Quesshun: 'Ow ta be moar Orky?
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Quesshun: 'Ow ta be moar Orky?
I've decided to focus my efforts on learning the game while playing as the Orks, mostly because they are da Orks. I've played a bit as all of the other factions, and come to the conclusion that I enjoy Ork gameplay the most(mostly because the Kommando Nob can be so surprising).
A big thanks to Nurland for helping me come to this conclusion. As far as general gameplay goes, I've noticed several problems with my gameplay in general and am working on fixing those. I feel that my micro is ok, but that my main issue is map control and multitasking.
On a more specific topic: Does anyone have any tips or tricks about how to best utilize some of the abilities of the Orks?
I plan to play as them as much as possible, and will eventually find some of the answers myself, but feel free to contribute any information you'd like. I'm happy to learn!
Other than that main, general question, I have a few questions on the side:
- How do you best use the Warboss and what gear should you prioritize for him? In many ways, I find that he's very similar to the CL/BroCap, except he is vulnerable to suppression. In my very limited experience with the Orks, I've found that Shoota boyz easily shut down the Warboss if they use their on-demand suppression ability on him as soon as he is in range.
The fact that he can get shut down so easily has been a major concern of mine, and is a reason why I haven't played around with him very much. At this point, I'm really not sure if the Warboss can go toe to toe with other heavy melee heroes, or perhaps should be relegated to being more of support tank role instead of charging in and causing disruption.
- The Ork roster is huge compared to some of the other factions, and until recently I've been slightly overwhelmed by it. When do I want Tankbustas for anti-tank, and when do I want to convert my Loota into a Beamy Deff gun? If I get Tankbustas, they do have that barrage ability that can function as artillery - do I still want to get Stikkbombas?
- I've noticed that Stormboyz are just really fragile and easy to lose, especially before you get a Nob for the squad. I'm guessing they're extremely situational... but when would I use them? I watched Indrid's Orks vs Tyranids Faction war casts, and Codex/Marceline got Stormboyz often even though according to Indrid, it was a bad idea. When is it a good idea to get them?
- Which Weirdboy upgrade do I want to prioritize first?
- I've watched numerous Ork replay casts by Indrid and Maestro Cretella, and it seems that the players who get to T3 often choose between Nobs and Flash Gitz somewhat haphazardly. I understand that Flash Gitz seem to have more anti-infantry capability, while Nobs are just generally good at everything, so, when do I want Flash Gitz?
Thanks in advance! As an off-topic note though, the welcoming nature and the general air of friendliness about this community has really surprised me in a good way. More often than not, internet gaming communities tend to be the opposite.
A big thanks to Nurland for helping me come to this conclusion. As far as general gameplay goes, I've noticed several problems with my gameplay in general and am working on fixing those. I feel that my micro is ok, but that my main issue is map control and multitasking.
On a more specific topic: Does anyone have any tips or tricks about how to best utilize some of the abilities of the Orks?
I plan to play as them as much as possible, and will eventually find some of the answers myself, but feel free to contribute any information you'd like. I'm happy to learn!
Other than that main, general question, I have a few questions on the side:
- How do you best use the Warboss and what gear should you prioritize for him? In many ways, I find that he's very similar to the CL/BroCap, except he is vulnerable to suppression. In my very limited experience with the Orks, I've found that Shoota boyz easily shut down the Warboss if they use their on-demand suppression ability on him as soon as he is in range.
The fact that he can get shut down so easily has been a major concern of mine, and is a reason why I haven't played around with him very much. At this point, I'm really not sure if the Warboss can go toe to toe with other heavy melee heroes, or perhaps should be relegated to being more of support tank role instead of charging in and causing disruption.
- The Ork roster is huge compared to some of the other factions, and until recently I've been slightly overwhelmed by it. When do I want Tankbustas for anti-tank, and when do I want to convert my Loota into a Beamy Deff gun? If I get Tankbustas, they do have that barrage ability that can function as artillery - do I still want to get Stikkbombas?
