RTSC Space Orks Guide
Yobs from Outer Space

Caution: major renovation in progress!

This section is in the process of being updated or developed. Its half finished, and filled with sharp placeholders and rusty old typos. Mind the sawdust!


Orky Overview Waaagh? Mob Bonus da BOYZ da NOBZ da BOSSES da TRUKKS da HUTZ da TEKZ Top

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.

Ork Guide Index
More Sluggaz

Further Reading for aspiring Warbosses
More strategies and tactics from those in know
 
[DC 1.0] The art to a WAAAAGH
a T3/4 guide to Orky Warfare

For Dark Crusade 1.0, this is a RelicNews forum thread about how to play Orks in the late game, mainly for a Free For All, but useful for any large team game. Unlike all previous versions of Dawn of War, the Orks have always suffered from a lack of options (and firepower in the late game). In Dark Crusade, things became happily more balanced.Back

White Pointer's Quick and Dirty 1v1 Ork Strategy Guide

For Winter Assault 1.41, this is a RelicNews forum thread about how to play Orks in a 1v1 duel, usually with Automatch in mind. The 1.41 patch was a particularly difficult one for Ork players. This guide still has relevance since the 1.5 and 1.51 patches made life easier for Orks without really changing how you played them.Back


Orky Overview Waaagh? Mob Bonus da BOYZ da NOBZ da BOSSES da TRUKKS da HUTZ da TEKZ Top


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Last modified Wed Jan 14 2009 by Lindsay Fleay