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[DC 1.2] The Complete Ork Dark Crusade Tech Tree - Updated for 1.2!

  1. Dawn of War Senior Member  #1

    Orks [DC 1.2] The Complete Ork Dark Crusade Tech Tree - Updated for 1.2!

    The Complete Ork Dark Crusade 1.2 Tech Tree

    -------------------------

    This is complete...it includes build times, tech levels and costs for all structures, units and upgrades - now updated for DC 1.2! Aren't I good to you guys? Everything you need to know about the ork tech tree is in here.

    Note: For structure build times, they are taken when you have 2 or more gretchins in your gretchin squad (gretchins do not build any faster if they have more than 2 members in the squad, point to note. They repair faster with 3 but don't build any faster).

    -------------------------
    Ork Tech Tree Changes From DC 1.11 to DC 1.2 At A Glance

    Overall Orks haven't had their tech tree tampered with too much in DC 1.2. We see a few modifications and tweaks to build times and costs but overall nothing major. Orks have been given back some of their old DoW upgrades as well which is a good thing!

    A quick look at the changes from the bottom of the tech tree to the top. Green is a buff, red is a nerf, blue is a new addition or neutral change in the tech tree.

    - Boyz Hut and Waagh Banner build times have come down by 1 second, from 28 and 25 seconds respectively to 27 and 24 seconds respectively.
    - LP build time has come down by 2 seconds from 25 seconds to 23 seconds
    - Generator build time has increased by 1 second from 23 seconds to 24 seconds
    - Big Mek cost reduced from 190/60 to 190/50
    - More Burny research added to the PoG, available at 15-25 pop
    - Burna cost increased from 20/5 to 20/10
    - Mek Shop price decreased from 260/150 to 235/135
    - Mek Shop build time decreased by 10 seconds from 50 seconds to 40 seconds
    - Bigga Generator moved to 55 pop (tier 2)
    - Tankbusta Infiltration research has been added to the HQ, available when Tankbustas are
    - Killa Kan cost reduced from 190/300 to 190/275
    - Even More Burny research added to the PoG, available at 55-65 pop
    - Mad Doc cost increased from 50/50 to 75/75
    - Mad Doc build time increased by 5 seconds from 15 seconds to 20 seconds
    - Even More Choppy research added to the PoG, available at Orky Fort (tier 3)
    - Looted Tank build time increased by 15 seconds from 30 seconds to 45 seconds

    -------------------------

    Unit Hard Caps

    A number of Ork units in Dark Crusade are hard capped. This means you cannot build more than this amount of this type of unit regardless of how much Ork Pop you have free.

    - Gretchins are capped to 4 squads
    - Nobz are hard capped to 2 squads
    - Flash Gitz are hard capped to 2 squads
    - Looted Tanks are hard capped to 2 units
    - Big Mek is hard capped to 1 unit
    - Mega-Armoured Nobz are hard capped to 1 squad
    - Warboss is hard capped to 1 unit
    - Mad Docs are hard capped to 4 units
    - Squiggoth is hard capped to 1 unit

    -------------------------

    Ork Detector Units

    Since there is still some confusion about this, I'll list the Ork detector units here as well. Orks only have three:

    - The Big Mek
    - Mega-Amoured Nobz
    - The Warboss

    -------------------------

    Ork Tech Tree

    Alright, so now that that's all out of the way, here's the complete tech tree. Each listing goes like this:

    Name - Cost (Req/Power) - Build Time

    0-15 Boyz (No banners)

    Structures

    Settlement - 650/150 - 114 seconds
    Note: Each additional settlement will cost you 250/150 more than the previous one. Yes, this means if you build a settlement when you don't already have one, it'll only cost you 400/0)

    Boyz Hut - 225/0 - 27 seconds

    Listenin' Post - 90/0 - 23 seconds

    Generator - 150/0 - 24 seconds

    Mine Field - 50/50 - 13 seconds

    Waagh Banner - 165/0 - 24 seconds

    Units

    Gretchin Squad - 90/0 - 9 seconds

    Slugga Boy Squad (built from HQ) - 120/0 - 18 seconds

    Slugga Boy Squad (built from Boyz Hut) - 120/0 - 15 seconds

    Shoota Boy Squad - 140/0 - 25 seconds

    Big Mek - 190/50 - 50 seconds

    Upgrades

    Gretchin Infiltration - 50/0 - 25 seconds

    LP -> LP2 - 100/75 - 35 seconds

    15-25 Boyz (1 banner)

