Ork Commanders
- Crewfinity

- Posts: 712
- Joined: Tue 03 Dec, 2013 2:06 am
Ork Commanders
Can someone elaborate for me why it seems to be that the warboss is the weakest of the 3 ork heroes in 1v1s?
he has awesome globals, and he's really good at being a linebreaker/tank/frontline support commander. He has some trouble dealing with suppression, but stormboys with buffs tear setup teams apart. Whenever I play the warboss, I usually find myself going for one of these T1 builds:
double shootas+sluggas+stormboys
double sluggas+shootas+painboy
which seems to serve me pretty well.
I know the Knob is really powerful, and has a ton of great wargears. I find a lot of problems with him when the other player loads up on detection, he's not really tanky enough to be a linebreaker with his nades and whatnot, and whenever I try to setup nades with the rest of my army he gets focused down.
I especially have a lot of trouble against the apothecary with ASM's, whenever they jump in they start wrecking all of my stuff, if i try to counter initiate with sluggas they get puri rites to the face, and when i try to take out the heal by going after the apo he just uses his storm bolter on my knob and FF's him down.
That said, I can understand that I just need to get better at playing/understanding the KNob, I think a lot of my woes with him are due to inexperience, and I have had awesome results with lootas/infiltrated sluggas and other fun shenanigans, so I can totally get why he's awesome.
What I really dont understand is why the Mek is considered so awesome. I've heard several people talk about how he's amazing in 1v1's, but i'm not sure how best to use him. He obviously isn't a front line fighter due to his low health pool. Should he be treated like the WSE and constantly be harassing capping/melee squads? His battery pack heal is pretty good with any unit on the ork roster, but it just seems like he's kinda lacking in DPS, and I'm not sure how to account for that with an army composition. The deffgun combined with the force field seems like it would be pretty good, as does the beam combined with any melee squad, but it just doesnt seem to me like he brings as much to the table as the other two commanders.
So, what makes the mek so amazing? Slash I'd love to hear any tips/advice from more experienced players, I'll probably reply with more questions as I remember any.
Thanks!
he has awesome globals, and he's really good at being a linebreaker/tank/frontline support commander. He has some trouble dealing with suppression, but stormboys with buffs tear setup teams apart. Whenever I play the warboss, I usually find myself going for one of these T1 builds:
double shootas+sluggas+stormboys
double sluggas+shootas+painboy
which seems to serve me pretty well.
I know the Knob is really powerful, and has a ton of great wargears. I find a lot of problems with him when the other player loads up on detection, he's not really tanky enough to be a linebreaker with his nades and whatnot, and whenever I try to setup nades with the rest of my army he gets focused down.
I especially have a lot of trouble against the apothecary with ASM's, whenever they jump in they start wrecking all of my stuff, if i try to counter initiate with sluggas they get puri rites to the face, and when i try to take out the heal by going after the apo he just uses his storm bolter on my knob and FF's him down.
That said, I can understand that I just need to get better at playing/understanding the KNob, I think a lot of my woes with him are due to inexperience, and I have had awesome results with lootas/infiltrated sluggas and other fun shenanigans, so I can totally get why he's awesome.
What I really dont understand is why the Mek is considered so awesome. I've heard several people talk about how he's amazing in 1v1's, but i'm not sure how best to use him. He obviously isn't a front line fighter due to his low health pool. Should he be treated like the WSE and constantly be harassing capping/melee squads? His battery pack heal is pretty good with any unit on the ork roster, but it just seems like he's kinda lacking in DPS, and I'm not sure how to account for that with an army composition. The deffgun combined with the force field seems like it would be pretty good, as does the beam combined with any melee squad, but it just doesnt seem to me like he brings as much to the table as the other two commanders.
So, what makes the mek so amazing? Slash I'd love to hear any tips/advice from more experienced players, I'll probably reply with more questions as I remember any.
Thanks!
Re: Ork Commanders
my guess is because the WB is, at the end of the day, unidimensional; he runs at you, smacks you and run away. The other 2 however are sneaky and can setup or finish up some nasty wiping comboes
Re: Ork Commanders
Warboss is fairly one-dimensional but he is very good in that one dimension and has very nice globals.
Why is mek awesome? Let's see...
- big shoota has high dps and awesome range, and comes on a teleporting commander
- battery pack makes sluggas/stormboyz crazy tanky, especially combined with a painboy heal
- deffgun is trolltastic
- mines are good for blocking off choke points and snaring vehicles (30 s stun)
- force field + beamy deff gun is a ridiculous combo (AV that can't be tied up except by walkers)
- can repair
- t3 wargears speak for themselves...
- more dakka global
op
Why is mek awesome? Let's see...
- big shoota has high dps and awesome range, and comes on a teleporting commander
- battery pack makes sluggas/stormboyz crazy tanky, especially combined with a painboy heal
- deffgun is trolltastic
- mines are good for blocking off choke points and snaring vehicles (30 s stun)
- force field + beamy deff gun is a ridiculous combo (AV that can't be tied up except by walkers)
- can repair
- t3 wargears speak for themselves...
- more dakka global
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Re: Ork Commanders
The Mek and the Knob counter set-up teams by themselves right out the gate which is a big blow for orks of course. Warboss does not add anything here besides flanking/AWD+Angry Bits/Bosspole etc.
