The Space Orks
Game Start: Tier 0
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.
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Settlement
Details |
| Builds |
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| 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) |
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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.
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Know your techs! At
game start... |
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Gretchins and Slugga
Boyz unlock! |
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Bigga Listenin' Post and all the Waaagh!
Banner add-ons unlock! |
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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. |
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The Settlement
Orky Headquarters |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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none |
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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%) |
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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. |
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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.
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Orky Listening Posts Ork Resource Generator
and defensive tower |
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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. |
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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. |
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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. |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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none |
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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. |
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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. |
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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. |
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Gretchin Squad a.k.a. The Grots Ork Dogsbodies |
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Grot
Squad pic goes 'ere |
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Squad
Details |
| Squad |
1-10
Grotz |
| Cost |
90 base squad
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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)
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repair
cost: 100% |
| Armour
class |
50hp
builder armour |
| Morale |
150 (breaks
at 15) |
broken for at least
10 sec |
| Charge |
10
range |
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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 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. |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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Settlement |
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Gretchin
Infiltration Skill |
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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. |
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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. |
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Sluggaboys Tier 1 close combat and flag capping
unit |
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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 |
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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.
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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. |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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Settlement
or da Boyz Hut |
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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%) |
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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. |
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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. |
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