The Space Orks
da BOSSES
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Big Mek
Ork Primary Leader |
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BIG MEK |
| Attachable
to: |
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| Cost |
190/60 |
| Build
times |
60 seconds
+12 seconds with Kustom
Gadjits |
| Repair
Rate |
+20hp/sec |
repair
cost: 20% |
| Armour
class |
1310hp Commander
Armour
1610hp (Tougher
Bosses: +300hp)
1910hp (Even
Tougher Bosses: +300hp) |
| Morale |
400
9 morale regen |
breaks at 50
broken for at least 10 sec |
| Attached
Squad |
adds +150 morale, +2 morale
regen |
| Spotting
Range |
25 |
| Charge |
7 range |
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Da Big Mek is the primary Boss in the
Ork force, and almost a mandatory build. He's the linchpin that your
early Mob relies on in order to carry the day.
In terms of hand to hand combat, he's so-so, and chances are he'll
be
killed outright in any one-on-one scuffle with another Hero, especially
up against the likes of the Chaos Lord or the Force Commander.
But no Ork player in their right mind ever sends out
the Big Mek to fight alone, unless they're
very skilled or have some devious trick in mind. In most games,
he's sent out into the field attached to a gang of SluggaBoyz or Nobs - who act as a buffer against other foes and defences.
Attaching him to
an early
Slugga squad improves his - and their - chances of survival no
end, and the combination can make him one of the hardest bosses
to deal with early in the game.
The Big Mek relies on a lot of "sync kills" in close combat to get
by. If you recall, sync kills are flashy animated flourishes where one unit bumps off another in a heroic fashion - and at the same time the killing unit
is temporarily invincible while that sync kill animation plays out. When fighting early infantry there's usually
no shortage funky moves as your Big Mek bumps off enemy troops. If you do lose him, he's one of the cheapest Bosses to replace,
although
his build times are quite substantial these days.
The Big Mek gets all kinds of upgrades
and perks, and as Bosses go he's probably one of the most versatile
out there. One of the best upgrades for him is the Kustom
Gadjits upgrade, which grants him and the surrounding boys a force field and the vehicle stunning spell called the Tank Zaaapppa. |
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Big Mek
KUSTOM TELEPORTER Keyboard Shortcut: J |
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| Jumps |
1 before
recharge |
| Range |
75 |
| Recharge |
120 secs |
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The Big Mek comes equipped with his
own one shot teleporter, which in the
hands of a reasonably adept player can be used to pluck him out
of trouble or land a whole heap of it on the opposition. Having
the Big Mek and a full squad of Nobs
materialise into your shooter ranks can often ruin your day, or at least disrupt target forces enough to
turn the tide of battle. Be careful with it though: as with jump
troops, there can be mysterious delays between when you order
a jump and when it finally occurs, especially if the Big
Mek and his attached squad is caught up in close combat.
Sometimes the squad will teleport without the Big
Mek; he may follow seconds later or simply die in combat.
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Big Mek
TANK ZAAAPPPA Keyboard Shortcut: ? |
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| Range |
10 |
| Effect
Radius |
10 |
| Recharge |
90 secs |
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The Kustom
Gadjits tech grants the Big Mek the Tank
Zaaapppa, a one shot spell that only immobilizes
vehicles. Nothing else is affected by its area effect. This
is a fairly short ranged zap, but it can affect a lot if aimed
right. It may not feel like much in a big fight, but its one of
those small things that can swing battles in your favour. It all
comes down to picking the right target at the right time.
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Perks |
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Pros |
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Cons |
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Kustom Gadjits equips
the Big Mek with the Kustom Force Field that
permanently grants a +10% defensive bonus
to all Orks within a 20 unit radius; and
the Tank Zzzaaappper.
Tougher Bosses: +300hp; +0.5hp regen; +15% melee
attack; -10% spell recharge time
Even Tougher Bosses: +300hp; +0.5hp regen; +20% melee
attack; -10% spell recharge time
Big Shooty Boss
Weapons equips the Big Mek with the Mega-Blasta,
a powerful area effect weapon.
Counts as 3 Orky pop when
calculating the Mob Bonus! |
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Comes with an in-built one shot teleport.
Good early melee boss - if you know how to keep him
alive.
Very cheap as bosses go.
SPOTS infiltrated units.
Counts as 3 Ork Pop for the Mob
Bonus!
Frequent kill animations keep him alive for some time.
Can repair Ork
buildings and vehicles at 20hp/sec.
Repairs at 20% of the original
unit cost! |
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Guaranteed to lose in any 1v1 duel with another boss
on his own.
Uses 2 Orky pop.