- I've noticed that Stormboyz are just really fragile and easy to lose, especially before you get a Nob for the squad. I'm guessing they're extremely situational... but when would I use them? I watched Indrid's Orks vs Tyranids Faction war casts, and Codex/Marceline got Stormboyz often even though according to Indrid, it was a bad idea. When is it a good idea to get them?
- Which Weirdboy upgrade do I want to prioritize first?
- I've watched numerous Ork replay casts by Indrid and Maestro Cretella, and it seems that the players who get to T3 often choose between Nobs and Flash Gitz somewhat haphazardly. I understand that Flash Gitz seem to have more anti-infantry capability, while Nobs are just generally good at everything, so, when do I want Flash Gitz?
Thanks in advance! As an off-topic note though, the welcoming nature and the general air of friendliness about this community has really surprised me in a good way. More often than not, internet gaming communities tend to be the opposite.
Re: Quesshun: 'Ow ta be moar Orky?
Tank bustas should be your AV of choice in t2 but if you already have a loota then getting the beamy can be a good idea if you don't really need the suppression.
What to buy in t2 depends, if you're ahead in tech then get a deff dread and use the burna upgrade to raid the power farm. Weirdboy is a go to purchase in many matchups, he counters melee with the vomit and his basic attack is pretty good. Stikkz if you need to deal with a big ranged blob or suppression, wartrukk if u wanna be orky and drive around wreaking havoc
T3 I would go with nobs or looted tank since they are both anti all units. Go with the tank if your enemy has lots of melee counters like big stomp, fire prisms, etc. The other units are good too but it's hard to go wrong with one of the first two.
What to buy in t2 depends, if you're ahead in tech then get a deff dread and use the burna upgrade to raid the power farm. Weirdboy is a go to purchase in many matchups, he counters melee with the vomit and his basic attack is pretty good. Stikkz if you need to deal with a big ranged blob or suppression, wartrukk if u wanna be orky and drive around wreaking havoc
T3 I would go with nobs or looted tank since they are both anti all units. Go with the tank if your enemy has lots of melee counters like big stomp, fire prisms, etc. The other units are good too but it's hard to go wrong with one of the first two.
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Re: Quesshun: 'Ow ta be moar Orky?
Many of your questions don't have a single answer, it really depends on how you want to play the race. besides, from your questions, i think you are considering the right things, it's just a matter of having your own playstyle that works. here's how i play orks:
warboss:
xholyhammerx seems to like just capping with him, i know people that like to charge with him, i personally use him as a buff commander with boss pole or as a body guard with big stomp. one trick with charge is if you get stuck mid-charge in suppression team or something, you can stomp and retreat.
tankbustas:
this is also a question of preference as well as the need of lootas in late game. if you think you still need your lootas, tankbustas or another loota->beamy will do.
my ork commander of choice is warboss, and i like to get tankbustas so i have two mobile AV options, similar situation with the mek, i think lootas work better with knob so that you can hold out defensively until T3 rokit launcher, but that's just how i play those commanders.
weirdboy:
you don't even have to get an upgrade for this guy, he's awesome. but, if you play the knob, you are likely to waagh a lot (compared to the other two commanders) so getting upgrades will be good.
flash gitz:
you want them for the pew pew or AOE or if you are short on power. commandos are (and have always been) underrated, but they are surprisingly good, especially at sneaking behind a tank and delivering the last blow with a rear armor hit. looted tank is also a very good purchase for the price.
warboss:
xholyhammerx seems to like just capping with him, i know people that like to charge with him, i personally use him as a buff commander with boss pole or as a body guard with big stomp. one trick with charge is if you get stuck mid-charge in suppression team or something, you can stomp and retreat.
tankbustas:
this is also a question of preference as well as the need of lootas in late game. if you think you still need your lootas, tankbustas or another loota->beamy will do.
my ork commander of choice is warboss, and i like to get tankbustas so i have two mobile AV options, similar situation with the mek, i think lootas work better with knob so that you can hold out defensively until T3 rokit launcher, but that's just how i play those commanders.
weirdboy:
you don't even have to get an upgrade for this guy, he's awesome. but, if you play the knob, you are likely to waagh a lot (compared to the other two commanders) so getting upgrades will be good.
flash gitz:
you want them for the pew pew or AOE or if you are short on power. commandos are (and have always been) underrated, but they are surprisingly good, especially at sneaking behind a tank and delivering the last blow with a rear armor hit. looted tank is also a very good purchase for the price.
