DoW III Ork "meta"
Posted: Sat 08 Apr, 2017 7:35 am
Just played 10 games as Orks today. Here are 10 random observations/questions about the "meta" (obviously there really isn't one yet).
1. There is a larger timing window for the Ork player to get more than just Sluggas or Shootas than for SM or Eldar to get access to more than two units. So far I haven't quite figured out a good early game strategy except defensive play until the truk is available.
2. Zapnoggin seems good but you definitely need to spot for him. He's also one of the easiest elites to kill. I haven't quite figured out how to prioritize scrapping him vs. other units.
3. Scrap timing/tower placement is something I'm learning. Without 'Ard Boyz or Stikkbombs it seems difficult to engage early SM/Eldar compositions. Who to scrap first?
4. I would have thought that early aggression harassing your opponents natural points would be a good idea. Capping the entire middle of the 1v1 map and my side is actually something I consistently accomplish (double or triple Gretchin start -> two Boyz/forward BH). But if I try to harass their naturals I usually lose a squad. Not sure how to time that.
5. Your opponent can siege your towers or forward bases with snipers/HW's (devs/reaps) which is a bit tricky. Countering seems to require Truk/Boyz. But your opponent is already charging your shootas with ASM/shees. A paradox...
6. Is it better to wait for Gorgutz or forego Zap for the Mek? Zap seems to need something to peel for him and boyz don't do it for me in most cases.
7. Is a busta/truk combo the only mobile AV you can go for? I've never used it. Harassing landspeeders and vypers can be tricky.
8. No idea how to use the Big Trak. The delay on its shots is pretty weird. Your opponent will move out of the way before they trigger. "Tank" mode makes it into a decent anti-infantry/light vehicle unit but it struggled against an SM dreadnought. It's also so expensive that I pretty much rely on scrap to get them.
9. Kans are somewhat cheap but still have a hefty power cost. I do go for the Kan buffing doctrine which turns them into artillery. They are your only anti-vehicle vehicle and they are not tanky enough to stand up to Annihilators/fire prisms. However they also have effective damage against every target. Overall I have no idea what their main use is.
10. Finally, the kopta. I tried to use them as spotters and to harass a whirlwind. DPS is pitiful, but they are so cheap you can build a little mob of them. I'm assuming they are intended to be used en masse? One useful thing about them is they force your opponent to LP natural points because they have the DPS to quickly wipe upgrades.
Anyone else's thoughts on the Ork meta/responses to my questions?
1. There is a larger timing window for the Ork player to get more than just Sluggas or Shootas than for SM or Eldar to get access to more than two units. So far I haven't quite figured out a good early game strategy except defensive play until the truk is available.
2. Zapnoggin seems good but you definitely need to spot for him. He's also one of the easiest elites to kill. I haven't quite figured out how to prioritize scrapping him vs. other units.
3. Scrap timing/tower placement is something I'm learning. Without 'Ard Boyz or Stikkbombs it seems difficult to engage early SM/Eldar compositions. Who to scrap first?
4. I would have thought that early aggression harassing your opponents natural points would be a good idea. Capping the entire middle of the 1v1 map and my side is actually something I consistently accomplish (double or triple Gretchin start -> two Boyz/forward BH). But if I try to harass their naturals I usually lose a squad. Not sure how to time that.
5. Your opponent can siege your towers or forward bases with snipers/HW's (devs/reaps) which is a bit tricky. Countering seems to require Truk/Boyz. But your opponent is already charging your shootas with ASM/shees. A paradox...
6. Is it better to wait for Gorgutz or forego Zap for the Mek? Zap seems to need something to peel for him and boyz don't do it for me in most cases.
7. Is a busta/truk combo the only mobile AV you can go for? I've never used it. Harassing landspeeders and vypers can be tricky.
8. No idea how to use the Big Trak. The delay on its shots is pretty weird. Your opponent will move out of the way before they trigger. "Tank" mode makes it into a decent anti-infantry/light vehicle unit but it struggled against an SM dreadnought. It's also so expensive that I pretty much rely on scrap to get them.
9. Kans are somewhat cheap but still have a hefty power cost. I do go for the Kan buffing doctrine which turns them into artillery. They are your only anti-vehicle vehicle and they are not tanky enough to stand up to Annihilators/fire prisms. However they also have effective damage against every target. Overall I have no idea what their main use is.
10. Finally, the kopta. I tried to use them as spotters and to harass a whirlwind. DPS is pitiful, but they are so cheap you can build a little mob of them. I'm assuming they are intended to be used en masse? One useful thing about them is they force your opponent to LP natural points because they have the DPS to quickly wipe upgrades.
Anyone else's thoughts on the Ork meta/responses to my questions?