Results 1 to 15 of 15

[Ork] Attack strategy

  1. #1
    spawn1232
    Guest

    [Ork] Attack strategy

    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
    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.

    Build Order
    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 BM
    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.
    Last edited by spawn1232; 3rd May 05 at 7:03 PM.

  2. #2
    1) Burnas cant be used in CC - just a burn animation. Normal chopper stats apply.

    2) You're referring to wartrakks - wartrukks are not upgradable, and are only useful very early game or as a transport for demo squads (boost a busta squad or two past the fight and into the enemy base to cause a ruckus).

    3) I hope Im wrong, but I think I remember someone saying that Fighting Juice only lasts for 12 seconds. Can I get some clarification here?

    Other than those, nice guide. Nice and simple for new ork players.

  3. #3
    volune
    Guest
    yeah we had a guide similar to this before, but this is shorter and i dont like reading alot.

  4. General Discussions Senior Member Dawn of War Senior Member  #4
    Oppressive Forces of Titty n0z3k1ll3r's Avatar
    Join Date
    Sep 2004
    Location
    Adelaide, South Australia
    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 over with their mass missiles and can shoot them while moving this is a really good bonus for them since they also make great CC units so they can keep the enemy off their feet while your army runs in for the attack.
    To clarify, TBs are great CC units vs vehicles, and vehicles only. Meleeing enemy infantry is close to suicide.
    Let's Play Europa Universalis 3: Divine Wind
    Let's Play Master of Magic: Abandoned
    In the beginning there was nothing. Then Steam crashed.

  5. #5
    I'd still recommend the guide by Rising Phoenix, which details the primary ork build order and 2 variants, though I like how you describe strategy options farther into the game.

    Couple impressions: I don't use burnas. Maybe I should in some cases, but I don't. Usually I leave sluggas as they are until I'm winning the game, then put rokkits on them at the end for base-destruction mayhem, or if mechanized units start coming. Sometimes a squad with bigga shootas if dealing with Eldar. Tankbustas always seem to die really easily, and take a long time to produce, and you can get two squads of sluggas with 8 heavy weapons for similar resouce allocations.

    Only possible advantage with tankbustas is if you can use infiltrate to your advantage.

  6. Gamers Lounge Senior Member General Discussions Senior Member Dawn of War Senior Member  #6
    Extremely Interested [Vertigo]'s Avatar
    Join Date
    Oct 2004
    Location
    Seattle, Washington
    3) I hope Im wrong, but I think I remember someone saying that Fighting Juice only lasts for 12 seconds. Can I get some clarification here?
    Code:
    ----------------------------------------
    -- File: 'ork_fightin_juice'
    -- Created by: AttributeEditor v2.0
    -- Note: Do NOT edit by hand!
    -- (c) 2001 Relic Entertainment Inc.
    
    GameData = Inherit("ork_abilities")
    
    GameData["activation"] = "targeted"
    GameData["anticipation_event_name"] = "Unit_Ability_FX/Ork_fightin_juice_start"
    GameData["area_effect"]["area_effect_information"]["filter_type"] = "own"
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_01"] = Reference("tp_commander")
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_02"] = Reference("tp_infantry_heavy_high")
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_03"] = Reference("tp_infantry_heavy_med")
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_04"] = Reference("tp_infantry_high")
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_05"] = Reference("tp_infantry_low")
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_06"] = Reference("tp_infantry_med")
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_07"] = Reference("tp_monster_med")
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["max_lifetime"] = 20.000
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"] = Reference("enable_death")
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["application_type"] = "apply_to_squad"
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["exclusive"] = true
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["value"] = -1.000
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"] = Reference("ability_fighting_juice_event")
    GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"]["application_type"] = "apply_to_squad"
    GameData["duration_time"] = 20.000
    GameData["range"] = 14.000
    GameData["recharge_time"] = 120.000
    GameData["speech_directory"] = "ability/fightin_juice"
    GameData["ui_hotkey_name"] = "ork_fightin_juice"
    GameData["ui_info"]["help_text_id"] = "$92021"
    GameData["ui_info"]["help_text_list"]["text_01"] = "$92022"
    GameData["ui_info"]["help_text_list"]["text_02"] = "$92023"
    GameData["ui_info"]["help_text_list"]["text_03"] = "$92024"
    GameData["ui_info"]["help_text_list"]["text_04"] = "$92025"
    GameData["ui_info"]["icon_name"] = "ork_icons/fightin_juice_icon"
    GameData["ui_info"]["screen_name_id"] = "$92020"
    GameData["ui_instructional_msg"] = "$43261"
    GameData["ui_invalid_target_msg"] = "$43307"
    It looks alot like 20 seconds to me.
    What happens in Greenville, SC stays in Greenville, SC.

  7. #7
    Heheheh.

    Awesome. Thanks.

  8. #8
    breakdanceer
    Guest
    good info, thanx

  9. #9
    North Wolf
    Guest
    I have been toying with the orkz a bit as I learn up on the other races (Chaos is my fav but I´m holding out until 1.3 to get serious about playing them).

    Ork flamers are the worst of all races as far as I can recall (I think I saw this in Verts stats posts). Against Chaos they are a good buy (one or so per squad or every other squad), Orkz will flame as they charge into meele and inflict some morale losses wich can be a good thing. Its pretty wasted on SM though, since they can both Rally as well as reform faster then anyone else. Flamers are also decent against other orkz and the Eldar.

    Nice post btw.

  10. General Discussions Senior Member Dawn of War Senior Member  #10
    Oppressive Forces of Titty n0z3k1ll3r's Avatar
    Join Date
    Sep 2004
    Location
    Adelaide, South Australia
    Its pretty wasted on SM though, since they can both Rally as well as reform faster then anyone else.
    Rally only becomes an issue at SM tier 2 when sergeants appear, and the fast regrouping won't matter either if you keep the pressure on the squad, as they can't regain any morale.

  11. #11
    Nephilim.
    Guest
    I'd say Ork tactics for noobs is:

    Mass Orks.
    Rush at the enemy, assigning one squad to his biggest and shootiest.
    Watch the fireworks.

    A little more refinement could be:
    Micro Big Mek + squad + teleporter
    Stormboyz + jump ontop of shooty enemy

  12. #12
    Nephilim.
    Guest
    I'd say Ork tactics for noobs is:

    Mass Orks.
    Rush at the enemy, assigning each squad to one of his.
    Watch the fireworks.

    A little more refinement could be:
    Micro Big Mek + squad + teleporter
    Stormboyz + jump ontop of shooty enemy

  13. #13
    spawn1232
    Guest
    Thank you all for liking my thread ( I thought i would get flamed for it :argh: )

    meatpacker said something about a build order in the guide does anyone else think thats really necersarry for an attack guide, i suppose it would be good, what does everyone think?

    (Nephilim could you delete that repeated post please.)
    Last edited by spawn1232; 21st Apr 05 at 5:50 PM.

  14. #14
    Wanna get a mint? General Blaze's Avatar
    Join Date
    Sep 2004
    Location
    Flooded City, Malaysia
    Don't worry. The DOW forums have improved over the few months. At least, until patch 1.3 comes out. :sprint:

  15. #15
    spawn1232
    Guest
    ok i have added my Build order, some words about shoota boyz and killa cans, i also added headings to my guide, it was lookin pretty messy.
    Last edited by spawn1232; 3rd May 05 at 6:27 PM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •