The Space Orks
da BOYZ
Probably the first thing most Dawn of War players will notice with
the Orks is that their troops seem cheaper, appear faster and reinforce
very quickly. Then they discover, outside of firefights with Cultists,
Guardians or other light infantry, Orks die like flies and seem to
take ages getting anywhere. An Ork player seems to be able to spread
like a rash across the map in the early game - but just as easily lose
it all just as fast.
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Gretchin
Squad
General purpose dogs body |
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Squad
Details |
| Squad |
1-15 Grots |
| Cost |
90 base
squad |
0 to
reinforce |
| Build
times |
9 sec |
25 sec reinforce |
| Armour
class |
100hp inf_low
(builder armour) |
| Morale |
150
Restores at 150 |
Breaks at 75
breaks for 10 sec |
| Repair
Rate |
+15hp/sec @
1 Grot
+30hp/sec @
2 Grots
+45hp/sec @
3 Grots (max) |
repair
cost: 75% |
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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 Sorcerer nearby - or heaven help
you, a Harlequin - garrison
the tykes, or run awaaay! Oop, too late.
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, an Orky
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. |
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Gretchin Squad
INFILTRATION
Keyboard Shortcut: I |
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There are some players who don't cloak their Grots,
saying its a waste of time. For the life of me I have no idea
where these
guys are coming from, unless maybe there's some arcane reason
that only the "pro's" in the higher echelons of 1v1 Automatch
consider important. Gretchin
Infiltration Research is pretty
much the only upgrade these poor long suffering Grots
get. I've
lost count of the number of times I've stalled an attack by
repairing
buildings
or vehicles
under
fire, and its only the presence of cloaked Grots that keep
Ork's flimsy buildings on a par with other race's stronger
ones. This tech is so cheap and convenient you can add it to
your opening build without compromising yourself.
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Perks
Gretchin Infiltration
Research: cloaks yer Grots!
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Pros
Can build and repair whilst cloaked!
Can repair the Squiggoth!
Doesn't use Ork population cap.
Free reinforcing, albeit slowly
Excellent scouting units - move 50%
faster than
regular Boys.
Funny to use as cloaked anti-Heretic units.
A fully filled Grot squad can get in the way of
enemies whilst cloaked.
Maintains cloak even when disrupted, burnt or scattered
by explosions. |
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Cons
Hard capped to no more than 4
squads.
Armed, but pretty useless in a fight - except for
laffs
Doesn't contribute
to the Mob Bonus. Slow to reinforce.
Annihilated by everything when discovered.
Build speed maxes out after 2
Grots in a squad.
Repair speed maxes out after 3
Grots in a squad.
Apart from Infiltration, Grots
are completely unaffected by all upgrades. |
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Slugga
Boys
Tier 1 close combat and flag capping unit |
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Slugga Boys and Shoota
Boys form
two halves of Ork's basic infantry. They're a large, disposable
bullet soak used to distract and trip your enemies so that all
your other forces can mop up. Slugga Boys had
their ups and downs in different patches and expansions, but
in Dark
Crusade they've finally settled down into an indispensable
close combat unit.
Slugga Boysare basically nothing more
than expendable cannon fodder. Don't be afraid to lose whole squads
of them. They are the bumper bar of the Ork mob. They're supposed
to get in the way and get run over for the other Boyz. 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 - but it will give them
pause. A squad of overwatched Sluggas 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 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, and heavy bolters, but without them
life becomes all but impossible for the 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.
Sluggas 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, and dominate
against all light infantry and even un-upgraded marine
forces, but won't be much use unless the Big
Mek, a Nob Leader,
and/or some ranged backup is at hand. You attach them
to the Big Mek to act
as a disruptive flak jacket, or use them to tie up early
shooter forces.
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Slugga Boy
BURNA
Keyboard Shortcut: B |
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The heavy weapon version of the Slugga is the Burna
Boy,
a cool dude with goggles who can help break morale with
his Orky flame thrower. Its also good for light buildings like
Listening Posts, Turrets and Waaagh! Banners. Unfortunately,
he's not a patch on the
Space
Marine
Flamer. Burnas are fairly
cheap (at 30/ 5 each),
and unlike other flamethrowers in the game, 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 Sluggas with a few, especially if they're chasing
units all over the map.
