, seer council, and possibly a farseer by the time our armies start to really clash. entangle is just nasty against my boyz, as well is the knockback effect of the farseer/seer council. the only decent counter I have found has been to retreat back to the listening post, take neutral expansions, and tech for wartrakks. admittedly this is not a particularly good solution, because any decent eldar player will start producing brightlance platforms which make short work of the wartrakks.
so, anyone have suggestions, questions, comments, critiques? I think we can turn this into a pretty useful/informative thread for all the ork players out there.
My typical goal is to bully the enemy around with my superior numbers, and aggressively take his 'natural expansion' resource points. Throwing down a listening post (possibly upgrading depending specifics of the game) provides a decent level of static D to fall back to if things start to look ugly. In short, I aim to force the enemy into losing the resource game, not only by expanding faster than he can, but by depriving him EARLY of resources - the whole "one cart of your enemy's provisions is worth twenty of your own" thing. Once the enemy is disadvantaged in such a fashion, victory usually comes easily as they are simply unable to match my level of production.
now, onto the real purpose of the post. I think I have a pretty good grasp of target priority against typical early-game armies, but there is always room for improvement.
Against space marines, the FC is generally the only threat. I respond by microing the squad taking damage from the FC while the rest of my force destroys his army. FC without supporting troops goes down pretty easily. occasionally there are players who will use scouts w/ sniper rifles to decent effect, but it's generally just a matter of getting a squad of orks to engage them in CC.
Chaos is generally not that big of a problem for me. If they go straight for PSM, they usually will not have enough of an army to prevent me from taking their resource points. possessed + chaos lord can be a bitch to kill, but pulling them back to one of my forward listening posts generally does the trick. if they go for a more rounded CSM + CL + cultist approach, I act as if I were fighting space marines. The CL doesn't seem to be quite as tough as the FC, so sometimes I find myself putting Big Mek + 1 slugga squad on the CL while the rest of my sluggaz rip up the rest of his army.
unlike the other two races, eldar is a major pain in the ass. if they go straight to Seer council, I generally can't push them around very much. I try to take more 'neutral' expansions instead of taking the eldar's expansions, as I am seemingly unable to deal with a reinforcing seer council. against a skilled eldar player, they will usually have 2 squads of guardians, seer council, and possibly a farseer by the time our armies start to really clash. entangle is just nasty against my boyz, as well is the knockback effect of the farseer/seer council. the only decent counter I have found has been to retreat back to the listening post, take neutral expansions, and tech for wartrakks. admittedly this is not a particularly good solution, because any decent eldar player will start producing brightlance platforms which make short work of the wartrakks.
so, anyone have suggestions, questions, comments, critiques? I think we can turn this into a pretty useful/informative thread for all the ork players out there.