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# 1 |
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Banned
Join Date: May 2006
Location: ........
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[DC 1.0]The art to a WAAAAGH! a T3/4 guide to Orky Warfare
please be aware, this is mainly for ork T3 and 4, seek out the ork taktika being made by Spadez for their lower tiers.
Note: Some of this is mainly for FFAs however, the vast majority of it can and should be used in standard games that go this far Topics to cover: -Free sluggas -Mass Huts -Ctrl+K and reway pointing -De'm banner tingz -Mines Mines and more Mines -Grots -Nobz/Gitz -Vehicle pop combos -Rampage -LLR Artillery/Attack Ground/F2 stance -Burna Bombs -Docs/Juicing -LP Banner farm configurations -Squiggoth/Transport -Commanders -Camping -Orky Fort/Baracades -Late game counters -Upgrades -FFA replay attachment -Less is more -Travel Distance -......More to come Ok then, thats a general over view, now to the details -Free sluggas Wow, these little buggers are a great unit. After you get the upgrade "Free sluggas" at the Pile O' Guns, the squads become free to buy. now they still cost req to reinforce, however, you'll want to just get the squads. after all upgrades, they have 443 hp of a good armour type and a 28-36 melee. It is my suggestion, that come late game, you take FULL advantage of these expendable and effective units. Since they only take up 1 Waagh pop, you can have 100 on the field( assuming you dont have any commanders), although i would advise against that as you still want to be getting your Mek, Warboss and usually its good to through in 4 docs. they build rather quickly and are great at swarming the enemy ranged units. and because they're free and depending on how many huts you have, endless reinforcements, they WILL beat PSM/berz and flayed etc, any late game/supperior CC unit. -Mass huts Come late game, you should easily have a 200+(150 at the lowest) economy going which is a great thing, because your going to be spending it like a mad man. But not on men mind you, remember, sluggas are FREE! That is so important and helpful because, you can have a damn good attack force, while you spend all your income on more huts/banners/gens, or whatever you need at the time. when ever you start floating req, get more huts. got a spair 225? get a hut. keep getting huts and banners and whatever else you need. depeding on the location of the hut, set it to auto produce slugga squads and way point it to the fighting. and dont forget, you can set your HQs to auto produce slugga squads as well -Ctrl+K and reway pointing Trust me, ive done ALOT of FFAs as orks, and if you have more than one base, or just a shit load of huts making units, it can be a micro NIGHTMARE to every hut you need to from making units and re way point it. Ctrl+K, will do a global cancellation of all currently active auto producing structures. at which point, you can go to the section of huts/shops/HQs etc that you need to, and start re way pointing and re-auto producing what you need to. this is a really helpful tool when you have a shit load of things making units all across a large area. WARNING: be careful, if you really need to cancel auto produce to re way point or have a specfic section make units, fine, but do be aware, that this stops EVERY SINGLE BASE from making things. so if you have been using an endless chain of kans to keep the enemy at bay while you re configure your huts, be aware, that Ctrl+K has stopped them from auto producing as well, so be wary of what you should immediatly re auto produce after a Ctrl+K action -De'm Banner Tings Ahh, banners, the memories they bring back into my mind ^^. banners serve a VERY important role in the ork race however, im sure that if your looking over this guide, you know the basics. well here is the important facts you need to use them in the late game. First off, banners make a great base defense through out the game, and its often at its peak useful-ness, in the late game. Mass banner farms with all upgraded banners to level 2 and 3(2=alot more health+way mroe damage to infantry, 3=even more health+kick ass damage vs vehicles) are a HUGE asset to a constantly fighting army of Orks. got a 1000+ req floating? Drop a small banner farm in the back of your base(which i have now found to be INCREDABLY useful vs necrons late game as they like to hop their monolith into the back of bases, and its funny to watch its slow ass get owned by 30 rocket banners ^^) and upgrade them. Banners have a square build zone that fits seems perfectly suited to swamping lps. my suggestion when dealing with high trafic areas is to do a level 1 or level 2 banner farm. level one, uses 8 banners, making a sort of 3 by 3 square where the lp in the very center square. Then upgrade the 4 ADJACENT banners to rockets, as well as the lp to and lp3. This will provide a good amount of AV to that area and then upgrade the remaining 4 outer banners, to level 2 for more health and Anti-infantry damage. Also, this next part has to do with the lower tiers of the game where banners are used as defense so pay attention to this part as you are pry not aware to its specifics. now, lets say you have 4 banners aranged in a square like so [][]<---banner, banner [][]{}<---banner, banner, lp Now lets say, you have a CC squad such as Berz