The Space Orks
da TRUKKZ
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Wartrukks
Ork Light Anti-Infantry Transport |
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Wartrukk |
| Cost |
150/135/3 |
| Build
times |
25 seconds |
| Armour
class |
1975 hp Vehicle
Medium
2173 hp (Extra
Vehicle Armour: +10%) |
| Transports |
one squad only |
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This is the
Ork's essential Tier2 anti-infantry unit. When da Boyz are being
smacked around out all those other armies that seem to out gun
and out run the Green Horde, its the WarTrukk that can swiftly
turn the tables. Its a brilliant companion to the WarTrakk, and
between these two Ork vehicles can suddenly pose a serious problem
for many players. With the Blastier
Research upgrade, these things get just that little bit meaner,
dishing out serious harm.
While they sport regular vehicle armour, the relatively low
number of health points can see them getting destroyed as fast
as you can churn them out. While they might overpower infantry,
AV units can wipe them out very quickly. But against massed Marines,
or War Spiders, or any regular infantry, they rock. If you get
three or four of them focus firing, they can even suppress AV
infantry units like Horrors or Fire Dragons. But in a big fight
with AV in play, expect these things to get skittled fast, especially
to Melta and Haywire Bombs.  |
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Wartrukk
TURBO BOOST
Keyboard Shortcut: J |
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| Speed Bonus |
+50% |
| Duration |
10 sec |
| Recharge |
45 secs |
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Wartrukks have an innate
ability that grants a massive speed boost for a short while. I don't think
it affects the Trukk's weapon accuracy or anything else, although their ability to
steer certainly isn't improved! Boosted Trukk's frequently get
stopped by everything on the map. The spell works best when there's
plenty of wide open spaces with no crowds getting in the way. |
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Perks |
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Pros |
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Cons |
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Blastier: +15% ranged
attack
Turbo Boost ability: 50% speed
increase for 10 seconds, recharges in 45.
Vehicle Speed Boost: 30% base
speed increase
Extra Vehicle Armour: +10%
hp
Turbo Boost ability
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Excellent infantry breaker and demolisher.
Okay Boss killer; especially against Harlequins!
Can transport one Ork squad
Okay against light buildings
Trumps any Tier 0 or Tier 1 infantry with ease
Good counter for Bezerkers -
with backup.
Very fast transport - ideal for large maps or delivering
Orks right into the fight without losses.
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Gets crushed by moderate anti-vehicle forces
More expensive than the WarTrakk.
Can only shoot when stationary.
Fast to move maybe, but slow to turn and easily held
up by map obstacles.
Large, clumsy map "footprint" makes negotiating
crowded battles and other tight spots slow and awkward. They can
also block infantry badly.
COuntered by Horrors, Fire Dragons and any basic AV.
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Wartrakks
Ork Light Rokkit and Explodey Platform |
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This is a fantastic
little mini-tank that is cheap, light, disrupts infantry, acts as
a reasonable anti-vehicle and anti-building unit and looks spectacular
in action. Wartrakks act as the second
half of Orks Tier 2 vehicle response. Like the Wartrukk,
they're quite easily spammed once da Mek Shop goes
up, and can rapidly dominate the field unless your opponent keeps
their wits about them. Its not that hard to mass produce them, but
its just as easy to lose them all as well. Many play.ers seem to get
distracted by their disruption to realise that Trakks are very easily
countered. If you've committed too much to infantry, then they, like
Wartrukks, will over run you. But anyone who's saved for some anti-vehicle
will hold the line and more than likely push you back. Trakks are
beefy enough to withstand a little punishment, but not so strong against a concerted AV push. |
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Wartrakk Add-On
BOMB CHUCKA
Keyboard Shortcut: J |
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This is a wonderful little
mortar add-on that allows the Wartrakk to lob bundles
of explosive as well as fire twin Rokkits. You'll know its
been used when the battlefield is peppered with noisy, messy
explosions and littered with lots of lovely craters and most
of the enemy troops are too busy describing parabolas through
the air to be able to fire back at you. As cheap, nasty basic
artillery, the WarTrakk is a beaut. The only problem with it
is that it'll disrupt and harm your own troops as much as the
enemy. The Bomb Chucka does xx% friendly
fire. |
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Wartrakk ability
TURBO BOOST
Keyboard Shortcut: J |
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| Speed Bonus |
+50% |
| Duration |
10 sec |
| Recharge |
45 secs |
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Like the Wartrukk, Wartrakk's
come with the Turbo Boost ability:
a ten second speed increase
of 50%. Unlike the Trukk,
the smaller size of the Wartrakk makes it a better
hit and run raider, able to duck through convoluted
maps and crowds. Its also a great way to get this relatively brittle mini-tank out of trouble when the AV units close in. |
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Perks |
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Pros |
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Cons |
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Bomb Chucka: area effect
mortar disrupts and mangles infantry at reasonable range.
