The Space Orks
Game Start: Tier 0

Orky Overview Waaagh? Mob Bonus Tier 0 Tier 1 Tier 1.5 Tier 2 Boyz Tier 2 Vehicles Tier 3 Tier 4 Top


Ork's Tier 0 is the Settlement (Orky headquarters) and at most, one Waaagh! Banner. Its exceedingly rare that anyone remains at Tier 0 playing Orks in Dark Crusade, unless they try to surprise their opponent with a Slugga rush.

At game start, Ork players start out with 1000 Req and 100 Power. Population Cap and Ork Rez starts fully filled at 15. Without any buildings, Ork income defaults to +12. It can only grow, so you're not likely to ever be without it for very long. At this stage the only units available to you are your Grot squad builders, and basic Sluggaz.

Settlement Details
Builds
Gretchin Squad
SluggaBoyz
Mega-Armoured Nobs
Mad Doks
Warboss
Cost 400 base structure
+250/150 for each new HQ
+300/300 Orky Fort Add-On
Build times 169 seconds to build
+90 seconds Orky Fort Add-On
Armour class 3000hp building_high
7000hp (Orky Fort Add-On: +4000hp)
Control Zone Radius 30
Hard cap 5
Self repair 5hp/sec (only outside of combat)
Viewing Range 25 (does not spot)
Ork's headquarters building is like the other races: it's big, has Building_High armour, generates 20 Req income, builds your basic flag cappers and builders and has add-ons that unlocks later tiers. Unlike the other races, its has only 3000hp, but comes with two Shoota turrets. Running an early force into the Settlement is a sure-fire was to lose an early force, especially when it's surrounded by the rest of the Ork base. Even in the mid game, infantry should steer clear, using a Boss or vehicles to absorb its fire before taking it on.

Unlike the other armies, Orks only get one headquarters upgrade, the Orky Fort Add-On. This takes Ork into Tier 3, more the doubles the Settlement's strength, doubles the number of Shoota turrets, and seems to change the Settlement's armour class to something different. Certainly, the Tier 3 Settlement seems to last significantly longer under fire than other HQ's with more health than it.

Your Settlement produces both +20 Req income and +1 Ork Resource. Orks can have no more than five Settlements in the field at any one time.

Settlement Weaponry
Orky Shoota Turret
ORK BUILDING
Shoota Turret

Fab Ranged anti-infantry turret
All Orky buildings use at least one of these. While they all look different, they all appear to have the same stats.
DAMAGE
per burst
50-62/4 per turret
58-71/4 (More Dakka)
69-86/4 (Even More Dakka)
Min Damage 3.5
Range 25
Rate 1 burst every 0.7 seconds
Accuracy base DPS More Dakka Even More Dakka
stationary 40% 32/2.3 36.8/2.3 44/2.3
Armour piercing (approx) against...
42% builders
55% inf_med
46% inf_high
48% marines
35%
terminators
23% commanders
46% daemon
0% God monsters
7% light vehicles
0% vehicles
0% God vehicles
36% building_low
0% buildings
0% HQ's


Ork Settlement Bigga Listenin' Post Add-On Bigga Listenin' Post Add-On Burnaboy Gretchin Infiltration Research Top of page

Know your techs!
At game start...
Gretchins and Slugga Boyz unlock!Back
Bigga Listenin' Post Add-On Big Gunz Add-On Bigger Gunz Add-On
Bigga Listenin' Post and all the Waaagh! Banner add-ons unlock!Back
Gretchin Infiltration Research
Gretchin Infiltration Research: researched at the Settlement, this cheap little tech grants the power of Infiltration to your Gretchin builder squads. Grots are allowed to build, repair or obstruct enemies whilst completely cloaked from view. It only costs 50 Req and no power. A lot of Ork players skip this in 1v1 Automatch, but having cloaked builders and scouts is just to damn useful to ignore.Back

Ork Settlement Bigga Listenin' Post Add-On Bigga Listenin' Post Add-On Burnaboy Gretchin Infiltration Research Top of page

The Settlement
Orky Headquarters
 
Prerequisites Perks Pros Cons

none

More Dakka: +15% attack bonus to all turrets

Orky Fort Add-On: +4000hp, and double the turrets (and an armour change?)

Even More Dakka: +20% attack bonus to all turrets (total +38%)

It's yer 'eadquarters, stoopid!

Can be build anywhere.

Generates +20 Req income.

Generates +1 Ork Resource income.

