The Space Orks
Late Game: Tier 3

Orky Overview Waaagh? Mob Bonus Tier 0 Tier 1 Tier 1.5 Tier 2 Boyz Tier 2 Vehicles Tier 3 Tier 4 Top

Caution! Work in Progress page

Basic layout is set, but I'm still scratching my head about how much clutter to display info on individual units. Keep yer 'ard'at on at all times!


Orky Fort Add-On Mad Dok Warboss Extra Vehicle Armour Biggest Listenin' Post Add-On Full Scale War Research Plasma Battery Storage Research Even More Dakka Research Super 'Eavy Boy Armour Research Even Tougher Bosses Research Top of page

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.Back

Orky Fort Add-On Mad Dok Warboss Extra Vehicle Armour Biggest Listenin' Post Add-On Full Scale War Research Plasma Battery Storage Research Even More Dakka Research Super 'Eavy Boy Armour Research Even Tougher Bosses Research Top of page

 
Know your techs!
Orky Fort Addon, 60 Ork Resource, or FIVE Waaagh! Banners...
Extra Vehicle Armour
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.Back

 
Know your techs!
Orky Fort Addon, or 70 Ork Resource, or SIX Waaagh! Banners...
Mad Dok Warboss
Mad Doks and the Warboss unlock!Back
 
Biggest Listenin' Post Add-On
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.Back
 
Full Scale War Research
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%.Back
 
Plasma Battery Storage Research
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%.Back
 
Even More Dakka Research
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.Back
 
Super 'Eavy Boy Armour Research
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.Back
 
Even Tougher Bosses Research
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.Back
Free Sluggaz
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.Back

Orky Fort Add-On Mad Dok Warboss Extra Vehicle Armour Biggest Listenin' Post Add-On Full Scale War Research Plasma Battery Storage Research Even More Dakka Research Super 'Eavy Boy Armour Research Even Tougher Bosses Research Top of page

Mad Dok
Ork Healer Boss
mad dok pic goes 'ere
Mad Dok
Attachable to:
Sluggaboyz
Shootaboyz
Nob Squads
Tankbustaz
Flash Gitz
Cost 50/50
Build times 15 seconds
Healing Aura +4hp/sec 10 effect radius
Armour class 500 hp Commander Armour
Morale 300 (breaks at 30 broken for at least 10 sec
Attached Squad adds +200 morale, +2 morale regen
Charge 7 range

This is the Orks equivalent of Space Marine Apothecary. You only get four, and they attach to any Ork squad except the Grots, MAN and the flying Storm Boyz. Doks emit a healing aura that helps keep your Boyz alive, and like Apothecaries, they're not too shabby at fighting, although they'll die very fast all alone.

Mad Dok text goes in hereBack

Prerequisites Perks Pros Cons

Settlement

Orky Fort Add-On

Fightin' Juice works as a cut price version of the Space Marine's Word of the Emperor spell

Adds +4hp/s Healing Aura to all Orks within a small radius

Can SPOT hidden units and minefields

Hard capped to 4 units

Healing Aura does not stack.

Fightin' Juice spell is far more fiddly to use and far less effective than the Librarian's Word of the Emperor spell

They seem to come too late for most Ork online games - assuming you can even reach Tier 3, that is.

No Ork upgrades seem to affect them!


Mad Dok Weaponry
Mad Dok
Mad Dok
INJECTOR

Erratic Close Combat Weapon
Mad Dok's are awful healers, not good fighters. Their instruments can extract a nasty wound, but a Tier 3 leader that fight little better than a Sluggaboy is not someone you let fight Terminators on their own.
DAMAGE
per smack
63.3-77.3/15
Min Damage 3.75
Range hand to hand
Rate 1 chop every 1.5 seconds
  Accuracy base DPS
stationary 40% 18.8/4
Armour piercing (approx) against...
48% builders
74% inf_med
53% inf_high
64% marines
54% terminators
19% commanders
47% daemon
0% God monsters
16% light vehicles
0% vehicles
0% God vehicles
27% building_low
7%
buildings
0% HQ's
Mad Dok
Mad Doc
SLUGGA PISTOL

Pathetic Pistol
After all that effort getting to Tier 3, having an attachable leader with a handgun that'd embarrass a Sluggaboy is a little bit of a letdown. Too little, too late.
DAMAGE
per shot
15-19/2 per shot
Min Damage 2.5
Range 25
Rate 1 wild shot every 0.5 seconds
  Accuracy base DPS
stationary 35% 11.9/1.4
moving 27.5% 9.35/1.1
Armour piercing (approx) against...
42% builders
55% inf_med
46% inf_high
48% marines
35% terminators
23% Commanders
46% daemons
0% God monsters
6% light vehicles
2% vehicles
0% God vehicles
36% building_low
9% buildings
0% HQ's

Orky Fort Add-On Mad Dok Warboss Extra Vehicle Armour Biggest Listenin' Post Add-On Full Scale War Research Plasma Battery Storage Research Even More Dakka Research Super 'Eavy Boy Armour Research Even Tougher Bosses Research Top of page

Warboss
Ultimate Ork Boss
warboss pic goes 'ere
The Warboss
Attachable to:
Sluggaboyz
Shootaboyz
Nob Squads
Tankbustaz
Flash Gitz
Cost 190/60
Build times 50 seconds
Armour class 2240hp Commander Armour
2640hp (Tougher Bosses Research: +400hp)
3040hp (Even Tougher Bosses Research: +400hp)
Morale 700 (breaks at ??) broken for at least 10 sec
Attached Squad adds +200 morale, +2 morale regen
Charge 7 range

The WarBoss is the ultimate Boss in the game. He is a tank.

Warboss text goes in hereBack

Prerequisites Perks Pros Cons

Settlement

Orky Fort Add-On

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

Absolutely monster on the field

Anti-everything boss

Can withstand colossal amounts of punishment

Solid God unit counter

I'm trying to think of some. Umm... a bit slow? Appears in Tier 3?


Sluggaboy Weaponry
Warboss
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.
DAMAGE
per smack
180-220/80
180-286/80 (Tougher Bosses)
180-343/15 (Even Tougher Bosses)
Min Damage 10
Range hand to hand
Rate 1 chop every 1.5 seconds
  Accuracy base DPS Tougher Bosses Even Tougher Bosses
stationary 100% 133.3/53.3 155.3/53.3 174.3/53.3
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
Warboss
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(!).
DAMAGE
per burst
149.6-182.9/4
Min Damage 3.5
Range 25
Rate 1 wild shot every 0.7 seconds
  Accuracy base DPS
stationary 65% 154.4/3.7
moving 55% 130.6/3.1
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
Warboss
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.
DAMAGE
per burst
80-97/12
Min Damage 1.5
Range 35
Rate 1 burst every 0.3 seconds
  Accuracy base DPS
stationary 65% 191.9/26
moving 55% 162.3/22
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

Orky Fort Add-On Mad Dok Warboss Extra Vehicle Armour Biggest Listenin' Post Add-On Full Scale War Research Plasma Battery Storage Research Even More Dakka Research Super 'Eavy Boy Armour Research Even Tougher Bosses Research Top of page

Orky Overview Waaagh? Mob Bonus Tier 0 Tier 1 Tier 1.5 Tier 2 Boyz Tier 2 Vehicles Tier 3 Tier 4 Top


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Last modified Sun, Oct 22 2006 by Lindsay Fleay