The Space Orks
da HUTZ


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Orky Overview Waaagh? Mob Bonus da BOYZ da NOBZ da BOSSES da TRUKKS da HUTZ da TEKZ Top


Settlement
Orky HQ
Settlement Details
Builds
Gretchin Squad
SluggaBoyz
Mega-Armoured Nobs
Mad Doks
Warboss
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)
Garrisons up to 8 squads
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.


Ork Building Weaponry
Orky Shoota Turret
ORK BUILDING
Shoota Turret

Fab Ranged anti-infantry turret
All Orky buildings use at least one of these. While they all look different, they all appear to have the same stats. You can also buff them with the two Dakka upgrades.
DAMAGE
per burst
50-62/4 per turret
58-71/4 (More Dakka)
69-86/4 (Even More Dakka)
Min Damage 3.5
Range 25
Rate 1 burst every 0.7 seconds
Accuracy base DPS More Dakka Even More Dakka
stationary 40% 32/2.3 36.8/2.3 44/2.3
Armour piercing (approx) against...
42% builders
55% inf_med
46% inf_high
48% marines
35%
terminators
23% commanders
46% daemon
0% God monsters
7% light vehicles
0% vehicles
0% God vehicles
36% building_low
0% buildings
0% HQ's




Boyz Hut
Orky Infantry
Boyz Hut Details
Builds
SluggaBoyz
Big Mek
ShootaBoyz
StormBoyz
Nob Squad
Tankbusta
Flash Gitz
Cost 225 base structure
Build times 40 seconds to build
Armour class 1200hp building_med
Self repair 5hp/sec (only outside of combat)
Viewing Range 15 (does not spot)
Quite simply, this is the Ork's Barracks. Like its equivalents elsewhere, it produces your Primary Leader, the Big Mek, and your standard infantry. It also includes a number of small upgrades for the Big Mek and any specific upgrades that only affect one unit - in this case, a speed upgrade for the Storm Boyz. All your generic infantry upgrades are handled by the Pile'O'Gunz, or Ork's Armoury. da Boyz Hut has a modest amount of health: only 1200hp. It, like all Ork buildings, doubles as a base defence. Its two twin shoota turrets can pose a serious threat, as nasty as the Settlement itself, but while the Hut does have enough points to live long enough to do some half decent damage, without support it'll be demolished by even a basic force, although it'll make your attackers pay heavily in blood for the privilege. By Tier 2 and up, with the arrival of anti-vehicle units, the Hut can demolished all too easily.

A lot of Ork players build an additional Hut closer to the front line in big team games, since Orky infantry travels slightly slower than most others. They're also spammed a lot if the player is opting for a More Slugga push.Back



Pile'O'Gunz
Techin' Tent
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.Back


da Mek Shop
Vehicle Factory
This is Ork's vehicle factory. After making lots of down payments towards unit caps building expensive Banners everywhere, Ork gets a break starting with a whopping 12 Vehicle Cap by the time it can produce its first vehicle. All other races can race up to Tier 2 very quickly, and then quickly find themselves having to spend big on Requisition to upgrade their Vehicle Caps just to get one or two vehicles out. Once Ork hits its version of Tier 2, and assuming it's got enough Power in the bank, it has the potential to hit you hard with four Wartrukks and Wartrakks within a very short time at the start of Tier 2. Once upon atime, Trakk Spam was a serious problem in the 1.2 and 1.4 patches. Back then, most Orky vehicles used up 2 Vehicle Cap. In Dark Crusade, they consume 3 and no longer require the Pile'O'Gunz prerequisite.

For most Ork players, da Mek Shop seems overly expensive and takes forever to build. But this is in common with all the other armies. It contributes 2 Vehicle Cap, and like all standard Ork buildings, it's armed. This is a bigger obstacle than most Ork buildings, sporting 2000hp and a four barrelled Shoota turret, which alongside other Ork buildings and forces can help take out infantry. But this large building tends to go down quickly to vehicle and AV fire, since they're pretty much going to be the main attavckers of your base at this stage. Nevertheless, it plays a vital role in keeping Ork in the game when the Marine race's powerful upgrades and units start to really bite. Wartrukks make mincemeat out of Bezerkers, buffed Marines, and Chaos Marines, while Wartrakks blast enemy vehicles and disrupt enemy troops with its bargain basement Bomb Chucka add-on.Back


Orky Fort Add-On
Orky HQ
Tier 3 is reached when the Orks build their only HQ upgrade to their Settlement: the Orky Fort Add-On. For some reason, reaching Tier 3 as Ork always seems to be quite an effort. But if you look at the relative costs of the Ork tech tree compared to other races, its not that different in cost. Its no more slower or expensive as any one elses. However, in the Ork economy, its impoissible to upgrade your Listening Posts to LP3's or apply the second level of resource upgrades until Tier 3; all other armies may have built or applied them by Tier 2. Orks don't seem to get very much at all in this tier: certainly no specialised units, except for the Warboss and Mad Doks. Even though your powerful Nob Squads score an automatic armour upgrade in Tier 3 (although there has been much fan discussion that this doesn't actually happen) and can each be upgraded with a Power Klaw, it takes long minutes and much expense to fully equip your squads. Meanwhile, all other armies are enjoying cheaper, faster, better armoured, more numerous and more ready made Tier 3 armies to wipe the floor with you. Much expense for little reward, and Orks must rely on mixed forces and massive Mobs in order to save the day.Back


Orky Listening Posts
Ork Resource Generator and defensive tower
Listening Post Details
Cost 90 base structure
100/75 Big Gunz Add-On
250/145 Bigger Gunz Add-On
Build times 35 seconds to build
+35 seconds Big Gunz Add-On
+60 seconds Bigger Gunz Add-On
Armour class 1125hp building_low
1725hp (Big Gunz Add-On: +600 hp)
2380hp (Bigger Gunz Add-On: +655 hp)
Control Zone Radius 20
Self repair 5hp/sec (only outside of combat)
Viewing Range 25 (does not spot)
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.Back

Bigga Listenin' Post Add-On
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.Back
 
Biggest Listenin' Post Add-On
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.Back
Prerequisites Perks Pros Cons

none

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): additional +655hp; +33.33% Req income on that point; Big Shootas replaced by an anti-Vehicle Rokkit Launcha.