Turbo Boost ability: 50% speed
increase for 10 seconds
Vehicle Speed Boost: 30% base
speed increase.
Extra Vehicle Armour: +10%
hp.
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Excellent infantry disrupter.
Great against light vehicles and buildings.
Okay at heavy vehicles.
High speed and smallish "footprint" makes
it ideal for hit and run raids.
Double the fire rate of most Ork Rokkit weapons.
Readily spammed. Cheap and quick.
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Half the accuracy of most Ork Rokkit weapons.
Bomb Chucka disrupts friendly troops, and causes friendly
fire damage.
Gets wiped out by even moderate anti-vehicle forces
or micro managed missile turrets.
Countered easily by Horrors, Tankbustas, Missile Marines
and Sentinels.
Wiped out by anything in Tier 3.
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Killa
Kans
Ork Heavy Walker |
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Killa
Kans are probably one of the best walker units in the
game if you consider how well they take damage and destroy bases,
or one of the worst walker units in the game if you consider
manoeuvrability and walking speed to be more important. Built
like brick shithouses, able to inflict massive amounts of melee
damage to just about anything, they are the serious hard points
to Orks generally lighter units. By the time you get a couple
of Kans out, your forces should be looking a little more formidable
with the MAN, Nob Squads and
the Big Mek. However, they got
nerfed in the 1.41 patch, and since then they now cost a massive 4
Vehicle Pop to produce - making each Kan the equivalent
of a God unit, minus the points. Against the Eldar and Imperial
Guard, Kans are devastating and hard to kill. But against clouds
of Orky Rokkits and the Marine races, they take a pounding and
can be readily overwhelmed.
Killa Kans have about three special attacks. These usually go
for about one to two seconds, and invariably involve throwing enemies about.
There's usually 5 seconds between specials. When a Kan does kill
infantry, they ALWAYS score a sync-kill, which enhances their survivability no end.
They also seem unaffected by any kind of cover.
Kans present a serious
obstacle to most infantry forces. They're ideal for taking a beating
from all except the most dedicated anti-vehicle counters. Again,
like all Ork units, they work best when part of a larger force
of units. On their own they get picked off, and their slow speed
makes it hard for them to evade trouble or to chase down fleeing targets. Their best roles are
demolishing enemy bases, which naturally enough, can't run
away or bulletsoak for the rest of the Boyz.
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Prerequisites |
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Perks |
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Pros |
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Cons |
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da Mek Shop
60 Ork Resource
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Rokkit Launcha: replaces
Big Shoota with an anti-building Rokkit Launcha
Extra Vehicle Armour: +10%
hp
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Comes with God vehicle armour!
Good bullet soak for Ork melee force.
Single Big Shoota extremely
potent.
Exceptional bash bashing abilities.
Lethal against Imperial Guard and Eldar.
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Slow to move, thus easy to evade. Unless you're a
building.
Takes 4 Vehicle Pop
Usually outnumbered and smashed up by the Marine races
Rokkit Launcha upgrade expensive
and inaccurate - not an instant gratification weapon.
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Squiggoth
Ork God unit |
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Squiggoth Derails |
| Amour |
11000hp Monster
High (God level Armour) |
| Melee |
1730-2114 Squiggoth
gorin' an' squishin' |
| Ranged |
480-586 Zzzaaap
Gun & two twin-linked Big Shoota
turrets |
| Accuracy |
poor |
| Garrisons |
2 squads |
One of the biggest
and spectacular units in the game, the Squiggoth is
a rampaging war-dinosaur of colossal health and power. |
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Perks |
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Pros |
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Cons |
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Rampage spell: description
goes here
8 special attacks.