Takes 12 seconds longer to
build with Kustom Gadjits Research. |
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Mega
Armoured Nobs
Ork Anti-Vehicle support infantry |
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Mega
Armoured Nob Details |
| Squad |
1-4 Mega
Armoured Nobs |
| Cost |
100/45 base
squad
100/45 to
reinforce (max 300/135) |
| Build
times |
45 seconds to
build |
45 seconds to
reinforce |
| Armour
class |
900 hp Commander
Armour
1100 hp (Tougher
Bosses: +200hp)
1300 hp (Even
Tougher Bosses: +200hp) |
| Morale |
400 (restores
at 100?) |
broken for at least 10
sec |
| Spotting Range |
25 |
| Charge |
7 range |
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Mega Armoured
Nob, or da MAN (or plural: MANz) was Ork's extra unit added with the Winter
Assault expansion. You're only allowed one squad of them, and there can be no more than four
in the squad, but they're worth their weight in gold. A fully fleshed out Mega Armoured Nob squad can do some serious damage all by itself. They're like a gang of Nob Leaders clumping
around in powered suits made of second hand tank armour. Each is a sort of Warboss-Lite, perfect for leading
the charge and bulldozing their way into any enemy base, absorbing a colossal amount of damage on behalf of their members and demolishing all before them.
Hand to hand is where these guys excel. They will eviscerate nearly all infantry, including Terminator level. Certainly, they can seriously mangle anything lightly armoured. Those nasty big crab-shaped Power Klaws are the perfect counter to any squishy demons, monsters and even God-Monsters like the Bloodthirster or the Avatar. They're not quite so efficient on God-Tanks, but they'll definitely do the business for you.
However, they do come with some caveats. MANz are rather slow, so they're less likely to lead a charge as trail one or worse, given Dawn of War's wonky unit navigation, trip your forces up. Being a third slower than even your slowest Ork, and taking a while to reinforce, they're not a quick response unit by any means. They do get a single speed-boosting spell called Power Surge, but alas, this spell seriously degrades their health if you use it just a few times and almost undoes the whole point of having them. Finally, like all melee units, they can only attack one thing at a time - throw them into a big battle with little or no backup and they will be easily overwhelmed.
Other than that, they're pretty straightforward. Just send them off in a direction, and enjoy the fun. Just don't expect them to solo an entire army single handed. Apart from some health buffs from the Orky Boss upgrades, none of their weaponry can be upgraded. Combined with the Warboss, Big Mek, a gang of Nobs and a few Killer Kanz, they help make Ork look seriously formidable by the mid game. |
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Mega Armoured Nobs Ability
Power Surge Keyboard Shortcut: P |
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| Bonus |
doubles travel speed |
| Penalty |
-10 hp/sec each |
| Duration & Recharge |
15 secs |
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The Mega Armoured Nob squad has only one spell: a simple speed boost that simply doubles their slow slog for a short while. Unfortunately, this speed boost comes at the cost of each MANz' health. Power Surge recharges the moment its worn off, so you run it continuously until you erode your squad's health - to death. Its a trade-off between getting them to a distant fight on time, or being patient and preserving their health. |
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Perks |
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Pros |
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Cons |
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Tougher Bosses: +200hp
Even Tougher Bosses:: +200hp
Lots of special melee attacks!
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Monster melee and bullet soak, great for leading an
Orky charge or helping out when things get rough.
Full squad can handle just about anything.
Great against God monsters like the Squiggoth,
Avatar or Bloodthirster.
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Limited to just one squad.
Morale breaks very easily - although it doesn't seem
to make much of a difference.
Slow to move; a third slower than yer standard Ork.
Slow to build and reinforce.
Using Power Surge erodes a little bit of health.
Usually snuffs it in most situations if there's only
one in the squad.
MAN Shootas and Power Klaws unaffected by any Boss
upgrades.
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Mad
Dok
Ork Healer Boss |
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Mad
Dok |
| Attachable
to: |
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| Cost |
50/50 |
| Build
times |
15 seconds |
| Healing
Aura |
+4hp/sec |
10 effect radius |
| Armour
class |
500 hp Commander
Armour |
| Morale |
300 (breaks at 30 |
broken for at least 10
sec |
| Attached Squad |
adds +200 morale, +2 morale
regen |
| Charge |
7 range |
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This is the
Orks equivalent of the Space Marine Apothecary: Ork's field medic. A Mad Dok emits a modest healing aura that helps keep your
Boyz alive. Like Apothecaries, they're not too shabby at fighting,
but they'll die quickly when left all alone. You only get four of these Mini-Bosses,
and they can be attached to any Ork squad except the Grots, Mega Armoured Nobz or the
aerial Storm Boyz. Mad Doks are bargain basement spellcasters, and work best in one of two ways:
The first is, of course, to attach them to a squad and have them help heal it. Doks increase healing rates of any Ork within range by +4hp. Unfortunately, the effect doesn't stack when several Doks get together, and in a typical battle you probably won't notice much of a difference as Orks will still drop like flies. They can also cast Fightin' Juice. This is a one shot spell that grants temporary immunity from death any Ork squad targeted by it. They still take damage down to one solitary health point - but while the spell is in effect they simply can't cark it. Once it wears off though, having Orks with only one or two health points aren't going to last very long.
