The Space Orks
da Pile'O'Gunz
The second half of Ork's Tier 1, Tier 1.5, sees
the arrival of Ork's version of the Armoury: the Pile'O'Gunz
(or PoG). This crude tent is one of the essential
linchpins of Ork's upgrade path. It unlocks all of your infantry upgrades
and Nob Leaders. Ork players who aren't constantly upgrading
their troops are generally dead players, unless they somehow hard-tech straight
to Tier 2, skipping Orks and upgrades along the
way, they'll be underpowered for the mid game once everyone else catches
up. It almost goes without saying that the Boyz must have their upgrades.
Unlike other armies, nearly all of the Pile'O'Gunz
upgrades affect all your Orks right throughout the game. Even the powerful
Nob Squad will fail you in Tier 2 if you haven't
started researching improvements well before then.
Unlocked by the presence of the first Waaagh!
Banner and Da Boyz Hut, the
Pile'O'Gunz becomes available at 20
Ork Resource. Unless you skipped building the Big
Mek (unlikely in most games) you'll need a Plasma
Generator to buy one in a Standard Skirmish.
Almost more important than some of the upgrades, the Pile'O'Gunz
unlocks Nob Leaders and the Boyz' heavy weapons: Burnas
and Big Shootas. PoG techs will be described further on in these Orky
pages as they are unlocked by ever increasing numbers of Waaagh! Banners.
Like da Boyz Hut, the Pile'O'Gunz doubles as a
vital teching building and a reasonably solid turret. Its armed only with
a twin Shoota, but its health points (1200hp) and
any surrounding Banners make it a very effective defence, especially if
you deploy some Orks to engage any attackers. A lot of player position their
PoG very aggressively at the front of an outpost, to strengthen an outpost,
clog up a choke point or block an access ramp with it.
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Know your techs!
At 20 Ork Resource, or ONE Waaagh! Banner... |
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More Dakka Research: researched at the Pile'O'Gunz,
this is one the earliest and cheapest general purpose upgrades to
your Ork infantry. For 60/20
it increases the ranged attack on all Slugga
Pistols (standard Ork hand guns) and Shoota
Boy Shootas by a modest 15%. It also
upgrades all Shoota turrets on your standard Ork Buildings by 15%
as well. Waaagh! Banners and Listening
Posts are unaffected. This is the first of two general Dakka
upgrades. The second appears in Tier
3. |
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Know your techs!
With a Pile'O'Gunz and 30 Ork Resource, or
TWO Waaagh! Banners... |
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Nob Leaders unlock! |
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'Eavy Boy Armour Research: researched at
the Pile'O'Gunz, this is one of the essential upgrades
to your Ork infantry, allowing them to keep up with the burgeoning
destructive power of the Marine races. It increases the health
points on the Boyz (everyone except the Bosses, Nob
Leaders and Mega Armoured Nobs)
by a hefty 33%. This is the first of two
general Armour upgrades. The second appears
in Tier 3. Its good value at 75/25. |
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Stormboy Speed Boost Research: researched
at the Pile'O'Gunz, this simple enables your Stormboy
squads with the Turbo Boost special ability
(keyboard shortcut: B). When enabled, the
squad briefly gets a 50% speed increase
for 10 seconds. The ability recharges after
45 seconds. Cost: 50/50. |
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Know your techs!
At 40 Ork Resource, or THREE Waaagh! Banners... |
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More Choppy Research: researched at the
Pile'O'Gunz, this is an essential tech to buy if
you have a melee-heavy Ork force. It increases the bludgeoning close
combat power of Ork Choppas carried by Slugga
Boyz, Storm Boyz, and Nob
Squads by 35%. Just as importantly, it
also replaces any Nob Leader's giant Choppas with
ferocious Power Klaws, that can mince just
about anything, including vehicles and buildings. A solid upgrade
for 100/50. |
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Blastier Research: researched at the Pile'O'Gunz,
this seriously boosts Shootas and Big Shootas across the board. It
increases the ranged attack of Shoota
Boyz and their Big Shootas by 50%.
On top of that, it boosts all Big Shootas on Listening Posts, Waaagh!
Banners and the Wartrukk by 15%. Another
solid upgrade for 100/25. |
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Kustom Gadjits Research: researched at the
Boyz Hut, this tech equips da
Big Mek with a force field (adding 10%
defence bonus to all ranged fire within a range of 20
to the Big Mek) and the Tank Zzzaaappper,
a one-shot, anti-vehicle spell which stuns vehicles in a small radius
for a short time. The Zzzaaappper is a great
way to stall any nasty tanks for those few precious seconds (very
few seconds) and allow your Boyz to take 'em down - or run away.
More good value for 75/75. |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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Pile'O'Gunz
31 Ork Resource |
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Power
Klaws: anti-everything munching melee that comes with More Choppy
Research
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Awesome
guy - probably more valuable than the entire Slugga squad you attached
him too...
Monster melee and bullet soak - Nob Leaders stop your
Boyz from being mown down in droves
The equivalent of three Ork Boyz for only 2 Ork pop
Delivers big chunks of damage from his Choppa and his
Slugga pistol
Gains Power Klaws from the Extra Choppy Upgrade
Adds +150 morale to the squad he's attached to |
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Uses
2 Orky pop
Very slow to reinforce - sometimes you can lose the
entire squad before he has time to appear
Very expensive, requiring a good chunk of power early
in the game |
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