I have read alot of guides on orks and found that not many say how to actually attack with the orks, so i thought i would make this attack strategy which explains how to engage your enemy to the orks advantage.
We all know that sluggas have low HP and get mowed down by enemy fire, this may give some people second thoughts about massing orks and trying to overpopulate them in one massive army which is what you would think orks would do, but there are ways to beat your enemy without having to resort to massing wartrakks early in the game.
Basic Starting Units
keep your squads small, there is no need to max your squads, you may think more is better but with small forces you have more morale overall and you can engage more troops in CC which stops your enemy from dancing around you, and you can get more nob leaders, you also can get a higher amount of heavy weapons from this but it costs alot to equip heavy weapon on all of your squads.
slugga boyz are the backbone of the ork amry, they are cheap and are very effective once in CC, but the trick is getting them into CC without getting shot down first ( detailed later in guide ) the slugga is the orks basic unit that is used to cap points at the start or even rush an enemy, although they can be quite effective at the start, as the game goes on they will need a nob leader in their squads to stay effective otherwise the enemy HB will make short work of your green horde.
shoota boyz are basically slugga boyz but with more effective ranged weapon then the slugga and less CC damage aswell but they are quite effective at the back line to keep the enemy under pressure while dancing around your slugga boyz, but never try and outgun any other race unless they have rokits, they have less accuracy then the other races and do less damage then them, your only chance is to break their morale and keep them off their feet with rockits. if all your sluggas have died and you have no choice but to fight, don't be afraid to go into CC with them, sluggas are better at CC but shootaz are still a force to be reckoned with in CC.
Engaging the Enemy
Before you send your horde of orks at your opponent you must get his units engaged into CC to prevent your orks from being mowed down with gunfire, stormboyz are good for doing this, just with the sluggaz you should keep their squads small but plentifull with a nob leader in each, they are more expensive and may not seem that their worth the amount they cost but the jetpacks are worth it, not only can you get nob leaders directly into the battle, but you engage the majority of their troops in CC if you kept your squads small but plentifull, giving you the perfect cover to send in the rest of your horde with nearly no fire on them.
Gretchins can also be used early or even later in the game for the same tactic except you use there inflitrate skill to get close and engage CC as a distraction for your horde to march forward.
The BM can use teleport to get a squad and himself into the battle before your enemy can shoot at your oncoming horde.
Also be sure to use the doc's fightin juice to make your units invincible for 20 sec before sending them in.
anti vehicle units
tankbustaz are a must if they create mech units, being the only unit with a 6 heavy weapon max they can be quite devestating to your enemies forces to mech and infantry alike, the tankbusta squad can knock infantry off their feet with their rockits disrupting their fire.
The killa can does great damage in melee to all units, its only downfall is that it a very slow moving unit, it can be upgraded with a fairly powerfull rokit though to try and make up for its lack of speed.
Words on Wartrakks
Wartrakks are extremly powerful against infantry and can be upgraded to be good against vehicles and buildings too, but you lose the gatling gun for the rockits which makes it less effective against infantry, the mortor upgrade isn't that usefull, sure it can knock your opponents off their feet but they are too inacurate, you will find that mortars are more likely to hit your own units in battle, these are best left with gatling gun or rockits. the wartrakks also have a very low HP but they do have a good range that keeps them out of the battle most of the time, this means these are best kept at the back of your army not at the front.
Wartrakk spammers, points to remeber
if your going to try and make as many of these as possible early in the game their are a few points to remember.
1# teching up to wartrakks quickly will chew through your req and power like no tommorow, don't forget the cost of the waagh banners aswell
2# if your trying to get wartrakks as fast as you possibly can it is most likely that you have neglected to produce more troops for your own protection and a simple rush will either kill you or leave you badly crippled for the rest of the game
3# if your versing a pro, you are doomed from the start, a simple scout will tell them what your planning to do and missiles will take your wartrakks with no mercy
4# This really only ever works when you have allies to either give you spare req and power and to back you up from rushes
I don't see many benifits from trying to mass Wartrakks early unless you can actually produce alot of them in the first 5 mins otherwise your just gonna waste to much req and power just getting the buildings
I find it best to get wartrakks in mid game not at the start it, seems to work out better for me anyway
Nob Squads are the pinnicle of the ork infantry, they are the only heavy armour class unit they have and they can be upgraded to all have power claws, although they are very expensive the Nob Squad is an extremly powerfull unit, fully upgraded these units could cause some serios damage to an enemy army, although they are slow moving, you can easily attach the BM to teleport them dirctly into the battle, or for a more sneaky tactic, you can build your forces for a good defence and wait for the enemy to full on attack you with everything, once they do you teleport, jetpack with sluggaz into his base over all the LP (turrents if he built them all at the front line) and start to savagly destroy his base, Nob Squads with Power Claws do an extremly high amount of damage for a heavy infantry unit to buildings, just make sure you either destroy all his buildings and win or seriously cripple him and still be able to beat the army that is attacking your base aswell, or turned around to defend his own base.
here is my build order since someone asked for one.
build waagh banner with 1st gretchin
start producing 2 gretchin
cap points with slugga boyz
build boyz hut with 2nd gretchin
produce slugga boyz
1st gretchin makes another waagh banner
produce slugga boyz
2nd gretchin makes LP once Boyz hut is finished.
produce slugga boyz
1st gretchin makes power plant
Build LP on all points that get capped
produce shoota boyz
build Pile o Gunz
build waagh banner
upgrade armour, choppa, leader, shoota, rockit upgrades when necersary.
add nob leaders to all troops
produce shoota boyz
upgrade all shoota boyz with rokits
upgrade all slugga boyz with 2 rokits and 1 flamer
continue to produce slugga and shoota boyz and push forward and take enemy SP
Build mech shop (i forget wot its called) when able and produce 3-4 wartrakks for each group of orks ( group as in a group in the top of map and group at the bottom )
depending on how your oponent has played the game either push the attack slowly, with constant reinforments from the boyz hut and mech shop, or push the attack quickly taking out LP and units and continue to push into the base while they have no troops.
If you see anything that is wrong or needs to be added feel free to post a reply about it, that way i can fix any problems with the guide.