Regenerates +5hp/sec when left alone.

Its armed!

Armament doubles in Tier 3!

Strangely extra-strong after Orky Fort Add-On.

Regeneration ceases in battle or under fire.

You only receive 10% of its build cost when voluntarily demolished.

Extremely slow to build.

Additional HQ's become increasingly (and rapidly) expensive.


Ork Settlement Bigga Listenin' Post Add-On Bigga Listenin' Post Add-On Burnaboy Gretchin Infiltration Research Top of page

Orky Listening Posts
Ork Resource Generator and defensive tower
Listening Post Details
Cost 90 base structure
100/75 Big Gunz Add-On
250/145 Bigger Gunz Add-On
Build times 35 seconds to build
+35 seconds Big Gunz Add-On
+60 seconds Bigger Gunz Add-On
Armour class 1125hp building_low
1725hp (Big Gunz Add-On: +600 hp)
2380hp (Bigger Gunz Add-On: +655 hp)
Control Zone Radius 20
Self repair 5hp/sec (only outside of combat)
Viewing Range 25 (does not spot)
Ork Listening Posts are part of the reason why Ork bases are seen as being rush proof at the start of a game. They're the only Listening Post that starts off armed and dangerous. This is also due to Orks being able to upgrade to an LP2 almost immediately, while other armies have to build up to Tier 1.5 before they can. Upgrading an Ork Listening Post to an LP2 quadruples its firepower against everything. In conjunction with Waaagh! Banners they can prove to be a real obstacle, inflicting high losses before going down. As a point for Orks to rally around and defend, LP2's are brilliant. With a gang of cloaked Grots handy, they can withstand a lot of punishment early on.

Ork LP3's don't become available until Tier 3, which can seem like forever when your waiting for your Orky Fort Add-On to finish. You'd be silly not to invest the resources into fortifying and improving your economy early on.

The upgrade to an LP3 sees the Big Shootas being replaced by a Rokkit turret. The Ork LP3 is the smaller brother of the Waaagh! Banner Rokkit tower. It does ten times the damage as the twin Big Shoota version, but at about one tenth the rate. It has enough kick to possibly bowl over a single trooper, and I think its damage might be dissipated over a small area, unless it hits a big target like a vehicle or structure. Direct hits seem solid enough.Back

Bigga Listenin' Post Add-On
Bigga Listenin' Post Add-On: your standard issue Listening Post upgrade for the Orks. Like all Posts it costs 100/75 and increases your Requisition income by +50% (effectively doubling it). Unlike all other armies, the Orks can upgrade to LP2's before Tier 2. It also improves the LP's health points from 1125 to 1725 and quadruples its firepower, making it a formidable - if not readily demolished - obstacle to fight in front of, especially with a few Banners or Ork buildings nearby.Back
 
Biggest Listenin' Post Add-On
Biggest Listenin' Post Add-On: At Tier 3 you can finally upgrade your Listening Posts all the way to LP3's, adding +6 Req income from the point. Unlike all other armies, the Orks can't upgrade to LP3's before Tier 3. This increases your LP's health to 2380, equipping it with a competent anti-vehicle Rokkit turret. The level of damage they can inflict on infantry is roughly the same as the Orky LP2 with its twin Big Shootas, except now they can disrupt as well. They even help guard against Deep Striking Dreadnaughts; and on top of all that they actually work as amodest anti-God defence.Back
Prerequisites Perks Pros Cons

none

Bigga Listenin' Post Add-On (LP2): +600hp, +50% Req income on that point; and anti-infantry twin Big Shoota turret.

Biggest Listenin' Post Add-On (LP3): (Tier 3) additional +655hp; +33.33% Req income on that point; Big Shootas replaced by an anti-Vehicle Rokkit Launcha.

When completed, you score a 50 Req rebate!

Good defence against infantry, Bosses and later on, vehicles.

LP2 has four times the firepower of an LP1!

Increases Requisition Income by +6

Regenerates +5hp/sec when left alone.

Tends to completely fall apart to any AV units or massed infantry.

Regeneration ceases in battle or under fire.

Weapons unaffected by any Orky upgrades.


