The Space Orks
da NOBS
By Tier 2, or Dawn of War's mid game, or when you have
at least four Waaagh! Banners and
a Pile’O’Gunz, Ork
infantry goes from light to heavy - from Boyz
to Nobz! In game fluff, Nobs are the old vets of countless Orky wars; survivors
that managed to grow bigger and meaner.
Each Nob is worth 2
Orky pop.
You might still use the smaller Boyz, but they're now relegated to
the sidelines as support and bullet soaks to protect your more
expensive Nobs. From here on in, you’re usually fighting with Nob
Squads, Tankbustas,
and Flash Gitz.
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Nob
Leaders
Ork Squad Sergeant |
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Nob leaders are the add-on squad leaders
for most of your Orky infantry squads. They
unlock the moment you have a Pile'O'Gunz and
about 2
Waaagh! Towers, assuming your Settlement is
still intact. All Nob Leaders are the
same, regardless of what squad they're assigned to. Even
the flying version that attaches
to the Storm
Boyz has the same attack and health stats as his ground
bound mates.
You add them to your Ork squads almost purely as a means to keep them alive longer. As far as squad leaders go, they don't add that
many bonuses to a squad - only 150
morale - oh, and the extra +2 Ork
pop that every Nob contributes towards
the Mob
Bonus. One of these bruisers is generally worth
about two or three
regular
Orks in
health
and fighting
strength. Not that dramatic (compared to say, Aspiring
Champions) and their slow, slow build times will often
see the entire squad killed off in action
before they finish!
At the start of a game, a Nob Leader only
wears the equivalent of Marine armour.
Its not until the end game, when you've researched Extra
Vehicle Armour Research at the Mek
Shop that this upgrades
to Terminator armour.
Nob Leaders start off very powerful
in the game, but slowly become more average as Ork works its
way up the tiers and upgrades. They do score that powerful Power
Klaw early on, but so will every other Nob out
there. They're
roughly the same as the regular Nobs in a Nob
Squad -
and
some
Ork players
won't
bother
adding
them to a fully upgraded Nob Squad because
they take longer to add then simply reinforcing another Nob, even
with the in built Power Klaw.
Still, they're virtually the reason why you'd have Slugga
Boys or Storm Boys in
the first place. You're really deploying a Nob Leader surrounded
by a replaceable meat shield. Compared to other light infantry,
a big fellah like this is a huge attachment for "light
infantry" squad.
Storm
Boys that lose their Nob Leaders
usually
have
scant moments
to
live,
and
Sluggas
and Shoota Boys often survive
because there's only a battered Nob Leader left to keep them
in the game.
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Pile'O'Gunz
MORE CHOPPY Research Keyboard Shortcut: C |
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If you're thinking of going for lots of early close combat
with your Orks, make sure you add Nob Leaders in
conjunction with the More
Choppy tech found at the Pile'O'Gunz.
This tech replaces their big Choppas with a ferocious Power
Klaw - fantastic for demolishing Listening Posts, Turrets
and light infantry. This thing will easily do 80-90% of all
the squad's damage, matched only by the Big
Mek himself. Early
on, its scary - later on, it still looks scary, but not
as much. Power Klaws are also a little hamstrung by having
a 1 second setup time, which means
little or no damage dished out if the Nob Leader has
to chase a fleeing target. Luckily he still has his big Slugga
Pistol!
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Perks |
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Pros |
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Cons |
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More Dakka: +15% ranged
attack
Even More Dakka: +20% ranged
attack (total +38%)
Tougher Bosses: +100
hp
Even Tougher Bosses: +100 hp
More Choppy: Power
Klaw upgrade
Extra Vehicle
Armour: grants Terminator armour!