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Re: Quesshun: 'Ow ta be moar Orky?
Da Boss iz 'Ere ya gitz!! Eez gunna lurnya bout dem orkziz REAL GUD!
I feel I am well equipped to give you some decent insight as I have logged nearly countless hours into my ork play.
I will answer your questions in order:
1) Don't be overwhelmed by a little bit of suppression when you play warboss. If you are getting "shut down" it likely means you are charging headlong into a bad fight. Typically, you are going to want to engage in a non-blob (probably shootas split to one flank, warboss in the middle, and sluggas on the other flank) and try your best to flank as often as possible. If your opponent is content to focus the warboss and suppress him, use ardboyz(the global ability) on him so he can soak up lots of damage while your other two (or three) combat groups make the advance.
Also, while I'm on the topic of what your opponent is doing, I find that the warboss is very well suited to be a reactive commander. His wargear is diverse and every single piece is useful. His best loadout (overall) is powerklaw/eavy armor/trophy rack, but that isn't to say you should go for this every time. I will try to list some important features about his wargears and some situations that it helps you to resolve.
***Note*** I (and many other high level warboss players) will often opt out of purchasing any wargear at all on the warboss until a need presents itself. Such is his strength that with his globals, you can get out of many T1's without needing to invest on him.
-Enhanced Kustom Shoota. Use this gun to help bleed pesky kiting units when your warboss is finding himself in 2v1 situations. Also use the ability it has to pressure, control, or snipe commanders. I would recommend using this weapon in all eldar matchups, against the apo, all ork matchups, against the lictor alpha, and it is a decent source of ranged dps in all IG matchups.
-Bang Bang Hammer. Use this weapon carefully. It is brutally powerful, but can also be a huge sink of much needed resources at a crucial time. The most important thing about this weapon is to purchase it at the correct time (and knowing when the correct time is depends largely on your in-game awareness). I would consider the "correct time" to be one where you have a sufficient counter to your opponent's T1.5 purchases available from your other squads, you have not been gen-bashed, and you are not already teching to T2. There is little point in buying this weapon if you are only 90 seconds away from having the powerclaw available. I would use this weapon against any commander, however, you must follow the rules previously stated. I find it particularly effective against offensive commanders because they have a tendency to fight instead of run, meaning that this hammer can throw off some wild levels of troop buffing.
-Cybork Implants. This armor is amazing. You can use it to great effect in any matchup. Defensive implementation is the easiest (bodyguarding shootas or w/e), but add angry bitz, and you can do a nasty charge and stomp for the ages. This wargear scales into the late game as well because stun is the 2nd best form of unit control. If you are stuck in T2 against elite melee units like seer council, nobs, assault terminators, genestealers, etc, I highly recommend you pick up this armor. Sluggas or Stormboyz are more than capable of taking on any infantry unit in the game if you support them with this armor and globals. This armor can also be combo'd very well with the weirdboy's ability "over dere".
-Spiky Bitz. This armor is a great meat tool. Its simple, cost effective, and makes the warboss that much more annoying to force off. Don't buy it as a melee counter though, use cybork implants for that. This wargear is more about just making your warboss harder to force off and can easily be used for that purpose alone. I definitely recommend buying it against an enemy who is foolish enough to not buy suppression against the warboss. This armor also combos very well with angry bitz because the combined regeneration and higher hp makes the warboss a huge force of pressure requiring 2-3 squads to force off.
-Angry Bitz. Fantastic wargear. Great for early game pressure. Great for countering brocap, hive tyrant, and chaos lord because you can knock them down with the charge. Be wary of doing long charges when your opponent is capable of suppressing you. The charge cannot be cancelled and if he gets suppressed, he will likely die. Use this wargear to counter suppression with flanking or dead charging (suppress with AWD from shootas and then charge warboss strait down the pipe). Use this wargear to improve vehicle chasing, it increases his speed for the duration. Use this wargear heal in base faster or move around the map faster (the cooldown is short, just use it!)