Furthermore the Mekboy adds mobility by his teleport helping to achieve map control and maybe even more important repair utility making vehicle centred builds more viable just by the commander choice. His global literally gives any infantery unit the full-auto ability for 50 red.
Furthermore the Mekboy adds mobility by his teleport helping to achieve map control and maybe even more important repair utility making vehicle centred builds more viable just by the commander choice. His global literally gives any infantery unit the full-auto ability for 50 red.
Re: Ork Commanders
Mek is the best ork commander for 1v1 by a bit.
Imo I would tie the warboss and knob, but a lot of people would argue that the knob is better in 1v1 than warboss. I would argue that I have played more ork than most if not all remaining players, and I don't see either of them edging the other out.
The knob has strong options in t1, and you are right, he struggles against immortal ASM at times. His real weakness is in T2 though, especially with the loss of his kommando call in. I would say the Knob transitions the worst into T3 of all the ork heroes. Once in T3 however, his rokkits are beast, and invisible nobs are so scary. Still, of the 3 heroes, the knob loses overall impact and becomes the worst of the 3 in T3.
The warboss on the other hand struggles in t1 against lame suppression overlaps, and garrisons. Come T2 however, and I really feel his globals are amplified several times over by the nob leaders on stormboyz and slugga boyz. The fact that the warboss can take on vehicles in ways that the knob simply cannot makes his T2 much stronger. He can be made into an absolute monster in T3 and his globals spike yet again as now nobs can be made into murderous hammer swinging savages! I would tie the warboss and mek in T3 for scaling as they both have their ways of being absolutely crazy.
Back to the mek now though, the number 1 reason why he is the best ork commander for 1v1 is his teleport. It solves so many problems for ork t1 when used correctly.
-He also has high dps, which in tandem with his teleport allows him to be a great counter to snipers.
-The mek is excellent for anti-commander play and forcing innitiation because he has the dakka deff gun. This allows sluggas to truly shine as you can usually force your opponent to take action and move out of cover.
-It isn't used often, but being able to throw up a quick waaagh banner can be the difference between winning and losing an engagement.
-Land mines. Tankbustas are unbelievably powerful with the threat of a snare hanging around.
-Battery pack. This thing is awesome. Sluggas can win out against a lot of shit with a well timed heal. Stormboyz become impossibly hard to deal with when a mek teleports in to support and heal them.
-Beamy deff gun in T2. A very nice ranged AV source that can teleport while setup. This weapon when used properly is the best transition tool orks have. Imagine having to only purchase a stormboy nob, a wartrukk, and a beamy deffgun, and then tech to T3.
-Tuff beam. Crazy gear that allows the mek to even counter unshakeable heroes. Also makes him great at stopping charging vehicles (crushers, tyrant guard, fex) due to knockback immunity for the duration.
-Supa Tuff beam. Sluggas that cant be denied. Stormboyz that cant be peeled off a retreat dev squad. Nobs that can't be interrupted. It's sooooooooooo good.
-More Dakka global is pretty nutty
These are the main things that I think make him so ideal for 1v1 play.
So to recap in short form wording,
His T1 is superior
His teleport provides invaluable utility
More Dakka makes shootas godlike for 6 seconds
He scales amazingly as the game goes on / his wargear fills ideal roles
He synergizes with any and all ork units
He has the most build orders available to him
Imo I would tie the warboss and knob, but a lot of people would argue that the knob is better in 1v1 than warboss. I would argue that I have played more ork than most if not all remaining players, and I don't see either of them edging the other out.
The knob has strong options in t1, and you are right, he struggles against immortal ASM at times. His real weakness is in T2 though, especially with the loss of his kommando call in. I would say the Knob transitions the worst into T3 of all the ork heroes. Once in T3 however, his rokkits are beast, and invisible nobs are so scary. Still, of the 3 heroes, the knob loses overall impact and becomes the worst of the 3 in T3.
The warboss on the other hand struggles in t1 against lame suppression overlaps, and garrisons. Come T2 however, and I really feel his globals are amplified several times over by the nob leaders on stormboyz and slugga boyz. The fact that the warboss can take on vehicles in ways that the knob simply cannot makes his T2 much stronger. He can be made into an absolute monster in T3 and his globals spike yet again as now nobs can be made into murderous hammer swinging savages! I would tie the warboss and mek in T3 for scaling as they both have their ways of being absolutely crazy.
Back to the mek now though, the number 1 reason why he is the best ork commander for 1v1 is his teleport. It solves so many problems for ork t1 when used correctly.
-He also has high dps, which in tandem with his teleport allows him to be a great counter to snipers.
-The mek is excellent for anti-commander play and forcing innitiation because he has the dakka deff gun. This allows sluggas to truly shine as you can usually force your opponent to take action and move out of cover.
-It isn't used often, but being able to throw up a quick waaagh banner can be the difference between winning and losing an engagement.
-Land mines. Tankbustas are unbelievably powerful with the threat of a snare hanging around.
-Battery pack. This thing is awesome. Sluggas can win out against a lot of shit with a well timed heal. Stormboyz become impossibly hard to deal with when a mek teleports in to support and heal them.
-Beamy deff gun in T2. A very nice ranged AV source that can teleport while setup. This weapon when used properly is the best transition tool orks have. Imagine having to only purchase a stormboy nob, a wartrukk, and a beamy deffgun, and then tech to T3.
-Tuff beam. Crazy gear that allows the mek to even counter unshakeable heroes. Also makes him great at stopping charging vehicles (crushers, tyrant guard, fex) due to knockback immunity for the duration.