charge your little farm, and you want to upgrade 2 to better defend/protect your hold on that area. well, question is, which do you upgrade? do you want to upgrade the front 2 so they will have a harder time ripping through the extra hp, or the back 2, so you can take advantage of their supperior range and damage when compared to banner level 1? the answer is to upgrade the front 2. You want to upgrade the front 2 because they are trying to kill a CC unit, hence, they have to charge the banners. and haveing longer range and damage, will do more damage in a shorter amount of time and do more damage since they've had more time given their longer range. now dont be diswaded to not upgrade the other 2, if you have the flaoting req and have no pressing matters to spend it else where, by all means, upgrade them. the same principle does not necessarily apply to the same scenario if the targets are ranged units however. If your fortification is attacked by ranged units, often they will have a supperior range(Ex: Tau, although they're a poor example as they pretty much out range every thing -.-) than that of your banners. and at which point, you will have one of 2 things happen. you upgrade your front 2 banners to deal with their long range and have the back 2 non-upgraded just sit their doing nothing, or you can upgrade your back 2 hope your enemy comes within range of the front 2 and have all 4 banners open fire on them. The next level of LP banner swamping, takes static defenses to the extreme. its basically the 3 by 3 banner farm, however, upgrade the 8 banners to rockets and then build AS MANY banners within the remaining control area as you can, upgradeing them to level 2 for Anti infantry of course Also, one last thing to cover on the topic of banners is that they benifit from the "More Dakka" researches at the Pile O' Guns. hence, i HIGHLY suggest you invest in those researches so you can get the max damage out of your banners come late game. ill try and post a Screen shot of the LP banner swamping levels 1 and 2. -Mines Mines and more Mines I absolutly love mines. they are not only a shit load of fun to place randomly around the map, but they make great warning tools of on coming enemy assaults. seeing as Grots can cloak(an up coming section), orks are by far the best and the worst race at using mines. i say the worst because, quite frankly, if you've played orks more than a grand total of 20 minutes, you know how fuking piss poor grot pathfinding is if the squads are maxed out. but that aside, the fact that their builders can claok, makes them the best suited race at sabbatoge(dont think thats how you spell that <_< ) I dont have the hard Numbers on mines, however i do know they do 300-500+ damage to vehicles and quite a bit to infantry. at 50/50, i would highly suggest you look into allocating at least one of your grot squads to making mine feilds in areas of high activity. -Grots Grots are the ork builder, and when compared to the builders of other races, they could probably be considered the best. they come out as a single unit consisiting of 2 grots, AKA, gretchin, and can reinforce(SLOWLY........) for free up to a squad size of 10 members. this makes them HIGHLY durable. they have 50 hp a piece, so a full squad will have 500 hp. thats quite a bit considering for 50 req, you can have them permanantly cloaked. unlike every other builder(perhaps the necron builder?), you dont need (****nor behefit****) 2 squads to get the max build rate, you only need 2 grot members and you can build the fastest they can. basically, what that means is 2 grots, will build a HQ in the SAME AMOUNT OF TIME as 40 grots(4 full squads). this is quite an important thing, as you only ever need 1 squad to build/repair any thing at one time. as any more is simply a waste. Oh, and while im on the topic, 3 grots in a squad repair the fastest they can(again, in simpler terms, 3 grots wont fix a killa kan any slower or faster than 40). however, a few things to look out for with your grots Farseer's one spell, um whats it called.........? i dont remeber, but its an AoE effect, not mind war. this will INSTA-KILL your ENTIRE squad! Same goes for the sorceror Doombolt/chain ablity(although i believe i have survived those once before, never the less AVOID THEM) -Nobz and Gitz DC brought in Flash gitz, a very powerful(although very fragile) T3 ranged unit. they are highly suceptable to CC units and artilery, but when set up in a good spot, can really lay down the hurt. Nobz, well not much to say about nobz other than they're a kick ass melee unit with uber hp and armour. 