    Structures

    Pile 'O Gunz - 150/50 - 33 seconds

    Units

    None

    Upgrades

    More Dakka - 60/20 - 60 seconds

    More Burny - 50/50 - 30 seconds

    Burna (Slugga HW) - 20/10 - 9 seconds

    Big Shoota (Shoota HW) - 40/10 - 12 seconds

    WB -> WB2 - 50/50 - 30 seconds

    WB2 -> WB3 - 50/50 - 30 seconds

    25-35 Boyz (2 banners)

    Structures

    None

    Units

    Nob Leader (Slugga) - 75/25 - 25 seconds

    Nob Leader (Shoota) - 75/25 - 25 seconds

    Stormboy Squad - 160/0 - 23 seconds

    Stormboy Nob - 75/20 - 30 seconds

    Upgrades

    'Eavy Boy Armour - 75/25 - 45 seconds

    Stormboy Speed Boost - 25/35 - 40 seconds

    35-45 Boyz (3 banners)

    Structures
    None

    Units

    Big Mek (with Kustim Gadjitz researched) - 190/50 - 62 seconds

    Upgrades

    Kustim Gadjitz - 75/75 - 42 seconds

    Blastier - 100/25 - 45 seconds

    More Choppy - 100/50 - 30 seconds

    45-55 Boyz (4 banners)

    Structures

    Mek Shop - 235/135 - 40 seconds

    Bigga Generator - 275/0 - 40 seconds

    Units

    Nob Squad - 250/75 - 33 seconds

    Nob Leader (Nob Squad) - 75/25 - 25 seconds

    Tankbusta Squad - 150/30 - 20 seconds

    Wartrukk - 150/135 - 25 seconds

    Wartrak - 145/100 - 20 seconds

    Upgrades

    Tankbusta Infiltration - 50/75 - 25 seconds

    Tougher Bosses - 100/25 - 45 seconds

    Vehicle Speed Boost - 50/50 - 30 seconds

    Escalate Engagement - 75/250 - 60 seconds

    Strengthen Power Grid - 200/40 - 60 seconds

    Bomb Chucka (Wartrak HW) - 50/50 - 25 seconds

    55-65 Boyz (5 banners)

    Structures

    None

    Units

    Mega-Armoured Nobz - 100/45 - 45 seconds

    Killa Kan - 190/275 - 30 seconds

    Upgrades

    Even More Burny - 50/50 - 30 seconds

    Rokkit Launcha (Killa Kan HW) - 120/60 - 28 seconds

    65-75 Boyz (6 banners)

    Structures

    None

    Units

    None

    Upgrades

    Big Shooty Boss Weapons - 125/50 - 50 seconds

    Orky Fort - 300/300 - 90 seconds

    Orky Fort

    Structures

    None

    Units

    Flash Gitz - 210/30 - 25 seconds

    Mad Doc - 75/75 - 20 seconds

    Warboss - 200/75 - 30 seconds

    Upgrades

    Even More Dakka - 80/40 - 60 seconds

    Even More Choppy - 150/100 - 30 seconds

    Super 'Eavy Boy Armour - 75/25 - 45 seconds

    Even Tougher Bosses - 125/50 - 45 seconds

    LP2 -> LP3 - 250/145 - 60 seconds

    Full Scale War - 100/350 - 95 seconds

    Plasma Battery Storage - 350/0 - 95 seconds

    Power Claw (Nob HW) - 40/20 - 10 seconds

    More Sluggas - 200/0 - 45 seconds

    Extra Vehicle Armour - 400/400 - 96 seconds

    Extra Vehicle Armour

    Structures

    None

    Units

    Looted Tank - 150/300 - 45 seconds

    Squiggoth (Relic Unit) - 400/400 - 90 seconds

    Upgrades

    None

    -------------------------

    White_Pointer
    Last edited by White_Pointer; 6th Apr 07 at 5:37 AM.

  2. #2
    Is watching TheDeadlyShoe's Avatar
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    THat's a pretty big reduction in the squiggoth build time. Is that a general thing in DC?
    Remember: you're a blogger. Pretense is your co-pilot.

