RTSC Space Orks Guide
Yobs from Outer Space
dA oRKZ: the whole reason to play Dawn of War in
da first place! Orkz's are da best! And people
who play them have this funny habit of adopting their mannerisms.
Space Orks are the Green Horde of
axe wielding, homicidal maniacs who swarm the Warhammer battlefields
with junkyard technology and scavenged
weapons. While Orcs are hardly new to RTS, W40K's Orks have
a ramshackle, post apocalyptic flavour to them that makes 'em unique.
In game lore,
they're the most numerous creatures in the galaxy; the only reason why
they haven't completely overrun the galaxy boils down to an utter
lack of organisation and endless in-fighting. Bigger
Orks (called Nobs) push around littler Orks (da Boyz), and littler Orks
kick their around their goblin slaves, the Gretchins (a.k.a. the Grots).
Unlike the other races, Orks have a sense of humour. They're unashamedly
the most bogan of any RTS force in computer gaming; and when
they're not waddling about on foot they become ultimate hoons in
space. Orks actually like to be in a fight; getting the Boyz together
and having
a big punch up on the paddock is what they're all about. Its brilliant
- what's not to like?
Orks rely on large mobs, mixed forces and high attrition rates to prevail.
Don't get precious about losing more Orks than enemies in order to score
a win, and ignore all grizzles and whinges about "cost effectiveness" in
strategy forums. Most of my Ork wins involving losing more guys than
my opponents. A few Ork beginners have complained to me that Orks can be
confusing because they have seven different types of infantry - and you have to
use all of them, and worse, you have to use all of them in combinations.
They're hard to get your head around at first. Unlike all other races
in the game (and its expansions), Orks don't use a
Squad Cap, but count individuals instead. The
size of the Mob, and its available techs and weapons are intimately
tied to together and managed with their own unique third resource: Ork
Resource.
Instead of using researchable techs that boost their population
cap, they use armed, defensive towers called Waaagh!
Banners in order
to work out how
powerful
they. Losing Banners "de-techs" and "de-pop's" them,
and you can blast an Orky player all the way back to game start in a netgame
without too much effort. Ork players have to build lots
of towers just to progress through the tech tree, and must get out of their
base and secure points as soon as they can. Building towers to unlock techs
also makes them one of
the slowest teching races in the game.
|