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Adds +150 morale to the squad
Adds +2 Ork pop to your mob's Morale
Bonus
Good melee and bullet soak
The equivalent of three Ork Boyz for only 2 Ork pop
Gains early Power Klaws from the More Choppy Upgrade
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Uses 2 Ork pop
Slow to reinforce - sometimes you can
lose the entire squad before he has time to appear
Expensive, requiring a good chunk of power early
in the game
Not available to Tankbustas or Flash Gitz
Setup times for Power Klaws |
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Nob
Squad
Ork Heavy Infantry |
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Nob
Squad Details |
| Squad |
5-10 Nobs
+ Nob Leader + Boss |
+10 Power Klaws |
| Cost |
250/75 base
squad |
45/10 to
reinforce
40/20 per
Power Klaw |
| Build
times |
25 seconds to build |
7.5 seconds
to reinforce |
| Armour
class |
650 hp Marine
armour
865 hp ('Eavy
Boy Armour: +33% hp)
1150 hp (Super
'Eavy Boy Armour: +33% hp)
Terminator Armour Extra
Vehicle Armour Research |
| Morale |
600
Breaks at 150 |
broken for at least 10
sec |
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Once you're able to produce Nob Squads,
there's a pretty good chance you'll be relying on them as a mainstay
for your Ork horde.
Its rare to find a situation where you won't be using them. These
huge hulking fellows
don’t
really have any real weaknesses, other than they are slow moving,
close combat specialists. They act as as both bulldozers
and bullet soaks. Fully decked out, a squad of 10
Nobs, Nob Leader and
a Boss can
have
anything up to 12,000-15,000 hp and
can pretty much pulverise most opponents one on one.
They score lots of upgrades along with the regular Boyz to become
arguably one of the strongest squads in the game. But this isn't
too surprising, because you find yourself pouring huge amounts
of time and resources into building them up. You can auto-reinforce
them and keep them in a massive fight for ages - but only if you
don't mind going bankrupt
doing so.
There
are drawbacks. The main one is that they're hard capped at only
two squads, although most opponents would hardly
call that a drawback! Many other races' elite squads
hard capped at just one. Both Nob Squads,
fully kitted out, will take around 40% of
your entire Orky
pop cap, and
costs you dearly in Requisition,
Power and Time.
- a a whopping 950/350 per
squad and about 3 minutes to fully tool
up for each squad.
They also take ages to build at the Boyz
Hut, and often get in
the way of building other essential units, such as Tankbustas – which,
by mid game, are mandatory when walkers and vehicles are flattening
your Orky buildings.
While they might be über, they - like all heavy infantry
- are still susceptible to plasma weapons and
focused anti-infantry fire.
While a wall of Nobs and Power Klaws can smash through most things,
their slow moving speed can still see them cut down under heavy
fire.
They
tend
to
attract
the enemy’s
attention more than other units (apart from Flash
Gitz) and since there's usually only one or two squads, that
heavy fire is most likely going to be focused and coming
from many different squads. You will still need to provide covering
fire or disruptive support - or else watch your Nobs die horribly
and expensively in front of you. Ork players can use weaker Shoota
Boy squads,
Tankbustas and Flash
Gitz to
provide covering fire knowing that the Nobs have well and truly
gotten in the way. Nobs work very well with Wartrakks,
since they’re
tough enough to survive the collateral damage from all those Bomb
Chuckas.
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Squad Heavy Weapon Add-On
POWER KLAW Keyboard Shortcut: E |
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At Tier 3 - when you add the Orky
Fort Add-On - you unlock the fearsome Power
Klaw which can be added to each and every member of the
Squad. Power Klaws can rip up anything:
infantry, buildings, buildings and even God Units. The only drawbacks
to a Klaw is that it's costly and takes a while to add to the
squad, and there's a set up time of one second before a Nob can
use one: Klaws are useless against fleeing
opponents.
The basic Nob
Squad Power Klaw is actually two and a half
times more powerful than the Nob Leader's
version!
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Mek Shop
EXTRA VEHICLE ARMOUR Research Keyboard Shortcut: E |
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At Tier 4 - when you research Extra
Vehicle Armour at the Mek
Shop – all Nob Squads convert to Terminator
armour! Mobs are pretty damn
good even at the worst of times, but what you really want
to do is get them into the realm of Terminators as
soon as you can.