  3. Dawn of War Senior Member  #3
    Yes, all super units now build in 90 seconds.

    White_Pointer

  4. #4
    capper96
    Guest
    Good list but you might also want to include a detection list, ie what can detect stealth.

  5. #5
    Manz, Meks, and the Boss can see cloaked. I'm sure that's it (doks can't).
    What may man within him hide, though angel on the outward side

  6. Dawn of War Senior Member  #6
    Yes there's no need to include a detection list. This is a tech tree, not a unit ability list. Not only did Buggo include it in her post but the information is readily available everywhere. The Ork list of detectors is easy: BM, Warboss and MANZ.

    White_Pointer
    Last edited by White_Pointer; 10th Dec 06 at 7:01 PM.

  7. General Discussions Senior Member Dawn of War Senior Member  #7
    Oppressive Forces of Titty n0z3k1ll3r's Avatar
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    Very nice work, Pointer.
    Let's Play Europa Universalis 3: Divine Wind
    Let's Play Master of Magic: Abandoned
    In the beginning there was nothing. Then Steam crashed.

  8. #8
    purge383
    Guest
    Very nice!

  9. #9
    Plus banners apparently. They also detect.

  10. General Discussions Senior Member Dawn of War Senior Member  #10
    Oppressive Forces of Titty n0z3k1ll3r's Avatar
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    They count as turrets for that purpose. Same deal with Listening Posts and captured points.

  11. Dawn of War Senior Member  #11
    I've edited it to add the Sluggas build time increase when built from the boyz hut, I missed that the first time.

    Feel free to add this thread to signature links guys everyone

    White_Pointer

  12. #12
    Justin Xiang
    Guest
    Whats the reduction in reinforce time from banners? Whats the fastest reinforce time i can get, and will 6 banners cover it?

  13. #13
    Member D-coy's Avatar
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    Yep, nice list, good work as always.

    Thanks and cheers
    GFWL gamertag/ LoL name: ReadInPeace

    Just call me Readin'

  14. Dawn of War Senior Member  #14
    Updated for 1.2! Enjoy!

    White_Pointer

  15. #15
    Sweet deal. Thanks chief!
    I WANNA BE THE GUY! - A Game that you are, quite frankly, not man enough to play.

  16. #16
    You're the man - thx very much

  17. #17
    Flayl
    Guest
    thanks for the effort

    more burny costs 50/50 not 60/20 btw

  18. Dawn of War II Senior Member Dawn of War Senior Member  #18
    Senior Member Hirmetrium's Avatar
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    might of been wise to incorperate the detection changes, before people start saying 'OMFG THAT DETECTOR YOU LISTED ISN'T DETECTING!'
    You should check out Priority Vox Channel Secundus, a blog!

  19. #19
    Thanks, WP. Really helpful stuff (lots of little undocumented changes in there).

    I really like the Mek Shop cost / time decrease.. Ork vehicles are gonna be much more viable this patch.

  20. Dawn of War Senior Member  #20
    might of been wise to incorperate the detection changes, before people start saying 'OMFG THAT DETECTOR YOU LISTED ISN'T DETECTING!'
    Orks don't have any detection changes, apart from the Kustim Gadjitz research increasing the BM's detection radius.

    White_Pointer

  21. Dawn of War Senior Member  #21
    more burny costs 50/50 not 60/20 btw
    So it does. Nice work spotting that. Fixed.

    White_Pointer

  22. #22
    treboritram
    Guest
    wow,where did you get this tech tree

  23. Dawn of War Senior Member  #23
    wow,where did you get this tech tree
    Umm, I wrote it :P

    White_Pointer

  24. #24
    in soulstorm there seems to have been a great change in the tech tree... theres no more hard capping anymore, you can make as much as you like as long as theres enough ork resource to make them. however the bad thing about that is that you may overrun - it's a pain to reinforce sluggas at the start and see "more ork pop needed!"
    and yes no detector upgrades sadly, but still a high-melee BM is good enough. *xv15 stealthsuits, cry out in pain!*
    "You can't kill what you can't see." - XV25 Shas'vre

  25. #25
    The flying one corncobman's Avatar
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    Maybe you're playing a mod or something but Soulstorm still has hard caps.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
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