Orky Listenin' Post Weaponry
Orky Listenin' Post
LISTENIN' POST
Single Shoota

Fab Ranged anti-infantry turret
A good early defense. It does an okay amount of damage, halved against infantry armour, and even doing modest damage against light buildings and vehicles. Itlooks like a single Big Shoota, but it behaves more like a beefed up Shoota.
DAMAGE
per burst
25.2-30.8/4
Min Damage 3.5
Range 25
Rate 1 burst every 0.7 seconds
Accuracy base DPS
stationary 50% 20/2.8
Armour piercing (approx) against...
30% builders
47% inf_med
41% inf_high
51% marines
42 %
terminators
16% commanders
50% daemon
6% God monsters
19% light vehicles
15% vehicles
6% God vehicles
38% building_low
14% buildings
17% HQ's
Ork Listenin' Post
BIGGA LISTENIN' POST
Twin Shoota Turret

Awesome Ranged anti-infantry turret
With the Bigga Listening Post Add-On, The old single Shoota turret becomes a twin Big Shoota turret - effectively quadrupling the LP's firepower against everything! You'd be mad NOT to upgrade!
DAMAGE
per burst
54-66/12
Min Damage 1.5
Range 25
Rate 1 burst every 0.3 seconds
Accuracy base DPS
stationary 40% 80/16
Armour piercing (approx) against...
30% builders
47% inf_med
41% inf_high
51% marines
42 %
terminators
16% commanders
50% daemon
6% God monsters
19% light vehicles
15% vehicles
6% God vehicles
38% building_low
14% buildings
17% HQ's
Orky Listenin' Post
BIGGEST LISTENIN' POST
Rokkit Launcha

Not half bad anti-vehicle turret
Slower, less range, and with more morale breaking power, the LP3's Rokkit is a standard issue Ork vehicle and God botherer. Easily overwhelmed on its own, although it does double damage on all infantry compared to its LP2 version - just in big slow dollops.
DAMAGE
per burst
528-667/65 disruptive
Min Damage 25
Range 35
Rate 1 rokkit every 3 seconds
Accuracy base DPS
stationary 85% 169/18.4
Armour piercing (approx) against...
42% builders
55% inf_med
26% inf_high
48% marines
35%
terminators
23% commanders
46% daemon
5% God monsters
13% light vehicles
8% vehicles
5% God vehicles
36% building_low
7%
buildings
17% HQ's

Ork Settlement Bigga Listenin' Post Add-On Bigga Listenin' Post Add-On Burnaboy Gretchin Infiltration Research Top of page

Gretchin Squad a.k.a. The Grots
Ork Dogsbodies
Grot Squad pic goes 'ere
Squad Details
Squad 1-10 Grotz
Cost 90 base squad 0 to reinforce (max 90)
Build times 9 seconds to build (Settlement) 25 seconds to reinforce
Hard Cap 4
Repair Rate +15hp/sec @ 1 Grot
+30hp/sec @ 2 Grots
+45hp/sec @ 3 Grots (max)
repair cost: 100%
Armour class 50hp builder armour
Morale 150 (breaks at 15) broken for at least 10 sec
Charge 10 range
What great little guys. They might be on the lowest in Orky pecking order, but Gretchins, (or just Grots) are the most indispensable little goblins around. They build, they repair, they can even fight (sorta) and the little tykes can cloak. Grots work in sizeable squads, and you can use them to build, repair or just get in the way whilst hidden in plain view. Apart from their opening cost, Grots use no Ork caps and cost nothing to reinforce but they reinforce very slowly. Cloaked Grots allow an Ork player to spread rapidly across the map with relative impunity, since its easier to sneak them past enemy forces or escape destruction of the Settlement.

Grots are armed, but with what only could be described as sharpened toothpicks and toy cap guns. About the only thing they might overpower is a seriously weakened Heretic; and Eldar's Bonesinger can put them all to the sword. Its a tough old world out there fer yer 'umble Grot - they die en mass to even bolters and pistols, and one nasty area-effect spell can evaporate an entire squad before you have time to blink. If you ever see the FarSeer or the Sorceror nearby - garrison the tykes, or run awaaay!

They're best attribute is their cloaked base building and repairing skills. They can throw buildings up right in the middle of a messy firefight, and repair them under fire too. They can invisibly fix vehicles and even the mighty Squiggoth. Grots are probably the reason why Orky Buildings are all made of plywood. With a gang of cloaked Grots, a Listening Post or a Waaagh! tower can last for whole minutes against some heavy early-game assaults. But there's absolutely nothing to be gained assigning more than one Grot squad to a job. A squad maxes out its build speed after the second Grot, and maximum repair speed is reached after the third.Back

Prerequisites Perks Pros Cons

Settlement

Gretchin Infiltration Skill

Can build and repair whilst cloaked!