-Boss Pole. Nice wargear, a touch expensive for 1v1 play, but it has its uses. I would recommend using this wargear if you are going with a ranged heavy build. Shootas under the effect of the boss pole are more than match for suppression teams shooting from max range, save for the havok (because it suppresses instantly). You will have plenty of time to pick off the lead member of a suppression team and suppress it with AWD before it can even pin your shootas down. I wouldn't recommend using this as a "melee enhancer" simply because even with the extra suppression resistance, ork melee truly relies on their backline to get in the thick of it. Try this wargear against suppression spammers and definitely use it in team games.
-Eavy Armor. 900hp. Nothing much else to say man. If you can, get this armor.
-Trophy Rack. Big aoe, reduces outgoing damage of enemies by 25% or better (I can't remember the exact value atm). This is a fantastic offensive wargear but just remember it is best used in the middle of your enemy's army. Combo this with over dere to make sure your warboss reduces as much damage as possible (and remember to use ardboyz on him before you throw!). This wargear is good in any matchup that you can get your warboss in range of several enemy squads. It is also super good against elite units because of the severe penalty they receive toward their total damage output.
-Power Klaw. Huge damage. Kills any target. If you haven't purchased a weapon and you are already teching to T2, buy this weapon as soon as you can IF YOU also have enough resources to buy ranged AV, and IF YOU are able to actually get melee hits in. Its that good.
So to summarize all this info into an answer, I believe the warboss is best used to pressure your opponent into making early game power investments and then to counter those investments harshly with well timed purchases of wargear and well timed uses of UYC where your opponent would normally think he should win an engagement.
2) Tankbustas, largely speaking, are your go-to unit for AV if you didn't buy a loota in T1. The only time I would recommend buying lootas in T2 is if you are short of requisition and need a potential AV unit to start building immediately. Barrage is a great ability but just remember that if your tankbustas are suppressed, don't use barrage. They will be stuck in the beginning of the animation and will not retreat... its not fun. Also, you probably wont want to buy tankbustas and stikkbommas in the same unit combo. These are both specialist units and from my experience, generic units tend to serve ork commanders much more reliably.
3) Stormboyz aren't overly fragile per or w/e, but you do need to consider that they are an entirely different kind of jump squad than classic ASM style. Stormboyz are all about DPS and they do a shit ton of it. They are not the greatest engagement openers in t1 because they have no landing effect so they come with the price of needing constant support. In T2 however, these guys are stone cold killers and can cover a lot of ground with their improved jump packs, making them an ideal anti-capping unit.
I typically use stormboyz against chaos, tyranids, and orks.
Try comboing them with the mekboy battery pack and watch them go toe to toe with anything. Try comboing them with a wartrukk for awesome engagement opening (use bomma boyz, reinforce with trukk, then jump into combat).
4) You don't need to prioritize getting any upgrade on your weirdboy. He is more than capable of doing whatever you need him to do right out of the gate. His upgrades are largely luxury, but I do tend to get warpath most often, simply because it offers an easy to use AOE buff and increases the weirdboy's base hp for a relatively low cost.
5) You are going to want flash gitz over nobs in a few situations.
-You are dealing with a commander who is already (or can be) equipped to deal with nobs effectively. For example, a chaos sorcerer with chains of torment or worse yet, the tome of subjugation.
-You are dealing with a super tanky elite unit or commander. Flash gitz can rain insane amounts of damage and dakka from very far away.
-Your sluggas are leveled up and your opponent doesn't have vehicles. Flash git DPS is nutty and you already have an awesome body guard melee unit.
-You are fighting against high model count leveled up units. Specifically, guardsmen termagants etc. The flash git blasta melts this problem in a hurry.
Hope this helps!
I feel I am well equipped to give you some decent insight as I have logged nearly countless hours into my ork play.