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Perks |
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Pros |
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Cons |
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More Dakka: +15% ranged
attack
'Eavy Boy Armour: +33%
hp
More Choppy: +35% melee
attack
Even More Dakka: +20% ranged
attack (total +38%)
Super 'Eavy Boy Armour: +33%
hp (total +77.2%)
Orky Fort Add-On: Power
Klaws
Extra Vehicle
Armour: Terminator
Armour |
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Solid close combat unit and bullet soak for the Boyz
Useful against everything.
Power Klaws effectively triple their
attack against just about everything.
Resistant to most of those devastating early spells
A fully formed Nob Squad gives
itself its own Mob bonus
Can auto-reinforce to stay in a fight for ages - provided
you're not auto-reinforcing Power Klaws |
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Expensive. But you get what you pay for!
Adding just one Power Klaw takes a
full 10 seconds.
Power Klaws have a 1
second set up time!
A fully reinforced Nob Squad with Nob
Leader and attached Boss almost
takes up a quarter of your Ork Population
cap!
Even with all upgrades, still be inadequate
on their own: Nobs need ranged support.
Vulnerable to plasma and massed, focus fire. |
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FLASH
GITZ
Ork Ranged Heavy Infantry |
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Flash
Git Details |
| Squad |
3-7 Gitz
+ Boss |
| Cost |
210/30 base
squad |
70/10 to
reinforce |
| Build
times |
25 seconds to build |
7.5 seconds
to reinforce |
| Armour
class |
450 hp Marine
armour |
| Morale |
500
Breaks at 50 |
broken for at least 10
sec |
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In the early versions of the original Dawn
of War, Orks had a pretty
tough time of it surviving Tier 3, let
alone lasting long enough in the game to make it there in the first
place. Happily, most of the balance issues that gimped
Ork in the late game were largely resolved by the Winter
Assault expansion
(or at least, by version 1.41). But Orks
really came into their own with
the Dark
Crusade expansion, which saw them gaining
a truly awesome squad of units: the Flash
Gitz.
Flash Gitz are
house proud and vain Nob level Shoota
Boys. They're armed with their own Boss-like Kustom
Shootas - big, splashy guns that inflict
ridiculous amounts of damage with a corresponding display of
fireworks to go with it. They become available in the Boyz
Hut after
you've built the Orky
Fort Add-On and hit Tier 3. Gitz
are a Nob "Lite", lacking health and armour but more
than compensating for it in damage output. Their Kustom Shootas
do double the damage of a regular Shoota
Boy's Big
Shoota. They can mow down a huge amount of enemies,
and even left on their own in the field, they'll give most opponents
pause.
Seriously, Flash Gitz are that good.
So much so, that most players I use them against are adamant that
they're horrendously
overpowered and they seem to break the morale of opposing players
faster than the morale of their units!
While its arguable that they might indeed be a tad overcharged,
underneath all that fire and bluster is a Nob that has the armour
and health of an upgraded Space Marine. Flash
Gitz do not receive
any Orky armour or close combat upgrades, and you can't attach
a Nob Leader to them, either. Their ability
to fight hand to hand is woeful,
at best. They're susceptible to any area effect spells that would
decimate the smaller Boyz, and while most lone units or enemies
are hard pressed getting near them, they can get utterly smashed
by
a Harlequin or taken out
by the Grey Knights. They rule the
field
against
other infantry, but no more so than a wall
of Space
Marines
armed
with Heavy Bolters or Plasma.
They still get wiped out by vehicles and walkers, disappear under
artillery, and aren't that crash hot against buildings - even
though they more ranged damage than most other Ork guns.
Nevertheless, Flash Gitz render Shoota
Boys obsolete
in Tier 3, and only a fool refuses to use them.
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Perks |
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Pros |
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Cons |
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More Dakka: +15% ranged
attack
Even More Dakka: +15% ranged
attack (total +32%)
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Everyone else you use them against are convinced they're
stupidly overpowered hahaha
Can pretty much hold their own in most situations
Lethal against anything on two legs
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Actually quite brittle: a full squad on its own has
less health than a Shoota Boy squad
Hard capped to 2 squads has no Nob Leader
Doesn't receive any Armour upgrades
Hopeless in close combat
Not that crash hot against vehicles or buildings
10 second reinforce time |
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