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Slugga Boy
MORE SLUGGAS!
Keyboard Shortcut: M |
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Slugga Boys really
come into their own in Tier
3 with the More
Sluggas Research. This magic upgrade costs no Power,
and renders the cost of a fresh Slugga squad to zero.
Reinforcing the squad still costs, though. A common
tactic is to build a lot of Boyz
Huts,
set their rally points to your opponent's base and then unleash
a horde of Slugga spam for free at your opponent!
By the time all those
Orky upgrades accumulate, you
wind
up with a close combat unit that's slightly beefier than
a Tier 1 Space Marine. Having an unending horde of Slugga
Boys for free means you can erode most defence or armies
- or at
least, keep your opponent's busy while you (desperately?)
try something else.
Most Ork players I know use More Sluggas as
a stopgap, occupying the other team
while they save Req for some
furious teching or rebuilding. or occasionally sitting
back for a good laugh. One the receiving end, the tactic
is actually very hard to field unless
you've
prepared
for
it, but
I must confess
this must be one of the most entertaining ways to get wiped
out -
even
if
it is
spam.
You may be destroyed by it eventually, but not before
you've taken down a satisfactory number of Orks with you.
Its
not an I-Win button though. Free Orks spam founders
against entrenched opponents in choke points, especially
against
the Imperial
Guard. The other BIG thing Ork players should watch
out for is losing all their Orky
Pop to spam and blocking them from replacing regular
forces.
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Perks
More
Choppy: +35% melee attack
Even
More Choppy: +10% melee
attack (total 48.5%)
More
Burny: +60% flamer
attack
Even
More Burny: +60% flamer
attack (total 256%)
More
Dakka: +15% ranged attack
Even
More Dakka: +20% ranged attack
(total +38%)
'Eavy
Boy Armour: +33% hp
Super
'Eavy Boy Armour: +33%hp (total +77.2%)
More Sluggas: FREE Slugga
Squads!
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Pros
Caps points about 10% faster compared
with other units.
Great against light infantry, especially at the
start of a game.
Reasonable against heavy infantry - in
numbers.
Great at disrupting and stalling tactics.
Can use their Burnas in
melee!
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Cons
Dies easily to most kinds of heavy anti-infantry
fire: e.g. Heavy Bolters, Big
Shootas, Tau Fire Teams, etc.
Overpowered by most heavy infantry, like Bezerkers, Assault
Space Marines, or upgraded Banshees -
unless reinforcing like rabbits.
Wiped out going up against Necron hand
to hand
Annihilated by Vehicles, turrets and all Tier
3 units.
Very poor damage against regular buildings and vehicles.
Slow moving, except when charging at the last second.
Only 10% attack bonus for
second Choppy upgrade :( |
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Shoota
Boys
Tier 1 & 2 ranged infantry |
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Squad
Details |
| Squad |
4-8 Boyz
+ Nob Leader + Boss |
+3 Big Shoota
Boyz |
| Cost |
130 base
squad |
35 to
reinforce
40/10 per
Big Shoota |
| Build
times |
25 sec |
7.5 sec
reinforce |
| Armour
class |
235hp Inf_high
(infantry armour)
313hp ('Eavy
Boy Armour: +33% hp)
416hp (Super
'Eavy Boy Armour: +33% hp) |
| Morale |
300
Restores at 150. |
Breaks at 30
breaks for 10 sec |
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Shoota Boyz are Ork's basic shooter
unit in the early and mid game. They get their name from their
light machine gun, called a Shoota. Early on, Shoota rushes are deadly.
Later on, their role changes to that
of
a support
unit, covering
other units but incapable of holding their own. But the amount of
time you get to pull them off successfully before being
out teched is brief, although its certainly improved under
the 1.5x patches.
While
they're no where near as devastating as the Marine versions,
they can still add a very nasty edge to an Ork Shoota force.
Ork's population based cap can potentially let you spam the
buggers, cost and micro notwithstanding. The main drawback
of a
Shootas is their health; the lowest this side of a Cultists
or Guardians.
