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[Ork] *POSSIBLE* strat: The hop-skip-jump

  1. Modding Senior Member Dawn of War Senior Member  #1
    Fixin yer bonez! Grabnutz's Avatar
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    [Ork] *POSSIBLE* strat: The hop-skip-jump

    *possible* strat
    Ok
    Someone may or may not have thought of this, and I haven't had time to try it yet, and I already know of several flaws. The main one being the other race players will see this...
    So ork players, don't bite my head off if this is stupid or already tried and failed, I'm just trying to help a bit.
    And other race players, just in case I've hit something useful, go away!!!

    Here it is:
    Settup. First find where they are going to attack your LPs or where they are building up a strongpoint. For this, use infiltrating grots or suicide squad (or both if you haven't got infiltrate!)
    It is mainly for getting stubborn things out of a defended position, mainly marines, but it could be used against WS, but then again maybe not...

    The Hop:
    2 Stormboyz units. 1 Big mek + slugga unit. (all with nob leaders and as many orks as you can afford). Each squad gets some fightin' juice, then jumps / tellyports directly on their heads. This draws no fire as the get into cc, but they get shot loads whilst there, thus the importance of the FJ.

    The Skip: Slugga squads armed with whatever, and with nob leaders run in without being shot (much) use more FJ if you have it. This ties up the defending units, and hopefully may break a few.

    The Jump: Stormboyz use there remaining jump and use speed boost to get behind the enemy and harass any reinforcing squads, reatreating squads or danceing squads.

    The defending troops get mullered, and any reinforcing squads won't have much backup too quickly, so you can either defeat them peicemeal or move back to secure the position somehow...

    The flaws: Commander and Chaos Lord will own the attacking units, and break them too quickly. Maybe not a problem if you have enough PK nobs around. Just be careful your BM stays alive so he can join the stormboyz in the jump if needs be.
    Vehicles can comein and wipe your green hides into the floor. Dreads will tie up and break YOUR OWN squads. If the slugga units have rokkits, they can join with the BM tankbustin kit and tank zappa to take one, perhaps 2 down. But 2 or more will own you.
    There are probably a million other flaws, but thats my best thinking so far.

    So again, don't bite my head off I'm trying to help...
    :insane:
    Last edited by Grabnutz; 14th May 05 at 1:51 PM.

  2. #2
    Senior Member TheLoneKnight's Avatar
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    Actually, you know, that strat doesn't seem half bad. Especially if you consider the mob bonus for the jump troops that will likely keep them from losing much morale or breaking.

    I'm a Deviant?

  3. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #3
    Gimme your lunch Moeney! Moe's Avatar
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    This gets my vote because of the awesome title.

  4. #4
    Member
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    I just get an image of Shrek TBH, big green and happy... 0_o

  5. #5
    staticweaver
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    sounds like a decent strat. the only problem i see is if a SM is turtiling then you also have to deal with all the turrets. but otherwise it seems pritty solid.

  6. #6
    DukeRustfield
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    This isn't all that new. But remember Stormboyz cost 200. And nobs aren't cheap. So you're doing this to help you turtle and tech, I guess. But the problem is while you are teching, they are teching. And against every race in the game, Orks lose that.

    And you're assuming that that you simply don't lose the fight and have SB to spare jumping to kill reinforcements. It's more likely they will be jumping to get their last 2 broken members to not die.

    We need strategies to win. Not defend an LP. Though using grots is good and fun. Get a couple of them and jam up intersections if he doesn't have a commander in that group. And watch him yell, "my troops won't move for some reason."

  7. #7
    pooky biggins
    Guest
    Get a couple of them and jam up intersections if he doesn't have a commander in that group. And watch him yell, "my troops won't move for some reason."
    Haha, id love to see that.
    p.s: nice signature Duke

  8. #8
    redfactor82
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    wow, I thought someone had already thought of that so I never thought of posting this strat myself. man, I've been doing this since 1.1! (with little effect) thx, spiderman!(grabnutz) now I we orks have got a cool name for a cool strat! hoppity hoppity hop :mdance: :noball:

  9. #9
    Gromij
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    it is a nice little tactic, i think it would be complemented nicely with a squad of shoota boyz with rokkits as part of the skip.

