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Tumbler (Ork) Vs Knuckles_VI (SM) Battle Marshes, Orky Tactics

  1. #1
    Tumbler
    Guest

    Tumbler (Ork) Vs Knuckles_VI (SM) Battle Marshes, Orky Tactics

    Map: Battle Marshes
    Players: Tumbler (Ork) vs Knuckles_VI (SM)
    Type: 1v1
    Winning Conditions: Default
    Winning Condition Triggered: Player Left
    Duration: 20:00
    Description of Battle: An excellent game that shows a lot of good tactics for ork players. It would have been a much tighter game had the SM players moved forward early and taken one of my LP's which I think he could have done fairly easily, wouldn't have been a huge loss to me but it would have hurt a little.

    At one point he and I were fighting for a control point and any ork players should take note the importance of getting ALL of the enemy squads into h2h. Many times I engaged the forward troops and then rushed the back troops, or split squads so that none of the SM players could stand and shoot. Requires a lot of clicking but it's crucial everyone is fighting.

    Another tactic vs marines is not to get set. Don't ever let them riddle you with hvy bolters. Retreat and make them come after you, then attack again, once they've moved they need to wait before they can fire.

    Also use that kustom teleporta. The faster you can get your big mek into h2h the better things will be. I never use it as an escape route, if he dies, fine, but he is best on the attack, use that kustom teleporta to drop him right into the battle while the other orks are rushing in.

    And don't be afraid to fall back, if things look dire, retreat to the closest LP, all ork LP's have guns, albeit pretty weak ones to begin with, but that is one more gun firing, if you have to fight, do it near your LP.

    once you have wartracks, all you have to do is get the troops in H2H. They can't fire at your tracks when they have orks in their faces, and those tracks shred light infantry.
    Attached Files

  2. #2
    Spiral
    Guest
    K i need to watch this... the force commander is so strong he can take down all my troops and the big mek I've tried attacking from 2 places at once but I take too many casualties when i am forced to retreat on either side.

  3. #3
    Zylon
    Guest
    first of all... that must have been the powerpuff marine division.... those colours :argh:

    good wartrack usage in the end
    get more orks out and take those space marines on in the begin
    he had nothing that your sluggas and big mek could not handle yet you pulled back

    a sm that does not build an armory in the begin is no match for the ork sluggas :smash:
    id say not bad but try to pull back squads with broken morale more often you did not bother much mid game

  4. #4
    Gong
    Guest
    this is a nice replay, especially in your management of your boyz. however, one thing which is screaming out to me is that you didn't research kustom FF. in my opinion, it is the single most important upgrade to get an an ork, since it provides a major boost in survivability to all units within roughly half a screen of the BM.

    the cost is practically negligible considering how effective it is, and there is never an issue of having unused ork pop since you can continue to crank out slugga boyz (if needed) from your stronghold while you research kustom FF. there were several points in the game where I believe it would have made a major impact on how battles turned out.

    aside from that, this is a great replay. I wasn't too sure if it was a good idea when you first started building wartrakks, but they worked beautifully. also, there are a few points that would be interesting to talk about.

    my current general playing style is practically a direct ripoff of Vertigo's, but I'm starting to spread out. coming from a fairly competitive background in wc3, I know that the quickest way to pick up a new game is to figure out who the best players are, and try to emulate their style until you become comfortable/skilled enough to develop your own. the reason I wanted to bring this up is because one of the key points of Vertigo's playstyle means using more numerous but smaller (4-6) squads to allow greater micro control of your army, as well as eventually letting you field more Nob leaders, etc.

    What is your opinion on that? Obviously there will be some situations where it is extremely difficult/unwise to build fresh squads and then run them across the map to your main army, when instead you could just reinforce your existing army. however, there is the counterpoint that fresh troops will have full morale, or could have nob leaders added to them whilst running (since in the heat of battle, reinforcing raw troops is much faster).

  5. #5
    Tumbler
    Guest

    Good points

    I should get in the habit of researching the forcefield earlier. For some reason i always forget about it, then come back to it later.

    Normally my first priority is to get tracks asap, especially against marines.

    More squads is always better with orks but they become kind of a nuisance imo, I know I should be using 4 man squads and only adding nob leaders but it doesn't always work out that way. IE if i'm charging them into combat I'll usually put one or 2 squads on overwatch just so i can go build something and not worry about them getting completely ripped up while I'm gone.

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