-Supa Tuff beam. Sluggas that cant be denied. Stormboyz that cant be peeled off a retreat dev squad. Nobs that can't be interrupted. It's sooooooooooo good.
-More Dakka global is pretty nutty
These are the main things that I think make him so ideal for 1v1 play.
So to recap in short form wording,
His T1 is superior
His teleport provides invaluable utility
More Dakka makes shootas godlike for 6 seconds
He scales amazingly as the game goes on / his wargear fills ideal roles
He synergizes with any and all ork units
He has the most build orders available to him
- Crewfinity

- Posts: 712
- Joined: Tue 03 Dec, 2013 2:06 am
Re: Ork Commanders
ahhh fantastic responses from everyone, that was really illuminating.
thanks!
thanks!
Re: Ork Commanders
I'd probably tie the Mek and the Kommando for being the superior ork commanders to the warboss, but both for different reasons.
I'd say both have a much easier time in t1, which is arguably the most important tier.
As Tex said the mek teleport offers such great utility and solves a lot of issues that orks have. I found that the Mek's global really puts you at the advantage for what it does currently. It's incredibly cheap (only 50 red) and available from the get go. Being able to apply it to your core/backbone unit that has a very generous amount of DPS is invaluable. His wargears are excellent as described above.
The Kommando I found that his T1 harassment is also an invaluable tool to really get the ball rolling. All his wargear options have their time and place but they are excellent. Especially against eldar, since there aren't any detectors early you can really peel off models fast. Stickbombs are also something unreal for him, just getting one decent nade off is such a game changer.
Lame is probably one of the more polite ways of describing the warboss' struggle to deal with dual suppression. I have a far different term for it but this one shall do for now. It makes playing as the warboss generally unenjoyable. His charge is good but gets countered by a lot. I'd agree with Tex that his T2 is awesome and by the time T3 comes along he's got enough levels to really cause enough havoc to keep your opponent on edge.
Btw if you're trying double sluggas+shootas+painboy in that order, try buying the shoota first. Showing two too early gives your opponent a lot of intel and you're just going to get suppressed or knocked back by whatever your opponent has.
I'd say both have a much easier time in t1, which is arguably the most important tier.
As Tex said the mek teleport offers such great utility and solves a lot of issues that orks have. I found that the Mek's global really puts you at the advantage for what it does currently. It's incredibly cheap (only 50 red) and available from the get go. Being able to apply it to your core/backbone unit that has a very generous amount of DPS is invaluable. His wargears are excellent as described above.
The Kommando I found that his T1 harassment is also an invaluable tool to really get the ball rolling. All his wargear options have their time and place but they are excellent. Especially against eldar, since there aren't any detectors early you can really peel off models fast. Stickbombs are also something unreal for him, just getting one decent nade off is such a game changer.
Lame is probably one of the more polite ways of describing the warboss' struggle to deal with dual suppression. I have a far different term for it but this one shall do for now. It makes playing as the warboss generally unenjoyable. His charge is good but gets countered by a lot. I'd agree with Tex that his T2 is awesome and by the time T3 comes along he's got enough levels to really cause enough havoc to keep your opponent on edge.
Btw if you're trying double sluggas+shootas+painboy in that order, try buying the shoota first. Showing two too early gives your opponent a lot of intel and you're just going to get suppressed or knocked back by whatever your opponent has.
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Maestro Cretella

- Posts: 66
- Joined: Thu 21 Mar, 2013 9:22 am
Re: Ork Commanders
In my opinion, with how the Warboss has classically done well in competitive 1v1, I see him as a very viable, if not much better than viable, hero, even if the other ork heroes are better.
Re: Ork Commanders
Crewfinity wrote:Can someone elaborate for me why it seems to be that the warboss is the weakest of the 3 ork heroes in 1v1s?
he has awesome globals, and he's really good at being a linebreaker/tank/frontline support commander. He has some trouble dealing with suppression, but stormboys with buffs tear setup teams apart. Whenever I play the warboss, I usually find myself going for one of these T1 builds:
double shootas+sluggas+stormboys
double sluggas+shootas+painboy
which seems to serve me pretty well.
I know the Knob is really powerful, and has a ton of great wargears. I find a lot of problems with him when the other player loads up on detection, he's not really tanky enough to be a linebreaker with his nades and whatnot, and whenever I try to setup nades with the rest of my army he gets focused down.
I especially have a lot of trouble against the apothecary with ASM's, whenever they jump in they start wrecking all of my stuff, if i try to counter initiate with sluggas they get puri rites to the face, and when i try to take out the heal by going after the apo he just uses his storm bolter on my knob and FF's him down.
That said, I can understand that I just need to get better at playing/understanding the KNob, I think a lot of my woes with him are due to inexperience, and I have had awesome results with lootas/infiltrated sluggas and other fun shenanigans, so I can totally get why he's awesome.
What I really dont understand is why the Mek is considered so awesome. I've heard several people talk about how he's amazing in 1v1's, but i'm not sure how best to use him. He obviously isn't a front line fighter due to his low health pool. Should he be treated like the WSE and constantly be harassing capping/melee squads? His battery pack heal is pretty good with any unit on the ork roster, but it just seems like he's kinda lacking in DPS, and I'm not sure how to account for that with an army composition. The deffgun combined with the force field seems like it would be pretty good, as does the beam combined with any melee squad, but it just doesnt seem to me like he brings as much to the table as the other two commanders.