2 Full nob squads and 2 Full gitz with docs on the gitz and commanders(Mek and Warboss) on nobz is VERY POWERFUL FORCE to reckon with. however, not really much to say other than nobz chop and Gitz shoot em up. powerful combo, but ive beaten it with mass sluggas ^^ -Vehilce Combos Another change that accompanied DC was the up'ing of vehilce population requirments for most of the vehicles currently the orky vehicles are as follows Wartrukk/Trakk-3 pop Killa Kan-4 pop LLR-5 pop (Limit of 2) Squiggoth-3 pop (Limit of 1) Currently, i only ever use a few vehilce combos which are tailored to counter specific things 2 LLR+Squig+Kan+Trukk=20 pop cap This is my preferred combo, as its quite effective if used properly use the 2 LLR on F2(stand ground) as they DO NOT have fire on the move, so if they're moving, they aint shooting their cannon. i often find my self using attack ground wtih them, as they DO HAVE FRIENDLY FIRE. with attack ground, you can avoid killing your own men, while spefically targetting masses of enemy ranged units The squig is a must, if you can get him late game, DO! hes an 11,000 hp of Demon armour with strong CC and Ranged. although, i would highly suggest you use him on ranged more than on CC, as you will get more for your req. and dont forget to use his rampage and transport ablitlies. its a personaly favorite of mine, to rampage a doc into the enemy mass drop him off( ***CLICK THE UNIT ICON IN THE TRANSPORT WINDOW, NOT DROP HERE BUTTON***) and lay a burna bomb in the heart of his units ^^. i then use the trukk to transport commanders or docs around to where every they're needed etc. 5 killa kans=20 pop lol this one i actually use quite often. thats 5 kans, each with 3300 hp of LANDRAIDER ARMOUR! i find my self using this combo when im haveing a bitch of a time penetraing mass lines of fire like that of which you will see Tau produce with FW. but be aware, this is usualy a breaching combo, as in its only meant to get my sluggas further into their army and gain ground/momentum on him. you should switch over to the 2 LLR/squig combo when you can Basically, the only other combo is some mix of pure Trukks/Trakks etc, ill leave your imagination to that. Over all, the 2 LLR+Squig+Kan+Trukk/Trakk combo is the best to use late game - Rampage I decided to devote one whole section to this, although theres not realy much to say, but what there is to be said, needs to be said. Rampage is currently and has always been, a bit buggy. often you will find, it wont work, yet the ablility will grey out and begin recharging. but the times it does work, you will absolutly fall in love with the ablity. it throws the entire enemy infantry army all across the place and is a great way to breach their lines of fire if you can get it working. a general rule of thumb for when using this ablity, dont choose a path with vehicles in the way or soon to be in the way. dont run into buildings, always try and charge their army of infantry. and its always worth a try, to see if you can get it to work, and like i said, if it works, you'll be glad you put up with the frustration of it not working in the past. -LLR artillery/Attack ground/F2 stance This is very important when using the Looted Leman Russ. the tank CAN NOT FIRE ON THE MOVE! so you'll want to leave it on F2(stand ground) so its not easily stopped from attacking. it also has Friendly Fire, so i would HIGHLY suggest, you micro your shots with attack ground so you arent killing your own men, while at the same time, are breaking the enemy's lines of men by throwing them around and demoralizing them(which the LLR does quite well) -Burna Bombs Ahh another orky favorite ^^. What is it: The ork burna bomb I am talking about is an ability that the Doks now have. It's also one of the more orky abilities around: dangerous, loud, and highly explosive! How does it work: (originally posted by Spadez or Lord Aba) For 100 energy, you can drop a bomb that after a couple seconds explodes with GREAT damage. You have to be right over the area (as in you don't throw the bomb) so it can be dangerous as you can easily kill your entire squad. Even running away with a large group of orks will end up with some killed. hence, i suggest you considering using just your Doc as a single suicide bomber. just juice him and run into the heart of the enemy forces I haven't encountered anything random, like the bomb not working or it going off right away, but given the orky lifestyle all those are possible. I'm also not sure what happens when the bomb is attacked before it goes off (it has 500 hitpoints and can easily survive a turret or two). It's also on a global timer so you can't have all your doks drop bombs at the same time. "After looking at it, here are some "real world" stats: HQ: ~100 damage (against orky fort and IG HQ) Commander and deamon: ~500 (against Big Boss and Squig) It destroys ANY light building (banner, LP, IG turrets, anything) Med buildings: ~1200 damage Vehicles: ~4000 damage. It will destroy a Killa Kan in one shot! that means you will fuking half hp a Landraider if you can get close enough ^^ Keep in mind these are best case tests, with the bomb right next to the unit. The bomb itself has a pretty beefy range, but seems to be kind of random with damage over range... A unit standing next to it will die for sure, but his buddy might be given a nudge.....nudge as in get blown on his ass with a good chance of a concusion. But all buildings but HQ will still take a lot of damage, and the disruption is amazing! It will send units literally half-way accross the screen! " Strats: "Remember, Dok Juice will keep your units from being killed! This will be hard to get off during a battle. Troops and vehicles alike will run as soon as they see the bomb( although, if your slugga spamming, they will have a damn hard time noticing it). So use it if you have a LOT of guys in combat, so hopefully the enemy won't see it. It could work if you have multiple combats. Basically, have a slugga squad sneak up the side and engage some units, while your main army marches up the front. Your enemy will hopefully concentrate