Shootas won't last long to any
serious close combat force, and they'll drop like flies to
any massed infantry or modest heavy bolter force.
A few squads of these guys sweep away light infantry
and help Slugga Boyz take on Marine
races and even Necrons. But the dilemma
for Ork is that is rarely wise to invest so much in a unit
that is so quickly outmatched on
its own. After Tier 2, it seems everything can wipe out
a Shoota squad with little or no effort, and keeping the poor
buggers alive is often more trouble than its worth for a lot of players.
Provided you can keep them out of trouble, you'll
still get great mileage out of them, even in Tier 2 and beyond.
They're overshadowed by Wartrukks,
and completely replaced by Flash
Gitz after the Orky Fort
Add-On.
But don't be too upset: two or three squads of fully teched up and
kitted out Big Shootas can bring down
some serious infantry, and pretty much snuff any lone Leaders.
Mixing them with Tankbustas is
also a nice combo, since they can a.) finish off any units straggling
around in the red so the Tankbustas don't waste a full salvo
on a single near-dead target and b.) capitalize on any disrupted
infantry knocked off their feet by Rokkits. They hit slightly
harder than a Wartrukk, but
are nowhere near as durable - but they're resistant to anti-vehicle
units like Horrors or Fire
Dragons and can make good vehicle
escorts.
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Shoota Boy
BIG SHOOTAS
Keyboard Shortcut: S |
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Big Shootas are really the reason you
want to use Shoota Boys. They are Ork's poor version of Heavy
Bolters crossed with Plasma Guns. They
can shoot on the move, and take on all forms of infantry,
including Terminators and Heroes. Big
Shootas are excellent anti-infantry
weapons, but you have to keep the squad alive
long enough
to work their magic. A lot
of Orky players won't bother filling out a Shoota Boy squad early
on when they can equip them with three Big Shootas instead. But
other players don't like adding them because Shoota Boys are
some of
the brittlest Orks around and die too fast. Personally, I'm a big Big
Shoota fan - and you'd be crazy not equipping them.
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Slugga Boy
BLASTIER RESEARCH!
Keyboard Shortcut: L |
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The magic upgrade for Shootas and Big
Shootas is Blastier
Research, available
at the Pile Of Guns. This little
number boosts both weapons' attack by 50%!
Applying this upgrade is like applying the Space Marine's Heavy
Weapons Increase research - it's the equivalent
of four and a half Big Shootas in a squad, and keeps the Orks
equitable with the Marine races' ranged heavy weapons. If you have
a lot of Shoota Boys, then applying this upgrade before the others
is not a bad way to go.
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Perks
More Dakka: +15% ranged
Shoota attack Even More Dakka: +20% ranged
Shoota attack (total +38%)
Blastier: +50% ranged
attack; +50% Big Shoota attack
'Eavy Boy Armour: +33% hp
Super 'Eavy Boy Armour: +33%hp (total +77.2%)
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Pros
Excellent all round ranged unit in the first half
of the game.
Easy to mass and overpower other armies early on. Great damage against Infantry, Heavy Infantry and
Heroes!
Good damage against light and medium buildings.
Scales up into an effective back line support unit
in Tier2 thanks to Blastier Research.
Big Shootas can shoot on the move!
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Cons
Less health points than Slugga
Boys! Drop like flies to any dedicated anti-infantry weapons.
Has difficulty holding off Tier 2 units directly.
Utterly annihilated by most vehicles and anti-infantry
weaponry.
Effectively neutered when in close combat. |
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Storm
Boys
Aerial assault infantry |
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Squad
Details |
| Squad |
4-15 Boyz
+ Storm Boy Nob Leader |
| Cost |
160 base
squad
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40 to
reinforce |
| Build
times |
40 sec |
7 sec
reinforce |
| Armour
class |
275hp inf_heavy_med (marine
armour)
367hp ('Eavy
Boy Armour: +33% hp)
488hp (Super
'Eavy Boy Armour: +33% hp) |
| Morale |
400 (breaks at 40) |
broken for at least 10 sec |
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Storm Boyz are Ork's Jump
Troops. They
unlock after you have built your second Waaagh!