So, what makes the mek so amazing? Slash I'd love to hear any tips/advice from more experienced players, I'll probably reply with more questions as I remember any.
Thanks!
Actually I think it's more map deppend which hero is better and race / hero against which you will face.
Let's compare WB vs MEK MU, what we gonna have here it's great pushback early advantage from WB. Also if mek will get Deffguna you can simple use custom shota. If mek will get electric armor also WB can get custom shota and knock him down with fire from shota boys. If that would be not enough get boss pole , to incrase your units HP on the field. Also globals from WB are more useful in that MU. Sluggas , Stromboyz , everything what WB got will be better pretty much.
But ! But ! In T2 MEK can get that force shield + deff gun , combaine that with weirdboy vomite , activate shield , move your mek front of enemy army and probably WB not gonna be able to do much. And ofc the big game changer the mega rumblah ! in T3. Doubt if WB can counter that in some how.
So WB vs MEK :
- Wb advantage in T1 on maps with full of block fires ( like jarlo forge ? or outareaches or what was the name )
- Also some open maps like Calderis are great for WB , Calderis offer many ways of flanking and split your army in few places.
- Problems with maps where we can hide troops inside the buildings in T1 , like ( legis ).
- Problems with maps on one or two path like ( hydris hasm )
- Maps that are too much open like ( quest heresy ) can also bring some problems for WB.
I could wrote here much more, but if you realy want good advice from me , stop playing 2v2 / 3v3 , and start 1v1 practice , deppend how clever / smart you are after 500-1000 hours with some heros you will maybe understand how things work here.
Re: Ork Commanders
Tex+Rataxas summed it up well. Teleport itself is probably the biggest factor. Tex, you also forget the Mek's ability to support vehicles which I find quite pivotal for orks, he makes wartrukks quite a bit more viable I find, not only because of his direct vehicle support, but becuase his beamy deffgun compensates for orks otherwise lack of AV if they go for a wartrukk (instead of a DD/weirdboy etc).
Regarding the warboss he's by far weakest in t1. That's quite a bit deal because t1 I find is the most influential part of the game in 1v1 by far. He, like all orks, has a huge spike in power come T2, but the warboss himself has the biggest "power" spike out of all the heroes. That power klaw and his melee buffs become so hugely influential with vehicles coming out as well as those sluggas/stormboyz getting their nob, as well as the presence of the weirdboy who supports melee amazingly.
All ork heroes are viable in 1v1 though. In fact, I would say that all ork heroes are overpowered right now.
Regarding the warboss he's by far weakest in t1. That's quite a bit deal because t1 I find is the most influential part of the game in 1v1 by far. He, like all orks, has a huge spike in power come T2, but the warboss himself has the biggest "power" spike out of all the heroes. That power klaw and his melee buffs become so hugely influential with vehicles coming out as well as those sluggas/stormboyz getting their nob, as well as the presence of the weirdboy who supports melee amazingly.
All ork heroes are viable in 1v1 though. In fact, I would say that all ork heroes are overpowered right now.
Lets make Ordo Malleus great again!
Re: Ork Commanders
Rataxas wrote:I could write much more here, but if you really want good advice from me, stop playing 2v2/3v3 , and start practicing 1v1. Depending on how clever/smart you are, after 500-1000 hours with some heroes you will maybe understand how things work here.
Corrected it so it's easier to understand
But this is the best advice I have seen on the forum. Ever.
On topic: Mekboy is so strong in 1v1 with his T1 free teleport, harassment potential, teleporting setup AV (a trick which only the Sorcerer can also pull off, and it's harder for him). Larger gamemodes favour the KN with his array of stuns, unique AV potential with his rokkit launcha, and of course general survivability and strong ability to bleed all races.
Re: Ork Commanders
Raffa wrote:after 500-1000 hours with some heroes you will maybe understand how things work here.
But this is the best advice I have seen on the forum. Ever.
LOL this was just another L2P senseless post
if this is the best you read here in the forums, you should better stop reading here.
this l2p mumble is just arrogant. sry rataxas it might be right but - well 1000 hours played dow is just nerd being and not worthwile
and to be honest, i think my just ~600 hours are actually too much
Re: Ork Commanders
Everyone should be free to spend their time as they like to, you should not judge about that. In fact it is an insult calling every Decent player/player with more than 1000 hours a Nerd.
Re: Ork Commanders
Like it or not it's the blunt truth. Unless you're a DOW prodigy you're not going to have a good understanding of how the game functions fundamentally unless you've played at the very least 500hours of 1v1.
Lets make Ordo Malleus great again!
Re: Ork Commanders
allthough this is still off topic im totally at another opinion.
i have seen players learning very quick and outplaying at least me with my 500 hours after 10 hours played ...
playtime is a sign, but its not everything.
500 hours is really much time. and its really more than enough to understand a game very well.
if i look at me. i have that playtime but only since i play dow2 from the very beginning of the beta of vanilla retail.
im just not as good as some here because my micro and unit preservation is not that good - not because i dont understand the game
well and if i would not be that stoned while playing, i would be a lot better
honestly, its not chess
and last but not least.
nerd is no more that of an insult theese days
i feel like i played much dow2 in the last years and a player who has like twice or triple the playtime than me looks - just a bit
- like addiction 
i have seen players learning very quick and outplaying at least me with my 500 hours after 10 hours played ...
playtime is a sign, but its not everything.