I will answer your questions in order:
1) Don't be overwhelmed by a little bit of suppression when you play warboss. If you are getting "shut down" it likely means you are charging headlong into a bad fight. Typically, you are going to want to engage in a non-blob (probably shootas split to one flank, warboss in the middle, and sluggas on the other flank) and try your best to flank as often as possible. If your opponent is content to focus the warboss and suppress him, use ardboyz(the global ability) on him so he can soak up lots of damage while your other two (or three) combat groups make the advance.
Also, while I'm on the topic of what your opponent is doing, I find that the warboss is very well suited to be a reactive commander. His wargear is diverse and every single piece is useful. His best loadout (overall) is powerklaw/eavy armor/trophy rack, but that isn't to say you should go for this every time. I will try to list some important features about his wargears and some situations that it helps you to resolve.
***Note*** I (and many other high level warboss players) will often opt out of purchasing any wargear at all on the warboss until a need presents itself. Such is his strength that with his globals, you can get out of many T1's without needing to invest on him.
-Enhanced Kustom Shoota. Use this gun to help bleed pesky kiting units when your warboss is finding himself in 2v1 situations. Also use the ability it has to pressure, control, or snipe commanders. I would recommend using this weapon in all eldar matchups, against the apo, all ork matchups, against the lictor alpha, and it is a decent source of ranged dps in all IG matchups.
-Bang Bang Hammer. Use this weapon carefully. It is brutally powerful, but can also be a huge sink of much needed resources at a crucial time. The most important thing about this weapon is to purchase it at the correct time (and knowing when the correct time is depends largely on your in-game awareness). I would consider the "correct time" to be one where you have a sufficient counter to your opponent's T1.5 purchases available from your other squads, you have not been gen-bashed, and you are not already teching to T2. There is little point in buying this weapon if you are only 90 seconds away from having the powerclaw available. I would use this weapon against any commander, however, you must follow the rules previously stated. I find it particularly effective against offensive commanders because they have a tendency to fight instead of run, meaning that this hammer can throw off some wild levels of troop buffing.
-Cybork Implants. This armor is amazing. You can use it to great effect in any matchup. Defensive implementation is the easiest (bodyguarding shootas or w/e), but add angry bitz, and you can do a nasty charge and stomp for the ages. This wargear scales into the late game as well because stun is the 2nd best form of unit control. If you are stuck in T2 against elite melee units like seer council, nobs, assault terminators, genestealers, etc, I highly recommend you pick up this armor. Sluggas or Stormboyz are more than capable of taking on any infantry unit in the game if you support them with this armor and globals. This armor can also be combo'd very well with the weirdboy's ability "over dere".
-Spiky Bitz. This armor is a great meat tool. Its simple, cost effective, and makes the warboss that much more annoying to force off. Don't buy it as a melee counter though, use cybork implants for that. This wargear is more about just making your warboss harder to force off and can easily be used for that purpose alone. I definitely recommend buying it against an enemy who is foolish enough to not buy suppression against the warboss. This armor also combos very well with angry bitz because the combined regeneration and higher hp makes the warboss a huge force of pressure requiring 2-3 squads to force off.
-Angry Bitz. Fantastic wargear. Great for early game pressure. Great for countering brocap, hive tyrant, and chaos lord because you can knock them down with the charge. Be wary of doing long charges when your opponent is capable of suppressing you. The charge cannot be cancelled and if he gets suppressed, he will likely die. Use this wargear to counter suppression with flanking or dead charging (suppress with AWD from shootas and then charge warboss strait down the pipe). Use this wargear to improve vehicle chasing, it increases his speed for the duration. Use this wargear heal in base faster or move around the map faster (the cooldown is short, just use it!)
-Boss Pole. Nice wargear, a touch expensive for 1v1 play, but it has its uses. I would recommend using this wargear if you are going with a ranged heavy build. Shootas under the effect of the boss pole are more than match for suppression teams shooting from max range, save for the havok (because it suppresses instantly). You will have plenty of time to pick off the lead member of a suppression team and suppress it with AWD before it can even pin your shootas down. I wouldn't recommend using this as a "melee enhancer" simply because even with the extra suppression resistance, ork melee truly relies on their backline to get in the thick of it. Try this wargear against suppression spammers and definitely use it in team games.
