The Space Orks
da BOYZ


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

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.



Gretchin Squad
General purpose dogs body
  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%
Weapon details
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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.Back

Gretchin Squad
INFILTRATION

Keyboard Shortcut: I
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.

Perks

Gretchin Infiltration Research: cloaks yer Grots!

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.

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.



Slugga Boys
Tier 1 close combat and flag capping unit
Squad Details
Squad 4-15 Boyz + Nob Leader + Boss +3 Burna Boys
Cost 120 base squad
0 (More Sluggas)
30 to reinforce
30/10 per Burna Boy
Build times 18 sec (Settlement)
15 sec (da Boyz Hut)
6 sec reinforce
Armour class 250hp Inf_high (infantry armour)
333hp ('Eavy Boy Armour: +33% hp)
443hp (Super 'Eavy Boy Armour: +33% hp)
Morale 300
Restores at 150
Breaks at 30
breaks for 10 sec
Weapon details
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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.Back

Slugga Boy
BURNA

Keyboard Shortcut: B
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.
More Sluggaz
Slugga Boy
MORE SLUGGAS!

Keyboard Shortcut: M
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.

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!

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!

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 :(



Shoota Boys
Tier 1 & 2 ranged infantry
  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
Weapon details
(opens new window)
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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.Back
Shoota Boy
BIG SHOOTAS

Keyboard Shortcut: S
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.
Slugga Boy
BLASTIER RESEARCH!

Keyboard Shortcut: L
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.

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%)

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!

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.



Storm Boys
Aerial assault infantry
  Squad Details
Squad 4-15 Boyz + Storm Boy Nob Leader
Cost 160 base squad
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
Weapon details
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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.Back

Turbo Boost
Storm Boy
Turbo Boost Ability

Keyboard Shortcut: B
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.
Stikk Bomb
Storm Boy
Stikk Bomb

Keyboard Shortcut: O
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.

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%)

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.

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.



Tankbustas
Anti-vehicle infantry
  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
Weapon details
(opens new window)
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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 to get that chance though!Back

Tankbusta
Infiltration Research

Keyboard Shortcut: T
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!

Perks

'Eavy Boy Armour: +33% hp

Super 'Eavy Boy Armour: +33% hp (total +77.2%)
TankBusta Infiltration Research: permanently cloaks your TankBustas.

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!

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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Last modified Wed, Jan 14 2009 by Lindsay Fleay