| The Space Orks
Late Game: Tier 3
Orky Fort Add-On
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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Know your techs! Orky
Fort Addon, 60 Ork Resource, or FIVE Waaagh! Banners... |
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Extra Vehicle Armour: Researched at the
da Mek Shop, this is the upgrade that unlocks
Ork's Tier 4 Looted
Tanks and Squiggoth God unit!
Its hideously expensive (at 400/400)
and takes ages (3 minutes, 12
seconds) to research. You must have the Orky
Fort Add-On for your Settlement. Oddly enough, this requires less
Ork Resource than this Add-On. For all your
troubles, you get a piddly 10% armour upgrade
on all your Orky vehicles. Gee. |
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Know your techs! Orky
Fort Addon, or 70 Ork Resource, or
SIX Waaagh! Banners... |
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Mad Doks and the Warboss
unlock! |
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Biggest Listenin' Post Add-On: finally you
can 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, although they can upgrade to LP2's
long before anyone else. This increases your LP's health
to 2380, and equips 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 an anti-God defence. |
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Full Scale War Research: researched at any
Listening Post, this is Ork's second standard
Requisition income upgrade, shared with all other races. For 100/350
it increases your global Requisition income
by +20%. |
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Plasma Battery Storage Research: researched
at any Power Generator, this is Ork's second
standard Power income upgrade, shared with all other races. For a
round 350 Req it increases your global Power
income by +20%. |
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Even More Dakka Research: researched at
the Pile'O'Gunz, this is the second all
purpose ranged upgrade for your Ork infantry to keep up in Tier
3. It increases the ranged firepower on the Slugga Pistols
of Slugga Boyz, Shoota Boyz, and Storm Boyzby another 20%.
This is the second of two general Dakka upgrades. Cost: 80/40. |
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Super 'Eavy Boy Armour Research: researched
at the Pile'O'Gunz, this is the all purpose
armour upgrade to scale your Ork infantry into Tier
3. It increases the armour on the
Boyz (everyone except the Bosses, Nob Leaders and Mega Armoured Nobs)
by another hefty 33%. This is the second
of two general Armour upgrades. I've read in the forums that Nob Squad
armour becomes Terminator armour, but I'm yet to confirm this. Cost:
75/25. |
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Even Tougher Bosses Research: researched
at the Pile'O'Gunz, this is the second essential
all-in-one Big Boss upgrade button that gives your Nob Leaders +100hp,
MANz +200hp,
da Big Mek +300hp,
and the WarBoss +400hp.
It also increases the min/max damage of the Big
Mek's and WarBoss's close combat
damage by 20%. This helps scale your Bosses
into Tier 3. Unhappily, Mad Doks are completely
unaffected by this upgrade. Cost: 125/50.
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More Sluggaz: researched at the Pile'O'Gunz,
this juicy little tech will, for a mere 200Req,
gives you the notorious Free Slugga
Free Win button! SluggaBoy squads
can be produced for free, although it will
still cost the usual 30Req to reinforce them.
With a few Boyz Huts endlessly churning
out fresh squads for nothing, you can pretty much overwhelm anything
with an endless stream of Slugga while you build and tech up elsewhere. |
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Prerequisites |
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Perks |
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Pros |
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Cons |
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Settlement
Orky Fort Add-On |
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Power
of the Waaagh! a Warboss spell that grants all Orks in a
wide radius temporary morale immunity and a xx%
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? Appears in Tier 3? |
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Sluggaboy Weaponry |
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Warboss
POWER KLAW
Ultimate Combat Weapon |
Crikey! You wouldn't want to get caught in this thing! It'll munch
anything. Especially big, end game units, Space Marines,
Terminators and those pesky Demons. Best of all, the Warboss's Klaw
never seems to miss. |
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| Armour piercing
(approx) against... |
36%
builders
77% inf_med
71% inf_high |
83%
marines
71% terminators
35% commanders |
91%
daemon
68% God monsters |
30%
light vehicles
25% vehicles
68% God vehicles |
31%
building_low
13% buildings
14% HQ's |
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Warboss
SHOOTA
Ultimate Ranged Hand Weapon |
An suitably powerful weapon for the biggest Boss in the game. Great
against everything, except headquaters and giant Tanks(!). |
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DAMAGE
per burst |
149.6-182.9/4 |
| Min
Damage |
3.5 |
| Range |
25 |
| Rate |
1 wild shot
every 0.7 seconds
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Accuracy |
base DPS |
| stationary |
65% |
154.4/3.7 |
| moving |
55% |
130.6/3.1 |
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| Armour piercing
(approx) against... |
52%
builders
72% inf_med
50% inf_high |
78%
marines
50% terminators 23% Commanders |
50%
daemons
18% God monsters |
29%
light vehicles
14% vehicles
0% God vehicles |
38%
building_low
10% buildings
0% HQ's |
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Warboss
KUSTOM SHOOTA
Ultimate Ranged Hand Weapon Mk II |
With the Big Ranged Boss Weapons
upgrade, the Warboss gets the Kustom Shoota: less damage, but more
firepower. Its a better all round gun, especially adept at popping
Heroes, Daemons, all Infantry and Light Buildings. |
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DAMAGE
per burst |
80-97/12 |
| Min
Damage |
1.5 |
| Range |
35 |
| Rate |
1 burst every
0.3 seconds
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Accuracy |
base DPS |
| stationary |
65% |
191.9/26 |
| moving |
55% |
162.3/22 |
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| Armour piercing
(approx) against... |
52%
builders 72% inf_med
50% inf_high |
78%
marines 50%
terminators
38% Commanders |
75%
daemons 18% God monsters |
29%
light vehicles 14% vehicles
0% God vehicles |
58%
building_low 10% buildings
0% HQ's |
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