-Eavy Armor. 900hp. Nothing much else to say man. If you can, get this armor.
-Trophy Rack. Big aoe, reduces outgoing damage of enemies by 25% or better (I can't remember the exact value atm). This is a fantastic offensive wargear but just remember it is best used in the middle of your enemy's army. Combo this with over dere to make sure your warboss reduces as much damage as possible (and remember to use ardboyz on him before you throw!). This wargear is good in any matchup that you can get your warboss in range of several enemy squads. It is also super good against elite units because of the severe penalty they receive toward their total damage output.
-Power Klaw. Huge damage. Kills any target. If you haven't purchased a weapon and you are already teching to T2, buy this weapon as soon as you can IF YOU also have enough resources to buy ranged AV, and IF YOU are able to actually get melee hits in. Its that good.
So to summarize all this info into an answer, I believe the warboss is best used to pressure your opponent into making early game power investments and then to counter those investments harshly with well timed purchases of wargear and well timed uses of UYC where your opponent would normally think he should win an engagement.
2) Tankbustas, largely speaking, are your go-to unit for AV if you didn't buy a loota in T1. The only time I would recommend buying lootas in T2 is if you are short of requisition and need a potential AV unit to start building immediately. Barrage is a great ability but just remember that if your tankbustas are suppressed, don't use barrage. They will be stuck in the beginning of the animation and will not retreat... its not fun. Also, you probably wont want to buy tankbustas and stikkbommas in the same unit combo. These are both specialist units and from my experience, generic units tend to serve ork commanders much more reliably.
3) Stormboyz aren't overly fragile per or w/e, but you do need to consider that they are an entirely different kind of jump squad than classic ASM style. Stormboyz are all about DPS and they do a shit ton of it. They are not the greatest engagement openers in t1 because they have no landing effect so they come with the price of needing constant support. In T2 however, these guys are stone cold killers and can cover a lot of ground with their improved jump packs, making them an ideal anti-capping unit.
I typically use stormboyz against chaos, tyranids, and orks.
Try comboing them with the mekboy battery pack and watch them go toe to toe with anything. Try comboing them with a wartrukk for awesome engagement opening (use bomma boyz, reinforce with trukk, then jump into combat).
4) You don't need to prioritize getting any upgrade on your weirdboy. He is more than capable of doing whatever you need him to do right out of the gate. His upgrades are largely luxury, but I do tend to get warpath most often, simply because it offers an easy to use AOE buff and increases the weirdboy's base hp for a relatively low cost.
5) You are going to want flash gitz over nobs in a few situations.
-You are dealing with a commander who is already (or can be) equipped to deal with nobs effectively. For example, a chaos sorcerer with chains of torment or worse yet, the tome of subjugation.
-You are dealing with a super tanky elite unit or commander. Flash gitz can rain insane amounts of damage and dakka from very far away.
-Your sluggas are leveled up and your opponent doesn't have vehicles. Flash git DPS is nutty and you already have an awesome body guard melee unit.
-You are fighting against high model count leveled up units. Specifically, guardsmen termagants etc. The flash git blasta melts this problem in a hurry.
Hope this helps!
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Re: Quesshun: 'Ow ta be moar Orky?
Oi, dats mightee 'elpful o'ya dere Boss!
Thanks for the advice and comments, and more importantly, the time it took you to write that out! When I asked Nurland if there were any players who would have knowledge about the Orks on Elite, he mentioned you were the one to ask.
I really appreciate the suggestions and comments, but on a few of the things you mentioned:
Warboss Advice: You noted that BangBang is a great weapon but one that needed careful investment during a phase in the game where I have a solid T1 position but am not immediately about to tech to T2. Other than the fact that spending resources always carries a long term cost to it, is there another reason why I should be really careful about investing in the hammer?
Is it because ultimately, if I have the resources, I will always, always want a Power Klaw? Is there ever a situation where I'll grab the BangBang Hammer and stick with it for the rest of the game(not because I've outplayed my opponent and there's no reason to tech but because of the buff the hammer gives)?