Banner. They restore high mobility to Ork's otherwise sluggish
infantry, allowing them to torment those wretched Fleet-of-Foot
elves and startle those 'orrible Marines with
their Heavy Bolters. Storm Boys require
a lot more micromanagement than most other Orks, and not just because
they need their spells and jump buttons pressed by hand. Given
they're propensity to come apart under fire, that makes them
more than
a little bit
frustrating for many beginners (and not all that appealing to veterans,
either.) Orks rely on
big messy mobs and lots of unit types supporting each other.
When
a Storm
Boy
squad
jumps
to
harass
a base - they're usually all alone and often cut to ribbons
by even moderate fire.
A Storm Boy is like one and
a half Slugga Boys with
a Rokkit strapped to their back. They score slightly better
benefits from the many Ork upgrades, and they finish up with
fairly decent Choppas by the end of the game. Nevertheless,
they are probably the weakest jump troops in the game. While
Storm
Boys
themselves
might be a little insubstantial, not so their Nob
Leader. Many Ork players prefer
to use a lot of small Storm Boy squads
than one big one just to get as many flying Nob
Leaders into
the fray. With his Power Klaw, he
becomes the main damage dealer on the squad, quickly bringing
down Turrets and Listening
Posts. Without him, early harassment with Storm Boys is
very hard at best, all but impossible at worst.
But they make a good harassment unit for lone Listening Posts
or surprised artillery pieces. Enveloping targets with 15-30 Storm
Boys in two squads will cause a fair bit of havoc against infantry,
but you'll still be suffering high losses. Unless you're into suicide
runs, you'll be constantly pulling them in and out of trouble and
spending big on replacements, even when you're being successful.
With the Mob Bonus, Storm
Boys in large squads can really be potent, but are really
best on maps where long travel times are a problem or map obstacles
are an issue.
Speed and jumping is their main advantage. They start off
fast, and then get even faster with the Storm
Boy
Speed Boost Research. But what can we say? Apart from being
a useful disruption unit, you'll
be
hard
pressed scaring too many people with Storm
Boys unless you descend in big numbers and with a few
upgrades tucked away. They're
not as intimidating as early Raptors,
and one on one,
a
Assault Space Marine squad will wipe
the floor with them - unless you can spam their numbers.
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Storm Boy
Turbo Boost Ability
Keyboard Shortcut: B |
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With the Storm Boy Speed Boost
Research, Storm Boys get the Turbo Boost
ability. This spell temporarily increases their speed
by 50% for 10 seconds,
before recharging for 45 seconds.
Its almost as good as a third jump, allowing your Boys to escape
a sticky situation or get to distant trouble spots in a hurry,
provided they don't get tripped up by the game's
rather
flaky navigation AI.
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Storm Boy
Stikk Bomb
Keyboard Shortcut: O |
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Storm Boys come
packaged with their own Stikk Bomb grenades,
without the need for any upgrades or research. A basic grenade
with modest effect radius, the Stikk Bomb delivers a solid blast
which will knock light infantry off their feet and kill outright
any stragglers deep in the red that get caught in its radius.
The blast does about ~80 points of hurt
to anything caught in its blast,
ignoring armour. Unfortunately, this modest detonation
has a long 75 second recharge.
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Perks
Stikk Bombs: disruptive
grenade that recharges slowly Storm Boy Boost Speed:
30% travel speed increase, enables Turbo
Boost Ability
More Dakka: +15% ranged
attack
Even More Dakka: +20% ranged
attack (total +38%)
'Eavy Boy Armour: +33%hp
Super 'Eavy Boy Armour: +33%hp (total +77.2%) More Choppy: +35% melee
attack
Even More Choppy: +35% melee
attack (total +82%)
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Pros
Comes with two jumps. Moves 50% faster than most
Orks, before any special abilities.
Cheapest of the game's Jump Troops.
Most numerous of the game's Jump Troops.
Good at disruption; large squad size allows Storm
Boys to smother a target and enjoy Mob Bonus.
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Cons
Can't attach Bosses to
the squad Even with all upgrades, overpowered by Raptors or
Assault Space Marines in similar numbers.