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.

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.


Orky Listenin' Post Weaponry
Orky Listenin' Post
LISTENIN' POST
Single Shoota

Fab Ranged anti-infantry turret
A good early defense. It does an okay amount of damage, halved against infantry armour, and even doing modest damage against light buildings and vehicles. Itlooks like a single Big Shoota, but it behaves more like a beefed up Shoota.
DAMAGE
per burst
25.2-30.8/4
Min Damage 3.5
Range 25
Rate 1 burst every 0.7 seconds
Accuracy base DPS
stationary 50% 20/2.8
Armour piercing (approx) against...
30% builders
47% inf_med
41% inf_high
51% marines
42 %
terminators
16% commanders
50% daemon
6% God monsters
19% light vehicles
15% vehicles
6% God vehicles
38% building_low
14% buildings
17% HQ's
Ork Listenin' Post
BIGGA LISTENIN' POST
Twin Shoota Turret

Awesome Ranged anti-infantry turret
With the Bigga Listening Post Add-On, The old single Shoota turret becomes a twin Big Shoota turret - effectively quadrupling the LP's firepower against everything! You'd be mad NOT to upgrade!
DAMAGE
per burst
54-66/12
Min Damage 1.5
Range 25
Rate 1 burst every 0.3 seconds
Accuracy base DPS
stationary 40% 80/16
Armour piercing (approx) against...
30% builders
47% inf_med
41% inf_high
51% marines
42 %
terminators
16% commanders
50% daemon
6% God monsters
19% light vehicles
15% vehicles
6% God vehicles
38% building_low
14% buildings
17% HQ's
Orky Listenin' Post
BIGGEST LISTENIN' POST
Rokkit Launcha

Not half bad anti-vehicle turret
Slower, less range, and with more morale breaking power, the LP3's Rokkit is a standard issue Ork vehicle and God botherer. Easily overwhelmed on its own, although it does double damage on all infantry compared to its LP2 version - just in big slow dollops.
DAMAGE
per burst
528-667/65 disruptive
Min Damage 25
Range 35
Rate 1 rokkit every 3 seconds
Accuracy base DPS
stationary 85% 169/18.4
Armour piercing (approx) against...
42% builders
55% inf_med
26% inf_high
48% marines
35%
terminators
23% commanders
46% daemon
5% God monsters
13% light vehicles
8% vehicles
5% God vehicles
36% building_low
7%
buildings
17% HQ's


Waaagh! Banner
Ork Resource Generator and defensive tower
 
Structure Details
Cost 165 base structure
+50/50 Big Gunz Add-On
+50/50 Bigger Gunz Add-On
Armour class 1250hp building_low
1925hp (Big Gunz Add-On: +675 hp)
2600hp (Bigger Gunz Add-On: +675 hp)
Self repair 5hp/sec (only outside of combat)
Viewing Range 35
Spotting Range 25
35 Big Gunz Add-On
Weapon details
(opens pop-up window)
Back
Waaagh! Banners are both the strong and weak points of your base and economy. When it provides covering fire for your Boyz, it'll easily help turn the tide, especially if you cluster them defensively with other Banners or buildings. The twin Big Shoota version has particularly good range and killing power, and works quite nicely both on those nasty old Marines and any troublesome Bosses that happen to be demolishing your Boyz. Make good use for the Banner's Attack button for best results.

On its own, however, its like any turret - easily overpowered (except at the very early stages of the game) and destroyed, especially by AV or vehicles. You should think of a Banner as another type of resource building and protect it accordingly. Like a Listening Post, it can be upgraded twice to provide improved anti-infantry weapons and anti-vehicle weaponry respectively (a job it does rather well).Back

Perks Pros Cons

Big Gunz Add-On: 50% health bonus, double the firepower and longer range

Bigger Gunz Add-On: additional +33% health bonus; Big Shootas replaced by Rokkit for anti-Vehicle and anti-God defence

Excellent defence against infantry, Heroes and later on, Vehicles and God Units.

Increases Orky Pop Cap by 10

Increases Orky Vehicle Cap by 2

Increases Ork Pop Income by +1

Regenerates 5hp a sec when left alone.

You won't lose any stored Ork Resource earned with the loss of a Banner.

Expensive, especially when you're forced to replace lots of them.

Tends to completely fall apart to any AV units.

No Orky upgrades seem to apply to them! :(

Losing one takes down your Ork Pop Cap by 10, and your Orky Vehicle Cap by 2 and your Ork Resource Income by -1.

Regeneration ceases in battle or under fire.



Orky Overview Waaagh? Mob Bonus da BOYZ da NOBZ da BOSSES da TRUKKS da HUTZ da TEKZ Top


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Last modified Sun Jan 11 2009 by Lindsay Fleay