500 hours is really much time. and its really more than enough to understand a game very well.
if i look at me. i have that playtime but only since i play dow2 from the very beginning of the beta of vanilla retail.
im just not as good as some here because my micro and unit preservation is not that good - not because i dont understand the game
well and if i would not be that stoned while playing, i would be a lot better
honestly, its not chess
and last but not least.
nerd is no more that of an insult theese days
i feel like i played much dow2 in the last years and a player who has like twice or triple the playtime than me looks - just a bit
- BaptismByLoli

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Re: Ork Commanders
Well... Steam achievements manager allows you to reset your entire stats IIRC so... :p

Re: Ork Commanders
sk4zi wrote:Raffa wrote:after 500-1000 hours with some heroes you will maybe understand how things work here.
But this is the best advice I have seen on the forum. Ever.
LOL this was just another L2P senseless post
if this is the best you read here in the forums, you should better stop reading here.
this l2p mumble is just arrogant. sry rataxas it might be right but - well 1000 hours played dow is just nerd being and not worthwile
and to be honest, i think my just ~600 hours are actually too much
Well , gonna probably shame you but i got around 6000-7000 hours ( DoW2 vanila , DoW2 CR and DoW2 retri ) and i do not think im a nerd guy. Act, i have pretty much good job , my payments are on decent levels , im an good looking guy , every weekend fuck diffrent girl ( also good looking ). I can speak with 3 languages , not perfectly but enough as you can see to comunicate with you. And still i can for sure drink more vodka than you ever gonna see and ownd your ass like a bosss.
Any way , if you did not understood my earlier post about "500-1000hours" that means you are not clever enough. Im not saying stupid , dont take me wrong.
What i just mean some players will need 500 hours and gonna be realy realy good players and some of them can have 5000 hours but half of that can be on Last Stand or 3v3 only or both and they will suck hard.
It's rly rly deppending on how much open minde you have there in your head.
PS. Do you watch TV ? or play other games ? I do not. DoW2 is the only game i got on my PC.
So do not judge in that way. And no worries i dont feel offended.
sk4zi wrote:allthough this is still off topic im totally at another opinion.
i have seen players learning very quick and outplaying at least me with my 500 hours after 10 hours played ...
playtime is a sign, but its not everything.
500 hours is really much time. and its really more than enough to understand a game very well.
if i look at me. i have that playtime but only since i play dow2 from the very beginning of the beta of vanilla retail.
im just not as good as some here because my micro and unit preservation is not that good - not because i dont understand the game
well and if i would not be that stoned while playing, i would be a lot better![]()
honestly, its not chess![]()
and last but not least.
nerd is no more that of an insult theese days
i feel like i played much dow2 in the last years and a player who has like twice or triple the playtime than me looks - just a bit- like addiction
Ok so how much of that time is 1v1 games ? Look at this point :
Player 1 got 3000 hours , but 40% of that is 3v3 games, 40 % of that is last stand and 5% just chat in lobby and maybe 5 % gonna be 1v1 or 2v2.
So 5% from 3000 hours is 150 hours , what mean you could probably played around 250-300 1v1 games. That is pretty much enough for 1 hero on 1 map , to understand how oath finding is working on that map.
Player 2 got 1000 hours , but 50% of that is 1v1 and 40% other team games and 10% just chat in lobby with other ppls. So 50% is 500 hours , what means he already got more than twice of that exp. as Player 1 , cause that means he played around 900 - 1000 games. ( we have to count that decent game in DoW2 is around 24-28 min max , 1v1 ofc ).
And i can keep explaining that still and still and still. But if you think your micro is bad you are very and very wrong. You can practice your skill , its not , just by playing and do other things. DoW2 is mainly a fighting on few fronts , so if less attention you need to throw a nade on lets say "path" when enemy units are on "X" than more attention you can use on the other part of map while fighting with rest of your army.
Ofc every one is limited and every one got a bad day.
Last edited by Rataxas on Tue 29 Apr, 2014 3:07 pm, edited 1 time in total.
Re: Ork Commanders
Rataxas wrote: And no worries i dont feel offended.
very nice
i just ment - and im sure you got it. that its not nessecary needet to have 500 hours played.
edit: answer to your edit:
i was playing 1v1 only in retail.
Re: Ork Commanders
sk4zi wrote:allthough this is still off topic im totally at another opinion.
i have seen players learning very quick and outplaying at least me with my 500 hours after 10 hours played ...
playtime is a sign, but its not everything.
500 hours is really much time. and its really more than enough to understand a game very well.
if i look at me. i have that playtime but only since i play dow2 from the very beginning of the beta of vanilla retail.
im just not as good as some here because my micro and unit preservation is not that good - not because i dont understand the game
well and if i would not be that stoned while playing, i would be a lot better![]()
honestly, its not chess![]()
and last but not least.
nerd is no more that of an insult theese days
i feel like i played much dow2 in the last years and a player who has like twice or triple the playtime than me looks - just a bit- like addiction
Yeah, and the olympic gold medalist swimmers are addicted to swimming too right?
This game is probably as complicated as chess in all honesty. I think you're totally out of your league here. You clearly don't have a clue what the hell you're talking about. the amount of possible different situations and ways of playing the game are so vast. I guess unlike chess a lot of the variables are obviously unoptimal, but not enough to make it so that the optimal variables would be obvious with anything less than 500hours of playtime in 1v1, except if you're a genius.