Warboss vs Chaos Lord: You mentioned that Angry Bitz is what I want to counter big melee heroes like the CL, BroCap, and Hive Tyrant, but specifically vs the Chaos Lord, I've had some serious issues playing as the Warboss, mostly because of a combination of Heretic doomblast suppression early in the game, Havoks, and eventually, Mantle of Hate's rather long disable that tends to take my Warboss out of the picture while the rest of my army dukes it out wit da Chaos boyz.
I think part of the reason why I'm so hesitant about using my Warboss is because while he can dish out incredible amounts of control, he is also incredibly vulnerable to control, whether its suppression or knockbacks.
Tankbustas vs Lootas: I have been sticking with Tankbustas as my go-to source of AV, mostly because I tend to bring out a Loota squad to supplement the on-demand suppression that my Shootas can bring to the table. But you mentioned that sometimes you're not going to have a Loota in T1 - I always thought that it was more or less a must have and only avoid buying the squad if I've basically lost the game. When do you not want Lootas in T1?
Finally, in your response to my question about Flash Gitz vs. Nobs, you mentioned Tome of Subjugation - a nice little thing I've had some problems with. Mostly when a Chaos Sorcerer I played against in retail constantly went out of his way to subjugate my weirdboy and wrecked havoc on my army, even though I had(miraculously) more or less managed to outplay him on map control and micro up to that point. Do you have any tips on dealing with Subjugation as an Ork player in general?
Thanks for the advice on the stormboyz and the weirdboy as well - I know a lot more about these guys now!
Again, I really appreciate the advice and tips. Happy New Year!
Thanks for the advice and comments, and more importantly, the time it took you to write that out! When I asked Nurland if there were any players who would have knowledge about the Orks on Elite, he mentioned you were the one to ask.
I really appreciate the suggestions and comments, but on a few of the things you mentioned:
Warboss Advice: You noted that BangBang is a great weapon but one that needed careful investment during a phase in the game where I have a solid T1 position but am not immediately about to tech to T2. Other than the fact that spending resources always carries a long term cost to it, is there another reason why I should be really careful about investing in the hammer?
Is it because ultimately, if I have the resources, I will always, always want a Power Klaw? Is there ever a situation where I'll grab the BangBang Hammer and stick with it for the rest of the game(not because I've outplayed my opponent and there's no reason to tech but because of the buff the hammer gives)?
Warboss vs Chaos Lord: You mentioned that Angry Bitz is what I want to counter big melee heroes like the CL, BroCap, and Hive Tyrant, but specifically vs the Chaos Lord, I've had some serious issues playing as the Warboss, mostly because of a combination of Heretic doomblast suppression early in the game, Havoks, and eventually, Mantle of Hate's rather long disable that tends to take my Warboss out of the picture while the rest of my army dukes it out wit da Chaos boyz.
I think part of the reason why I'm so hesitant about using my Warboss is because while he can dish out incredible amounts of control, he is also incredibly vulnerable to control, whether its suppression or knockbacks.
Tankbustas vs Lootas: I have been sticking with Tankbustas as my go-to source of AV, mostly because I tend to bring out a Loota squad to supplement the on-demand suppression that my Shootas can bring to the table. But you mentioned that sometimes you're not going to have a Loota in T1 - I always thought that it was more or less a must have and only avoid buying the squad if I've basically lost the game. When do you not want Lootas in T1?
Finally, in your response to my question about Flash Gitz vs. Nobs, you mentioned Tome of Subjugation - a nice little thing I've had some problems with. Mostly when a Chaos Sorcerer I played against in retail constantly went out of his way to subjugate my weirdboy and wrecked havoc on my army, even though I had(miraculously) more or less managed to outplay him on map control and micro up to that point. Do you have any tips on dealing with Subjugation as an Ork player in general?
Thanks for the advice on the stormboyz and the weirdboy as well - I know a lot more about these guys now!
Again, I really appreciate the advice and tips. Happy New Year!
Re: Quesshun: 'Ow ta be moar Orky?
Tex wrote:5) You are going to want flash gitz over nobs in a few situations.
-You are dealing with a commander who is already (or can be) equipped to deal with nobs effectively. For example, a chaos sorcerer with chains of torment or worse yet, the tome of subjugation.