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Can transport two whole squads
Can be repaired by Grots
Immune to Psyker's Curse of the
Machine Spirit spell.
Awesome engine of infantry, vehicle and base smushin'.
Moves 50% faster than most
Ork infantry - when it gets a clear run that is.
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Gets stuck very easily even in moderately large spaces
- in fact it can be completely immobilised at da Mek Shop if you
build your Orky base wrong. Worse, it can block your entire horde
at the drop of a hat. Beware of Choke Points, ramps and cluttered
bases!
Rampage ability is completely
blocked by any vehicle or building standing in its way.
Vulnerable to massed missile turrets, D-Cannons and Rokkit
Waaagh! Banners.
Vulnerable to Bosses, Mega
Armoured Nobs, Tier 4 tanks, and Assault Terminators.
Incredibly slow turn rate.
Very slow acceleration rate.
When in close combat, none of its ranged weapons function.
Apart from some obvious area effect special melee
attacks, the Squiggoth can only gore ONE target
at a time.
Zzzap Gun effect and Gore always
shows a hit, even when they sometimes miss.
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Squiggoth
Weaponry |
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Squggoth
GORIN' & SMUSHIN'
Ultimate Ranged Hand Weapon Mk II |
There's very little that can withstand the dreadful maw of
a Squiggoth. But like all Ork close combat, not that accurate.
But one blow can kill a Marine, take off 300-
400hp on a building, or up to 650hp off
a building. Gulp!
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DAMAGE
per maul |
3461-4230/150 |
| Min
Damage |
10 |
| Range |
hand to hand |
| Rate |
1 might
blow every 2 seconds |
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Accuracy |
base
DPS |
| stationary |
65% |
1250/50 |
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| Armour piercing
(approx) against... |
19% builders
26% inf_med
23% inf_high |
20% marines
16% terminators
4% commanders |
19% daemon
10% God monsters |
25% light
vehicles
17% vehicles
20% God vehicles |
15% building_low
8% buildings
11% HQ's |
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Squiggoth
ZZZAP GUN
Ultimate Ranged Ork Weapon |
If only the Orks had more of these things! This is Ork's high
end ranged weapon for its high end God monster. It takes off
about 800hp off infantry, about 300-400 off
vehicles and buildings, and 250ish for
Terminators and Daemons.
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DAMAGE
per zzzap |
1440-1760/100 |
| Min
Damage |
20 |
| Range |
35 |
| Rate |
1 zzzap
every 3 seconds |
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Accuracy |
base
DPS |
| stationary |
75% |
400/25 |
| moving |
75% |
400/25 |
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| Armour piercing
(approx) against... |
50% builders
50% inf_med
50% inf_high |
50% marines
17% terminators
13% Commanders |
17% daemons
10% God monsters |
30% light
vehicles
25% vehicles
20% God vehicles |
30% building_low
25% buildings
20% HQ's |
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Squiggoth
SIDE TWIN BIG SHOOTAS
Cosmetic side turret x2 |
Two surprisingly ineffectual twin Big Shoota turrets
adorn the paladin of the Squiggoth. They literally only do
minimum damage to everything other than light infantry
- and daemons and Heroes, and even then, little more than what
you'd get out of a lone, upgraded Big Shootaboy with a Big
Shoota. Strange.
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DAMAGE
per burst |
324-396/12 (x2) |
| Min
Damage |
1.5 each |
| Range |
35 |
| Rate |
1 burst
every 0.3 seconds |
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Accuracy |
base
DPS |
| stationary |
50% |
600/20 each |
| moving |
50% |
600/20 each |
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| Armour piercing
(approx) against... |
7% builders
4% inf_med
5% inf_high |
0% marines
0% terminators
8% Commanders |
7% daemons
0% God monsters |
0% light
vehicles
0% vehicles
0% God vehicles |
0% building_low
0% buildings
0% HQ's |
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