I think it's also important to note how an understanding of the game is not synonymous with being good at it. Are all football managers the best players in the world? No, but a good few of them at some point in their played quite a bit of football at a decent level to say the least.
Regarding you playing 500hours and losing to somebody who had only played for 10. It's not merely the time spent, but how you spend the time? Were you playing lackadaisically or wereyou trying to win? Were you studying the workings of the game meticulously or just casually wanting some quick fun? Were you playing 1v1 or 3v3? Or are you just a slow learner?
Lets make Ordo Malleus great again!
Re: Ork Commanders
sk4zi wrote:Rataxas wrote: And no worries i dont feel offended.
very nice
i just ment - and im sure you got it. that its not nessecary needet to have 500 hours played.
edit: answer to your edit:
i was playing 1v1 only in retail.
So those was old days , true is you need to practice enough in every week, few games , the best is 2 (1v1) games per day. Of you can split that on other days. Up to you.
to stay on topic : In mirrored match WB - KNOB - MEK , i think knob is the best hero:
- Shotgun is so strong against other orcs , that pretty much you dont need a wierdboy.
- Stun nade in early T1 engagements it's good.
- Knife from KNOB allows you to knock back mekboy while he got his deffgun , stop a WB for a moment, and more.
Re: Ork Commanders
hehe torpid.
ok your right - its a very complicated game in its details.
so ok i dont want to argue with u guys because i got actually the same opinion.
so but you wrote it just by yourself:
thats what i am talking about. and that also means (back to my initial post here) its not needet to have pro status to post true things here. L2P posts are just ridiculous.
hmm i dont think so. actually i think i am everytime when i play out of practise
but there are surely some more issues.
eg. my pc seems to bad to get every command on demand ... sometimes i need to press x more than twice to get a retreat etc.
and ofc that thing with being stoned doesnt help to be good
sorry mods for another OT... that was the last ..
ok your right - its a very complicated game in its details.
so ok i dont want to argue with u guys because i got actually the same opinion.
so but you wrote it just by yourself:
I think it's also important to note how an understanding of the game is not synonymous with being good at it
thats what i am talking about. and that also means (back to my initial post here) its not needet to have pro status to post true things here. L2P posts are just ridiculous.
Or are you just a slow learner?
hmm i dont think so. actually i think i am everytime when i play out of practise
but there are surely some more issues.
eg. my pc seems to bad to get every command on demand ... sometimes i need to press x more than twice to get a retreat etc.
and ofc that thing with being stoned doesnt help to be good
sorry mods for another OT... that was the last ..
Re: Ork Commanders
All this talk of 1v1 and I can barely even play it because no one plays 1v1 during US prime hours 
Follow my stream! twitch.tv/frozenvapor100
- Crewfinity

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Re: Ork Commanders
i do! I'm just still not very good 
Re: Ork Commanders
Well then I'll invite you to one next time I play. 
Follow my stream! twitch.tv/frozenvapor100
Re: Ork Commanders
Immortal asmTex wrote:The knob has strong options in t1, and you are right, he struggles against immortal ASM at times.
Even without the knife, asm shouldn't be much of a problem.
All of his wargear make him a pain and a force to be scared of.Tex wrote:Still, of the 3 heroes, the knob loses overall impact and becomes the worst of the 3 in T3.
Especially his Rokkit Launcha in T3.
I agree with most of the rest of your post.
I agree that you learn the most in 1v1 and that stuff should be balanced primarily around this game mode. But you can't just disregards the teamgames or people who only play teamgames, which is probably also most of the people that play DoW2 and Elite Mod.Raffa wrote:But this is the best advice I have seen on the forum. Ever.Rataxas wrote:I could write much more here, but if you really want good advice from me, stop playing 2v2/3v3 , and start practicing 1v1. Depending on how clever/smart you are, after 500-1000 hours with some heroes you will maybe understand how things work here.
Rataxas, you're such a badass!Overwhelming us with such badassery!
Spare our unworthy little nerdy souls. Be careful not to catch a soa,
who knows where are these sluts have been on before.
Can we all get back to the topic now?
-
crazyman64335

- Posts: 329
- Joined: Mon 06 May, 2013 2:15 am
Re: Ork Commanders
LOL at the players basing playtime as a reflecting of skill. If you've got 3000 hours come 1v1 me, watch as i make you regret those thousands of hours when a "lowely pleb 1k hours" beats you in a 1v1
Anyway back to OT best ork commander is the Mek easily, more dakka is amazing, mek's mobility + dps is very good for 1's. Basically everything that tex has said before.
Anyway back to OT best ork commander is the Mek easily, more dakka is amazing, mek's mobility + dps is very good for 1's. Basically everything that tex has said before.
Re: Ork Commanders
Dark Riku wrote:Tex wrote:
Rataxas, you're such a badass!Overwhelming us with such badassery!![]()
Spare our unworthy little nerdy souls. Be careful not to catch a soa,
who knows where are these sluts have been on before.
Can we all get back to the topic now?
Go cry somewhere else about SM up. None like you here, that topic is maded for da orcs !
Re: Ork Commanders
Sorry to necro this thread, but I may as well post here instead of opening a new one!
I also have a few questions about Ork heroes!
Right now I'm pretty much set on a couple of builds for KN (if those are bad openings, let me know!)