Get eaten alive by turrets or LP2's unless
a Nob Leader is present.
Pretty useless early on unless you add a Nob
Leader (and a few upgrades!)
Requires a huge amount of micromanagement to keep
alive, and to deploy properly. |
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Tankbustas
Anti-vehicle infantry |
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Squad
Details |
| Squad |
3-5 Tankbustas
+ attachable Boss |
| Cost |
150/30 base
squad |
50/10 to
reinforce |
| Build
times |
20 sec |
8 sec
reinforce |
| Armour
class |
360hp inf_heavy_med (marine
armour)
480hp ('Eavy
Boy Armour: +33% hp)
640hp (Super
'Eavy Boy Armour: +33% hp) |
| Morale |
300 (breaks
at 150) |
broken for at least 10 sec |
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Tankbustas are, arguably, the best anti-vehicle
unit in the game. Relatively cheap, fairly mobile, and easily massed;
its not that hard for your Mob to unleash clouds of Rokkits pulverising
vehicles, turrets and bases by the mid to late game. They're at their
best demolishing lighter vehicles, which means bad news for all early
game vehicles, especially for Eldar, Imperial
Guard and any Landspeeder spamming space
goon who thinks they might have it in the bag early on. They're
not so bad at taking on bases or bigger targets either, and are essential
for the Boyz to survive heavy vehicles such as Predators, Dreadnaughts
and Wraithlords. They utterly stick it to the Imperial Guard's tanks
and turrets.
There's really only one major downside to Tankbustas,
and that is how slow Ork techs up compared to the other races.
You need four Waaagh!
Banners, a Boyz Hut, a Pile'O'Gunz and
a Power Generator before you can even think to
build one, which is a good five minutes after Eldar
grav tanks or Chaos Defilers have leveled your base, killed
all your Boyz and left your Orky pop cap back in Tier -1. Anti-infantry
units, Harlequins and other nasty infantry counters will disrupt
and wipe them out quickly too, but this is universal to all anti-vehicle
infantry in the game.
If anything, Tankbustas are more robust
compared to most other AV infantry in the game. That they cloak
as well puts them in the top tier. They can also do okay (sorta)
in hand to hand, although in practice they will lose
simply because there will never be enough of them in a squad.
Even the toughest mech and tank spammers must respect Rokkits
popping out of mid air to smash their seemingly invulnerable
wall of armour.
Tankbustas also have another useful
perk, thanks to their Rokkits - they
disrupt infantry quite nicely! Missile Marines do
too, but when you can easily field 15-20 Tankbustas quickly and
cheaply, then you can effectively disrupt lone spell casters
like the Chaos Sorcerer, Farseer and
even those impossible-to-target Harlequins with
an endless stream of Rokkits. Even large numbers of heavy weapon
infantry can be knocked off their feet. Mixing Tankbustas with Big
Shoota Boys andFlash Gitz is
definitely a sound move. Between the two types of units, you
can field a lot of enemies and cause utter havoc in
big fights. Mixed Tankbusta and Shoota Boy/Gitz forces are the
closest Ork ever gets to a all-shooty force. You'll be lucky
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Tankbusta
Infiltration Research
Keyboard Shortcut: T |
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The magic upgrade for Tankbustas is,
of course, Tankbusta Infiltration
Research, found in your Orky HQ. Don't even think of this
as an option - cloak your Tankbustas at all times! The
only Orky Boss that doesn't take advantage of an essential
AV unit that cloaks is a really stupid one!
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Perks
'Eavy Boy Armour: +33%
hp Super
'Eavy Boy Armour: +33% hp (total +77.2%)
TankBusta Infiltration
Research: permanently cloaks your TankBustas.
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Perks
Excellent anti-light vehicle support unit. Great all round turret, Listening Post basher.
Good heavy vehicle, walker and base demolisher
Can disrupt infantry and spell casting Bosses
Compared to other AV infantry, fairly robust.
It cloaks! |
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Perks
Readily wiped out if Spotted. Especially vulnerable to Heavy Bolters and Plasma.
Has solid melee values, but really, Tankbustas suck at
close combat.
Ignored by all Choppy and Dakka upgrades
:(
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