Can repair the Squiggoth!

Doesn't use Ork population cap.

Free reinforcing.

Excellent scouting units - move 50% faster than regular Boyz.

Funny to use as cloaked anti-Heretic units.

A fully filled Grot squad can obstruct enemies whilst cloaked.

Limited to no more than 4 squads.

Armed, but pretty useless in a fight - except for laffs

Very slow to reinforce.

Wiped en mass out by everything when discovered; entire squad will be utterly annihilated in an eye blink by any nasty area-effect spells.

Build speed maxes out after 2 Grots in a squad.

Repair speed maxes out after 3 Grots in a squad.

Grots don't contribute to the Mob Bonus.

Revealed and destroyed by flamers and disruptive explosions.

Apart from Infiltration, Grots are completely unaffected by all upgrades.


Grot Weaponry
Grot
KNIFE

lol - was that your Heretic?
Words fail me. Well, at least Grot Knives have the easiest damage values to work out... :)
DAMAGE
per giggle
2.5-5/2
Min Damage 1
Range hand to hand
Rate 1 chop every second
Accuracy base DPS
stationary 30% 1.1/0.6
Armour piercing (approx) against...
0% builders
100% inf_med
100% inf_high
100% marines
0%
terminators
0% commanders
100% daemon
0% God monsters
0% light vehicles
0% vehicles
0% God vehicles
100% building_low
0 %
buildings
0% HQ's
Grot
BLASTA

rotflmao
Grot handguns ARE the worst in the game. A full squad of ten Grots can barely inflict 6hp of damage a second!
DAMAGE
per hiccup
1.36-1.65/3
Min Damage 0.5
Range 16
Rate 1 wild shot every 0.5 seconds
Accuracy base DPS
stationary 30% 0.6/1.8
moving 10% 0.3/1.8
Armour piercing (approx) against...
0% builders
100% inf_med
100% inf_high
100% marines
0%
terminators
0% commanders
100% daemon
0% God monsters
0% light vehicles
0% vehicles
0% God vehicles
100% building_low
0 %
buildings
0% HQ's

Ork Settlement Bigga Listenin' Post Add-On Bigga Listenin' Post Add-On Burnaboy Gretchin Infiltration Research Top of page

Sluggaboys
Tier 1 close combat and flag capping unit
Squad Details
Squad 4-15 Boyz + Nob Leader + attachable Boss Can have up to 3 Burna Boys
Cost 120 base squad
0 base squad (Free Sluggaz)
30 to reinforce (max 450)
30/10 each Burna (max 90/30)
Build times 18 seconds to build (Settlement)
15 seconds to build (da Boyz Hut)
6 seconds to reinforce
Armour class 250hp Inf_high (infantry armour)
333hp ('Eavy Boy Armour Research +33% hp)
443hp (Super 'Eavy Boy Armour Research: +33% hp)
Morale 300
Restores at 150.
Breaks at 30
broken for at least 10 sec
Charge 7 range
Sluggaboys and Shootaboys form two halves of Ork's basic Tier 1 force, built from either the Settlement or da Boyz Hut. Sluggas are hand to hand close combat specialists who disrupt and occasionally damage your enemies. As the signature unit for the Orks, the Winter Assault Sluggaz were somewhat under whelming until the 1.5x patches. While a number of Ork players are generally reluctant to sink too much money into them, they can dominate the early round in many games. Unfortunately, they rapidly become obsolete.

These Boyz are basically nothing more than expendable cannon fodder. Don't be afraid to lose whole squads of them. A single turret can wipe out most of a squad if you're not careful. A huge horde of Sluggas is not likely to worry an opponent who knows what they're doing. Even the heavy weapon version, the Burnaboy, seems to have little or no discernable effect on a fight simply because they tend to be killed too fast for their damage to be noticeable. Burnas are fairly cheap (at 30/5 each), and can actually be used in hand to hand combat (although they lose their area effect), so there's no reason why you shouldn't pad your Sluggaz with a few, especially if they're chasing units all over the map. But Burnas, like their near-useless "Slugga" Pistols do bugger-all damage, unless you have crowds of Boyz and they're all focus firing on one target. Only then do their minimum damage values stack up.