1) 2x shootaz, 2x sluggaz.
2) 1x shoota, 3x sluggaz
x) Loota accordingly (AV and shet)
I feel that KN's built in anti-supression lets orks worry less about being defensive and more about getting a whole bunch of shit out in t1 to make your life hell. The shotgun in T2 can also gib a ton of models from a squad AND keep them grounded. luvz it
Honestly my favorite hero, hands down. Hell, right up there with stormz as my fav unit in dow2!
My thoughts on WB is that it is honestly a newbie friendly hero. I recommend it for anyone starting out 1v1s with Orks, as it will get you wins and make you feel a little better about the shitty record you're gonna have. But, come higher level play, I feel that WB just lacks compared to Mek, or KN.
A stealthed, or beamed Nob squad has much higher kill potential than one with higher DPS, imo. Your otherwise obscene health regen early game gets countered later by higher dmg output. And, if you want to give your army +20% HP, or 25% reduced dmg, you have to give up his charge. No.
Mekboy, though... frigging Mekboy.
I can see how it's easily a top tier hero. Where KN is good at bleeding and disrupting, Mekboy is good for his global utility. Not global as in his global skills (which also rape,) but rather how he can fit basically any role, including jumping into a blob and going hard on them.
I guess my question is... how do I use Mekboy?
- When is it good to get his Deffgun, as opposed to a Loota?
- When I tele around the map, do I decap, or cap the opponent's points?
- Is his DDD really as good as it seems, considering you can deff-bomb as soon as ~3 minutes into the game, and it is only made stronger by his kustom field?
I've seen people go lootas with Mekboy, others go stormz, and yet others will get his deffgun and stay with the 1 slugga, 2 shootaz for the duration of T1. Wth!
These are all the questions about Mek that come to mind at the moment. I ask here because I feel that they are not matchup specific questions, so anyone who plays, or has played against good Meks before can answer! Otherwise I'd be annoying the shit out of certain people with these!
Thank you all in advance!
And, as per usual... I am really sorry about the text-wall. >.<
Also, please let me know if I've broken any rules by necroing this thread!
I also have a few questions about Ork heroes!

Right now I'm pretty much set on a couple of builds for KN (if those are bad openings, let me know!)
1) 2x shootaz, 2x sluggaz.
2) 1x shoota, 3x sluggaz
x) Loota accordingly (AV and shet)
I feel that KN's built in anti-supression lets orks worry less about being defensive and more about getting a whole bunch of shit out in t1 to make your life hell. The shotgun in T2 can also gib a ton of models from a squad AND keep them grounded. luvz it
Honestly my favorite hero, hands down. Hell, right up there with stormz as my fav unit in dow2!
My thoughts on WB is that it is honestly a newbie friendly hero. I recommend it for anyone starting out 1v1s with Orks, as it will get you wins and make you feel a little better about the shitty record you're gonna have. But, come higher level play, I feel that WB just lacks compared to Mek, or KN.
A stealthed, or beamed Nob squad has much higher kill potential than one with higher DPS, imo. Your otherwise obscene health regen early game gets countered later by higher dmg output. And, if you want to give your army +20% HP, or 25% reduced dmg, you have to give up his charge. No.
Mekboy, though... frigging Mekboy.
I can see how it's easily a top tier hero. Where KN is good at bleeding and disrupting, Mekboy is good for his global utility. Not global as in his global skills (which also rape,) but rather how he can fit basically any role, including jumping into a blob and going hard on them.
I guess my question is... how do I use Mekboy?
- When is it good to get his Deffgun, as opposed to a Loota?
- When I tele around the map, do I decap, or cap the opponent's points?
- Is his DDD really as good as it seems, considering you can deff-bomb as soon as ~3 minutes into the game, and it is only made stronger by his kustom field?
I've seen people go lootas with Mekboy, others go stormz, and yet others will get his deffgun and stay with the 1 slugga, 2 shootaz for the duration of T1. Wth!
These are all the questions about Mek that come to mind at the moment. I ask here because I feel that they are not matchup specific questions, so anyone who plays, or has played against good Meks before can answer! Otherwise I'd be annoying the shit out of certain people with these!

Thank you all in advance!
And, as per usual... I am really sorry about the text-wall. >.<
Also, please let me know if I've broken any rules by necroing this thread!
- Crewfinity

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Re: Ork Commanders
Tranca wrote:Sorry to necro this thread, but I may as well post here instead of opening a new one!
Oh man throwback nation...
Tranca wrote:I also have a few questions about Ork heroes!
Right now I'm pretty much set on a couple of builds for KN (if those are bad openings, let me know!)
1) 2x shootaz, 2x sluggaz.
2) 1x shoota, 3x sluggaz
x) Loota accordingly (AV and shet)
I feel that KN's built in anti-supression lets orks worry less about being defensive and more about getting a whole bunch of shit out in t1 to make your life hell. The shotgun in T2 can also gib a ton of models from a squad AND keep them grounded. luvz it
Honestly my favorite hero, hands down. Hell, right up there with stormz as my fav unit in dow2!
if storms are your favorite unit you should use them more

they're still super good in some matchups, even though the knob isnt able to support them as much as the other heroes. painboy is also quite good in the HI matchups. Having an idea of what build you want is good, but dont tie yourself to it. being flexible and adapting to your opponents choices is a key part of this game.