    I reckon the simplest implementation of your tactic, and easiest, would be this.

    1 Big Mek attached to 1 Slugga squad
    1 Stormboy Squad
    1 Large shoota squad with rokkits
    3 mad doks

    Juice big mek squad, teleport in
    Immediately after juice stormboy squad, jump them in behind to prevent retreating from the big mek in cc
    Immediately juice shootas and start running forward, shooting at buildings or infantry.

    Alternatively, you could also have a 4th mad dok, ready to run in and rejuice the big meks squad before it wears off.


    Duke rust is right, large scale game plans are what is needed to win. Perhaps we should make a tactica somewhere for orks

  10. #10
    Senior Member TheLoneKnight's Avatar
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    Actually, Gromij, we used to have an Ork Taktiks board in DoW Strategy. Same with the other races.

    I suppose they weren't being used enough to keep all of them open-- it's just easier to post all the strats in a single board.

    Still, though. Ork Jumpers + Mob Morale Bonus = Tough Nutz to crack. Tougher than basic orks, anyways. I just love how much def orks have against flamers now.

  11. Modding Senior Member Dawn of War Senior Member  #11
    Fixin yer bonez! Grabnutz's Avatar
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    This is exactly what I wanted, everyone to get together, make suggestions and amend them. Lets keep it up.

    I think we may have to start using those previously underused units, i.e stormboyz ans shootas may be the key.

    The aim of my strat was to break the enemy units and force them to move out, and get wiped out in the process. We can't take their LPs as good as we could, but we can waste the req they do spend.

    Does anyone know if the stikkbombz upgrade could be useful now? I've never used it, but if it can keep a dancing unit down maybe it could now be useful?

  12. #12
    DivineOne
    Guest
    I don't like to use shootas - practically every race ones them with their own ranged sqauds. however, on multiplayer 3 ork squads + 3 shoota squads is quite effective imo

  13. #13
    concerning this startegy.... its not so new - actually many orc players use it vs eldar since a very long time. - actually vs all races, because its the best way to gurantee minimal losses during the approach + there ll be 2-4 sec of confusing among the enemy.
    there are other problems as well: if u attack with this force, the enemy ll outdance u till your FJ wears off. + EVEN SB wit speed bust dont really do much damage vs fleing units.
    + if u loose this for whatever reason, u r seriously fucked. But that has always been so.

  14. Modding Senior Member Dawn of War Senior Member  #14
    Fixin yer bonez! Grabnutz's Avatar
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    Thats why I think we all need to update a previuosly decent tactic so it is viable for 1.3

    As you have seen its very difficult.
    The main problem lies in the way we are trying to counter things

    For example in my tactic:

    Problem: 3-4 Marine squads in a threatening position.
    All the marine player does is put them there.
    Solution: As in the above tactic.
    This requires speedy micro and uses up alot of "charge up" abilities e.g tellyport.

    Most of our counters involve a very complex way involving alot of micro just to deal with something very simple done by the enemy.

    Dread walks in and attacks stuff.
    Counter = Rokkits on shooty stance, FJ, BM tank zappa + super stikkbombz.
    The counters are also mainly 1 use. When attacked again we've run out of FJ and Mek abilities for a while. Then were skrewed.

  15. #15
    redfactor82
    Guest
    well orks have always been the most micro intensive race (stfu, eldar!) that there is. but I agree with grabnutz, I use mostly the same tactic as his, but the micro is just killing me. and it's really too costly, rokkits, FJ, one of our heros with bells and whistles (now costing us more time + req.) to off ONE dread? bah! eldar could take it out with only 3 brightlances! or chaos, rockets+ deflier=dead dread. I understand that orks are micro intensive as of now, but relic is just making it rediculous.

  16. #16
    Gromij
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    i dunno, i believe orks are micro intensive. And perhaps more micro intensive.

    But i dont think theres anything harder to control than an opener with 4 or so guardian squads.

    Anyhow, I didnt agree with the individual race tactics boards being disbanded but i guess it was to be.

    Maybe we ork players can put up a tactica elsewhere

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