orcz
orcz
Hello, I'm new in DOW 2 and have a question about Orc race. I see that most people do 2 shootas but can be effective a melee build? 3 sluggas or 2 sluggas + stormboyz for example?
Re: orcz
Yes, that can work.
It's "Orks" in 40K btw
It's "Orks" in 40K btw

Re: orcz
And what kind of build is it? Slugga Zerg rush or something else?
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Re: orcz
dabane wrote:And what kind of build is it? Slugga Zerg rush or something else?
There's a couple "melee" builds I've seen from Orks but if you're strictly talking about the opening units it's usually getting 1 shoota and then another slugga or two more sluggas. The shoota is usually a capping unit in that case.
After that, it deviates on situation. Stormboyz and Painboy are both really good early on, while a Wartrukk is great midgame and you end it with Nobz.
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Re: orcz
dabane wrote:And what kind of build is it? Slugga Zerg rush or something else?
Man if you take SC2 as a comparison point for DoW 2 you're gonna have trouble figuring it out.
Re: orcz
The inclusion of suppression in this game means that you have to play differently than you would in Starcraft. You can't send a mass of melee units at an enemy and just take some losses on the way. Suppression units will shut them down and deal horrendous damage before you even reach your enemy.
If I'm doing melee as Orks, which isn't often because of suppression, I would get a slugga, a shoota and then my first power purchase has to be storm boyz. Some commanders can really be a problem for melee heavy builds as well. Going against the chaos lord with full melee is difficult for example, thanks to kill the weak, his starting ability for. Try it an play around with some builds, don't hesitate to experiment!
If I'm doing melee as Orks, which isn't often because of suppression, I would get a slugga, a shoota and then my first power purchase has to be storm boyz. Some commanders can really be a problem for melee heavy builds as well. Going against the chaos lord with full melee is difficult for example, thanks to kill the weak, his starting ability for. Try it an play around with some builds, don't hesitate to experiment!
Re: orcz
Dark Riku wrote:Yes, that can work.
It's "Orks" in 40K btw
AWKS!
cause nufing is moar awky dan speek propa awk
Re: orcz
I'm playing mek. Can he normally counter surpression units? Or it's better to purchase stormboyz?
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Re: orcz
Mek can counter suppression team simply by teleporting straight to their faces and forcing melee.

Re: orcz
Storms are more use in t2 when you can purchase the Nob leader as they stun. The mek is an ample counter in t1 with the teleport and the electric armour makes it far more appealing.
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Re: orcz
Stormboyz are still good as a setup team counter in t1 due to the mek's heal which keeps them from bleeding. The mek alone can counter setup teams but it's situational since he doesn't force them off by himself (pitiful melee damage and no special, unlike WSE).
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Re: orcz
I agree that the mek is a situational setup counter in T1. If your opponent is prepared for it they can kill the mek very quickly by posting a high dps melee squad nearby or combining a knockback source with a lot of ranged dps. Some wargears will really mess him up if you try teleporting in, like the warboss' special shoota, WSE heavy gauge deathspinners, or apo full auto. You might still win the engagement but find yourself rebuying your mek constantly. In T2, the shield makes countering suppression easy.
Storms + battery pak work well as FV says, but sometimes splitting your forces and using the knockback from the More Dakka global on a shoota squad can work. It's an awesome global.
Storms + battery pak work well as FV says, but sometimes splitting your forces and using the knockback from the More Dakka global on a shoota squad can work. It's an awesome global.
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Re: orcz
Or!.....................
Just turn on autobuild until you have about 6 slugga squads and play the knob. It's definitely a viable strategy if you get good at using stun bombs and eventually stunning heroes with "trippa shot"
Just turn on autobuild until you have about 6 slugga squads and play the knob. It's definitely a viable strategy if you get good at using stun bombs and eventually stunning heroes with "trippa shot"
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