Tranca wrote:My thoughts on WB is that it is honestly a newbie friendly hero. I recommend it for anyone starting out 1v1s with Orks, as it will get you wins and make you feel a little better about the shitty record you're gonna have. But, come higher level play, I feel that WB just lacks compared to Mek, or KN.
A stealthed, or beamed Nob squad has much higher kill potential than one with higher DPS, imo. Your otherwise obscene health regen early game gets countered later by higher dmg output. And, if you want to give your army +20% HP, or 25% reduced dmg, you have to give up his charge. No.
he's the msot one dimensional of the heroes, certainly. I dont necessarily agree with newbie friendly. all three heroes have good matchups and bad matchups. warboss excels in matchups where your opponent lacks high focus fire, like vs chaos sorc, apo, etc. he can do a lot of work in those matchups. mek and knob do tend to have more good matchups against other heroes though. suppression, especially layered suppression, can really shut the boss down hard. dont rule out the bosspole either though, its an awesome support wargear and opens up some other ways to play him. triple shootas or stormboy play really benefits more from a bosspole warboss than angry bitz. combine with the bang bang hammer and turn into the ultimate buffboss

also dont forget that it gives 50% suppression resistance as well, which really helps in a lot of matchups.
Tranca wrote:Mekboy, though... frigging Mekboy.
I can see how it's easily a top tier hero. Where KN is good at bleeding and disrupting, Mekboy is good for his global utility. Not global as in his global skills (which also rape,) but rather how he can fit basically any role, including jumping into a blob and going hard on them.
I guess my question is... how do I use Mekboy?
- When is it good to get his Deffgun, as opposed to a Loota?
- When I tele around the map, do I decap, or cap the opponent's points?
- Is his DDD really as good as it seems, considering you can deff-bomb as soon as ~3 minutes into the game, and it is only made stronger by his kustom field?
I've seen people go lootas with Mekboy, others go stormz, and yet others will get his deffgun and stay with the 1 slugga, 2 shootaz for the duration of T1. Wth!
yep. Mekboy is an incredibly flexible hero, due to both his mobility(which is huuuuuge in this game) as well as his various wargears. he also supports vehicles very well which is another huge selling point.
on deffgun/lootas
Mek Deffgun is good when you're seeing a lot of ranged firepower in T1, for example vs a 2 tac build. he does less damage than lootas and cant infiltrate, but is able to teleport while set up which can be incredibly op. when he's set up with the deff gun and you teleport, he will remain set up in the direction he teleported when he gets there. so you can set up behind a LOS blocker and teleport to green cover in front of your enemy to open an engagement. he does huuuuuge amounts of damage close up but the far off damage and suppression in general is meh (this is true for regular lootas as well). he is better than lootas when your opponent has jump troops, since he can teleport while they jump and avoid the knockback, whereas regular lootas will get knocked over. some advantages that regular lootas have over the mek is higher damage and the ability to infiltrate. they're amazing for guarding points and getting kills on squads the opponent isnt looking at. they deal 780 damage per burst(over 2 seconds) and have crazy high modifiers for short and medium distances. a full burst within 25 will deal 1092 damage, and within 15 they'll deal 2730(not counting accuracy). they also have the ability to scale into hard AV. the mek does as well but you have to pay additional power for him.
on map pressure.
ABC is the name of the game.
Always.
Be.
Capping.
even if youre not winning engagements, if youre able to go around and cap the whole map while your opponent is busy fighting it can put you right back in the game. in general if you expect units to come and contest the mek just try to get decaps and move on, its better to decap 2 points than cap your opponents natural req and lose a bunch of health doing so. you want to retreat as little as possible, so just stay mobile whenever the enemy tries to hunt you down. you should be scouting a little while you do this, so you have a general idea of which of your enemys units are together and where on the map they are. for example vs SM you want to try to keep the tacs running around after you while avoiding most of their fire, and you want to punish scouts whenever you get near them. this leads into the next point.
dakkadakkadakka gun
this gun is amazing at bleeding light infantry models. its great at picking off scout models, eldar in general, tics, sluggas, etc. you'll be winning most one on one unit matchups with this gun, and it really makes the mek a huge nuisance on map control/economic pressure. this gun keeps him way more versatile than the deff gun, and ties well into a role of punishing isolated squads on the periphery. teleport into green cover to bleed off ranged units, and keep teleporting away from charging melee while you bleed models. remember, every model you bleed is req the enemy has to pay, and the mek cant bleed.
the reason you see so many builds used with mek is he's just a great support hero and is flexible enough to accommodate a lot of builds and playstyles.
he's amazing at supporting stormboys with the battery pack heal, as they can charge in, deal lots of damage, and then get healed nearly to full when your opponent is expecting you to retreat. lootas work with him since they can really hold the middle ground and anchor your army while the mek goes around and decaps all your opponents points, letting you gain the economic advantage. conversely, you can go for a fast gen farm and hold it with his deff gun. this lets you be more greedy with upgrades instead of units, since a teleporting suppression team can apply a huge amount of pressure and win a lot of early engagements. this lets you aim for a fast T2 into deff dread to close out the game. there are many more ways to play the mek and you should try experimenting yourself

also teleporting beamy deffgun is balls crazy vs transports. add in the kustom force field and theres not much the opponent can do to stop you from blasting apart his vehicle in moments.
also more dakka is great with lootas since they have a high cooldown

good luck on your WAAAAUGHing!!!
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