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View Full Version : Target Priority in early game



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.

ShInZiT
2nd Oct 04, 1:19 AM
The only thing i find really usefull against Seer Councils is a Killa Kan and you can't get them early unless your teching which dosent suit your strat at all. I do really like your SM and chaos posts you've got though

BadDokStabby
2nd Oct 04, 10:23 AM
My greatest success against the SC came from running away, circling around the back, then (when they were half way through demolishing my base) coming in from behind and taking out the 2 groups of guardians. by the time he realised what was going on and had pulled the Seer Council back to help the guardians it was all over. My three squads of Sluggas dealt with the SC without too much drama.

Out of the 10 or so times i've played a guy that's gone SC that's the only convincing victory I've had.

The other thing I'm playing with now is minefields. Just before taking one of the enemy's natural expansion points I plant a minefield down in front of it, so if he comes running in before i can capture the SP he gets a nasty surprise. It's working really well so far....EXCEPT againts the eldar, who for some reason have always been able to spot the minefield. Squad leaders can see mines, no? So would the Seer council be able to see them by default?

BDS

darkminnion
3rd Oct 04, 1:53 AM
Eldar and seeing mines !

The Far seer is the one who is able to spot mines, kinda her passive mental abilitys.

I find it a bit unfair but also i guess that a guardian squad will get totaly mutalated by mines. So mines will work well on a side where there is no seer to spot them.