The second use is to drop a Burna Bomb. Burna Bombs were added in the Dark Crusade expansion, and are one shot bombs that can literally clear entire battlefields of troops. Watching one go off is pretty spectacular, as every combatant in the area is hurled almost halfway across the map. They're ideal for clearing out choke points, breaking through deadlocks and for those little magic moments at a LAN party when a big flourish is called for. They only affect infantry, doing little damage to vehicles and buildings, and can be difficult to deploy if there's little room for moving around. The Dok has to go to the target area to drop it, and can easily be held up or killed by taking too long to get there. Burna Bombs come with 600hp of light building armour, the same armour class as a Listening Post or a Turret. |
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Perks |
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Cons |
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Fightin'
Juice works as a cut price version of the Space Marine's
Word of the Emperor spell
Burna Bomb is not only hilarious, it literally clears entire battlefields, sending everyone flying!
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Adds +4hp/s Healing Aura
to all Orks within a small radius
Can SPOT hidden units and
mine fields
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Hard capped to 4 units
Healing Aura does not stack.
Fightin' Juice spell is far
more fiddly to use and far less effective than the Librarian's
Word of the Emperor spell
No Ork upgrades seem to affect them!
Only one Burna Bomb can be used at a time.
Burna Bombs can be "killed" before they go off.
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Warboss
Ultimate Ork Boss |
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The Warboss |
| Attachable
to: |
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| Cost |
190/60 |
| Build
times |
50 seconds |
| Healing
Aura |
+4hp/sec |
10 effect radius |
| Armour
class |
2240hp Commander
Armour
2640hp (Tougher Bosses Research: +400hp)
3040hp (Even Tougher Bosses Research: +400hp) |
| Morale |
700 (breaks at ??) |
broken for at least 10
sec |
| Attached Squad |
adds +200 morale, +2 morale
regen |
| Charge |
7 range |
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The WarBoss is the culmination of your Orky Waaagh! He becomes available when your mob has grown big and mean enough to attract his attention, and as the biggest, meanest Ork around he becomes ultimate Boss of your entire force. The Warboss is, simply a tank, and, arguably one of the most fearsome individual units you can field this side of a vehicle or a God. There's nothing particularly subtle or clever about him either - he's all health points and dps, with only a single spell that makes him, and the Ork horde he's part of, even more of a total riot than before.
The only downside is that he only appears in Tier 3, after you've upgraded your Settlement with the Orky Fort Add-On. This means that by the time he appears, most other armies will have the means to take him on with their own high-end, high damage units, and you'll have to take a little time to look after him. Ideally, you want to attach him to his own Nob Squad. Like the Big Mek surrounded by a squad of Sluggaboyz, the Warboss and his Nobs become a formidable opponent to contend with, the Nobs providing a solid meat shield and the Warboss providing them with a morale bonus, and some solid damage dealing and tanking himself. |
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Warboss Ability
Power of the Waaagh!
Keyboard Shortcut: P |
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| Radius of Effect |
15 |
| Duration |
20 secs |
| Recharge |
120 secs |
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The Warboss comes with a mindlessly simple spell: a mighty war shout that inspires all his troops around him to go more crazy ape more than before. You'll see all affected Orks emit orange smoke and immediately speed up. The effect is temporary and only affects infantry but it does three things while active: it renders your Orks morale immune, grants a 33% bonus to moving speed and 15% attack bonus to all Orky weapons. |
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Perks |
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Cons |
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Power of the Waaagh! a Warboss
spell that grants all Orks in a wide radius temporary morale immunity, speed boost of 33% and a 15% attack bonus
Tougher Bosses: +400hp;+0.5hp regeneration; +30% max
melee attack
Big Ranged Boss
Weapons: equips the Warboss with the Kustom
Shoota
Even Tougher Bosses: +400hp; +20% max
melee attack
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Absolutely monster on the field
Anti-everything boss
Can withstand colossal amounts of punishment
Solid God unit counter
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I'm trying to think of some. Umm... a bit slow maybe? Only appears
in Tier 3? Can't fly or cloak?
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