on your main army, making your sluggas a suicide squad of sorts as they bomb your enemies off the map! also, rampage into the heart of their army and drop off the doc has worked wonders for me as well, you might want to give that a go as well. Another way to use it is if you are retreating. Drop a bomb behind you and the enemy will usually be diverted enough to help you get away (or if they aren't paying attention, there will be no more enemy to run away from). If you sneak a squad behind the enemy, it can be used to keep the enemy from retreating themselves. Using the bomb this way will end up hurting your troops, so make sure it will cost the enemy more, hence, i suggest sluggas, as they cost NOTHING! Dok Juice will save your squads, while free sluggas are a great way to tie up the enemy while you bomb, or to counter after you take out his more elite units. Against buildings the bomb shines. It will destroy an ork gen for sure, and two-shot most other buildings. Use them in the right place and you can take out 2-3 buildings in one go! This is fairly easy to pull off... just engage the enemies main forces and run a unit into their base. Trukks work great for this as well. Just watch for base defences, and always keep your doks in a group (again, take advantage of free sluggas). Because it is on a global timer and you can only lay one at a time, gens are the best target. Don't expect to wipe out a base in one go, though using them on another building will force the enemy to repair it or face it being destroyed in the next volley." -Docs and Juicing Come T3 you can get the Ork race's healer unit, the Mad Doc. hes rather comdic little fellow who provides your army with quite a few tricks, some of which i have already covered. they take up 1 pop and are hard capped at 4. they have 2 main ablitys, however, i will focus on one right now, and that is Fightin Juice. the juice temporary makes your men immune to the effects of death. they continue to take full damage, but when their health reaches 0, they will not die. often unless under heavy fire or AoE weapons like that of the HH or any artilerry, when the effect wares off, their standard regeneration should be able to cary them over with a small amount of health so the squad can carry on a bit after the effects where off. however, they will probably all die so be wary of losing whole squads. this is great for extending the life on your units so you can thrust that final jab to finish him off or do irrepairable damage. i would suggest you use this on nobz/Gitz and the Docs them selves to deliver Burna bombs. although, dont hesitate to use it on whatever the situation calls for -Squiggoth as a transport one of my favorite roles of the squiggoth, is its ablity to transport. if memory suits, it can carry 2 squads. my suggestion is to put in a builder squad for repairing the it on the go, and another being a mad doc to drop off after you rampage into their mass of men -Commanders we'll, lets start with the first commander, but be aware he is your secondary commander Big Mek: the big mek is available from the boyz hut for 190/60 and comes with a teleporter. over all hes a damn good support unit for your army. some tricks to know are to always get the force field projection upgrade. this reduces the amount of ranged damage nearby units take by 10%(not positive on that #). it also allows for you to stun vehicles with his zappa ablity. Warboss: this is your T3 commander. he is a beast in CC and isnt half bad at ranged, but should be mainly in CC, preferably attached to nobz or slugas so hes not focus fired Manz: stands for Mega Armoured nobz. tough commander unit that takes up 8 pop when fully reinforced. adept at killing buildings and just about anything else you can get him to attack Note: all ork commanders can see cloaked. as can banners and lps -Camping mainly for slugga spam, as you march across the feild, take points and drop mini bases to keep up the supply of men. HQ's work great as they can be built any where and can support a TON of hutz. -Orky fort barracades i ROFL this one. to get the most out of it, check out the replay at the end of this thread to see it in full swing. it basically is limited to certain maps, but is so fun and very kick ass. orky forts are a really tough HQ and make great road blocks to slow/stop your enemy. a proper orky fort barracade with banners+slugga spam to the extreme coming from behind the line is VERY VERY hard to get past. hell, its probably the single most difficult thing to beat your way through. the only regret i have is that compeador won by control area and never got to show off how effective Fort barracades are. -counters to late game strats This is really just a few cases where you need to be smart to fight through these forces the enemy can use late game 1. use your LLR artillery to attack ground on cloaked CSM with plasma masses, and use rampage to give him a bitch of a headache. burna bombs pwn! as well 2.Necron HQ in back of base is suicide vs a ton of rocket banners ^^ 3. turret spam is funny as shit when a mad doc burna bomb can take out a ton of them if their packed close together. dont forget to juice him! thats all ive encountered that i couldnt beat with just pure slugga aggression+my vehicle combos -Less is more basically, this is all about the slugga hutz. it isnt something i can