Sluggaz have two cards up their sleeve: they're one of the fastest flag cappers in the game, and they breed like rabbits. They will break low end unit morale at the start of a game, especially with Burna Boyz, but won't do much damage unless the Big Mek, a Nob Leader, and/or some ranged backup is at hand. You can set small squads of them to pursue enemy squads all over the map and keep your opponent constantly on their toes. You attach them to the Big Mek to act as a disruptive flak jacket, or use them to tie up early shooter forces.

A squad of overwatched Sluggaboyz are great to tie up an pursuing force, and their sacrifice allows you to get clear or do something else behind your opponent's back. They'll have a tough time damaging buildings or actually killing off any decent infantry, often get mown down in waves before most anti-infantry counters, especially vehicles, but without them life becomes singularly difficult for an Ork player. They are always to be used in conjunction with other forces in an attack, be they static turrets or a line of Shoota Boyz.

Free Sluggaz

But Sluggaz finally come into their own in Tier 3 with the More Slugga tech found at the Pile'O'Gunz. For the small cost of the upgrade and some extra Boyz Huts for spammin' with, you can unleash an endless torret of expendable Sluggas and overwhelm just about anything this game can through at you. By the time all those modest Orky upgrades have accumulated, you wind up with a basic close combat unit thats slightly more beefier than a Tier 1 Space Marine. There's more the sufficient health points and choppin' power to wear away and erode any defence or army. Its the nearest Dawn of War gets to that great old StarCraft tactic, the Zergling swarm. Its actually very hard to field, but I must confess of all the ways to get wiped out in Dark Crusade, this must be one of the most entertaining ones - even if it is spam. You're probably going to be destroyed by it eventually, but not before you've taken down a satisfactory number of Orks with you.Back

Prerequisites Perks Pros Cons

Settlement or da Boyz Hut

More Dakka: +15% ranged attack

'Eavy Boy Armour: +33% hp

More Choppy: +35% melee attack

More SLuggaz: FREE Slugga Squads!!

Even More Dakka: +20% ranged attack (total +38%)

Super 'Eavy Boy Armour: +33%hp (total +77.2%)

Cheap.

Fastest flag cappers in the game.

Great against light infantry.

Reasonable splattage with their Choppas.

Great at disruption and stalling tactics.

Can use their Burnas in melee.

Choppas aren't chopped that quickly, and miss a lot of the time.

Die easily under most kinds of anti-infantry fire.

Has trouble in Tier 2 keeping up; rendered obsolete by Stormboyz and Nob Squads.

Overpowered by Bezerks, ASM's and CoW Banshees.

Gets annihilated by Vehicles and Tier 3

On their own, can barely scratch buildings except in vast numbers, or with Nob Leaders.

Slow moving, except when charging at the last second.

Burnas don't score an upgrade or any extra bonuses.


Sluggaboy Weaponry
Sluggaboy
CHOPPA

Erratic Close Combat Weapon
Does a fair whack of damage, offset by inaccuracy and armour penetration values that take a lot of the sting out of them. Sluggas are funny in that they can either do a lot of damage, or get wiped out doing bugger all. It all depends on how the game plays dice at the time...
DAMAGE
per smack
32-41/15
43-55/15 (More Choppy)
Min Damage 3.75
Range hand to hand
Rate 1 chop every 1.5 seconds
Accuracy base DPS (More Choppy)
stationary 60% 14.6/6 19.7/6
Armour piercing (approx) against...
56% builders
61% inf_med
50% inf_high
45% marines
41%
terminators
30% commanders
26% daemon
0% God monsters
16% light vehicles
3% vehicles
0% God vehicles
25% building_low
12%
buildings
0% HQ's
Sluggaboy
SLUGGA PISTOL

Pathetic Pistol
Sluggaboy handguns must be one of the worst in the game. Firepower is so low they default to Minimum Damage values against most things - even after all their upgrades.
DAMAGE
per shot
6-8/2 per shot
~7-9/2
(More Dakka)
~8-11/2 (Even More Dakka)
Min Damage 2.5
Range 18
Rate 1 wild shot every 0.5 seconds
Accuracy base DPS More Dakka Even More Dakka
stationary 60% 8.4/2.4 9.7/2.4 11.6/2.4
moving 10% 1.4/0.8 1.6/0.8 1.9/0.8
Armour piercing (approx) against...
28% builders
39% inf_med
23% inf_high
28% marines
14% terminators
13.5% Commanders
27% daemons
0% God monsters
0% light vehicles
0% vehicles
0% God vehicles
23% building_low
12% buildings
0% HQ's