The Space Orks
da HUTZ
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Settlement
Orky HQ |
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Settlement
Details
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| Builds |
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| 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 |
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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. |
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Boyz
Hut
Orky Infantry |
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Boyz
Hut Details
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| Builds |
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| 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) |
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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. |
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Pile'O'Gunz
Techin' Tent |
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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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da
Mek Shop
Vehicle Factory |
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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. |
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Orky
Fort Add-On
Orky HQ |
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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. |
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Orky
Listening Posts
Ork Resource Generator and defensive tower |
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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.
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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. |
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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. |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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none
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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.
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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.
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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.
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Perks |
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Pros |
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Cons |
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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
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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.
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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.
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