really explain in great detail, as its something you just pick up over time. just becuase you have 30+ hutz/hqs, doesnt mean you should have them all be active spamming sluggas. now soemtimes, thats best, but most times, you'd be better off Ctrl+K'ing and haveing a section of 8-14 hutz spamming sluggas that are closest to the fighting. -Distance this mainly has to do with camping. on big maps, its often just too big a trekk to get from the hut to the fight, and hence, instead of a huge mass, you have a small trickle of sluggas that keep getting cut down. always try and make forward bases to minimize the distance your men have to walk -FFA replay: shows some of the things i talk about, be aware, this replay was during the development stages link: http://www.uploading.com/files/FV4JXV7R/8P..._03_08.rec.html Well thats about it, thanks for reading. any comments would be appreciated as would suggestions of things to add Last edited by phoenix717 : 17th Dec 06 at 10:26 AM. |
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# 2 |
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Member
Join Date: May 2005
Location: California
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Those are some good tactics and I used a lot of them in a FFA[before I saw this thread]
and built like 50 mines because I took out the necron next to me and had tons of req, then slugga spammed but eventually kept full flash gitz, full nobz, all commanders and 2 tankbustas squads full, then the rest slugga spam. I won but this eldar made it take a while, this wraithlord spammer.Oh and I had like 36 Waagh banners if I'm not mistaken, some with rockets and like you said it stopped a monolith cold. Good stuff overall and I think I'll check out that replay later. |
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# 8 |
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Guest
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I originally thought free sluggas would be completely useless but I did find a use in the game I just had.
I was playing blood river (Ithnk it's called). Its got large open spaces and it's very hard to completely eliminate an opponent. You have to capture every SP as you go or your enemy will come back later with a rebuilts base. Me and my necron teammate more or less (so we thought) eliminated the chaos enemy on my side while the tau enemy took out my necron teammate. Towards the end of the game me and my teammate had built bases in one of the inlets to the strategic points and were being hammered by both chaos and tau enemies. Once my forces were depeled I decided to go mass sluggas and built 4 huts while the last of my forces were going down. The wave for grean arrived in time to stop us from being eleiminated and then the battle continued for another half hour or so before the opposition finally withdrew. I pushed and managedto buid another two orky forts a bit further away from the original and thus get the green mass puching harder, until I was able to decap an enemy point. It's possible that I might have been able to inch my way across the map build orky fort after orky fort, but it would have been boring and would have taken forever. So, after one try, my conclusion is that mass free sluggas won't win you the game, but it will draw out your loss. If you have a team member who isn't overrun, it may prove handy though. |
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# 9 |
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Guest
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I'm still new at the game, and i'm wondering how you would you suggest finishing off Necrons in later tiers?
I can usually hold my own if they attack me (tankbustaz and rokkit banners own the monolith), however on maps where there is a narrow entrance to their base, my guys get demolished since they can't swarm them fast enough. I guess another problem is that i'm not sure whether to focus fire on the warriors, the turrets, or the monolith. Most games against necrons that go into tier 4 for me (not THAT often, but still quite a few times) always drag on forever since i can never finish them off. |
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# 10
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Smile! I'm here!
Join Date: Feb 2006
Location: Your imagination
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Great guide!
About the burna bomb... What if you try and sneak the dok behind the enemy (Maybe squig it or trukk it). Cos if the dok places the bomb at the back, and you are attacking the enemy at the front, then they enemy will have no escape, cos if they run, then they'll run onto the bomb!! Mwahahahahaha |
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# 11 |
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Guest
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This guide rocks!
I´m looking forward to buy DC, now that I red Orks where buffed again. They are by far my most favorit race and I would love to see them stompin´and choppin´ again just like they used to do. But before I buy DC I want to read more about it because I´m not willing to spend my money on a game that on the first sight looks amazing but turns out to be as disappointing as WA... Thanks for the guide again, it realy made me happy ![]() |
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