-You are dealing with a super tanky elite unit or commander. Flash gitz can rain insane amounts of damage and dakka from very far away.
-Your sluggas are leveled up and your opponent doesn't have vehicles. Flash git DPS is nutty and you already have an awesome body guard melee unit.
-You are fighting against high model count leveled up units. Specifically, guardsmen termagants etc. The flash git blasta melts this problem in a hurry.
Hope this helps!
And they also out range suppression teams. (with da git findas)
Re: Quesshun: 'Ow ta be moar Orky?
Okay, so to answer your new and more advanced questions
:
1) You should be careful about investing in the hammer because it isn't one of those auto-purchase kind of wargears. If you buy the hammer, then later in the game you will definitely want to go the direction of getting nobs (nobs buffed by this hammer will go ape-shit). If you buy the hammer, you will definitely want to make sure you are (or will be) prepared to deal with a melee walker. Those are some concerns I always have when I buy the hammer.
2) Yes, angry bitz really helps to control and counter those big heros early on, especially the chaos lord. The chaos lord is terribly annoying to deal with as orks because sluggas cant get near him and he will bleed your shootas for lengthy periods of time, not only costing you requisition, but also time. The trick is to make angry bitz your first power investment, and be ready for the chaos lord when he comes to bleed your shootas. Land a good knockdown on him and with a bit of focus fire, you should be able to force him off without even losing a shoota.
You are right, the warboss can dish it out, but he is also quite vulnerable. Thankfully though, his globals extend so much strength to his units that you really shouldn't be overly worried about suppression teams and stuff. (UYC on stormboyz for instance...)
3) A loota in T1 is definitely not a must have. Orks are an aggressive race and lootas are not an aggressive unit. This decision will largely depend on your play style I suppose, but 4 times out of 5 I would much rather have a painboy, stormboyz squad, or another shoota squad than a loota as my 4th squad.
4) Dealing with the tome of subjugation is quite simple actually. BUILD TANKS. Looted tanks are actually really well equipped to deal with their chaos counters and obviously cannot be subjugated. If he manages to snare your tank (likely plague marines), don't panic! Just use the boomshot to clear house and then proceed to keep backing up.
1) You should be careful about investing in the hammer because it isn't one of those auto-purchase kind of wargears. If you buy the hammer, then later in the game you will definitely want to go the direction of getting nobs (nobs buffed by this hammer will go ape-shit). If you buy the hammer, you will definitely want to make sure you are (or will be) prepared to deal with a melee walker. Those are some concerns I always have when I buy the hammer.
2) Yes, angry bitz really helps to control and counter those big heros early on, especially the chaos lord. The chaos lord is terribly annoying to deal with as orks because sluggas cant get near him and he will bleed your shootas for lengthy periods of time, not only costing you requisition, but also time. The trick is to make angry bitz your first power investment, and be ready for the chaos lord when he comes to bleed your shootas. Land a good knockdown on him and with a bit of focus fire, you should be able to force him off without even losing a shoota.
You are right, the warboss can dish it out, but he is also quite vulnerable. Thankfully though, his globals extend so much strength to his units that you really shouldn't be overly worried about suppression teams and stuff. (UYC on stormboyz for instance...)
3) A loota in T1 is definitely not a must have. Orks are an aggressive race and lootas are not an aggressive unit. This decision will largely depend on your play style I suppose, but 4 times out of 5 I would much rather have a painboy, stormboyz squad, or another shoota squad than a loota as my 4th squad.
4) Dealing with the tome of subjugation is quite simple actually. BUILD TANKS. Looted tanks are actually really well equipped to deal with their chaos counters and obviously cannot be subjugated. If he manages to snare your tank (likely plague marines), don't panic! Just use the boomshot to clear house and then proceed to keep backing up.
Re: Quesshun: 'Ow ta be moar Orky?
Not sure if you feel this way too Tex, however I find that Beamy lootas are superior than tankbustas at dealing with transports and tankbustas are superior for dealing with walkers. That said, lootas are always best when you have both a weirdboy and a painboy because that results in any jump troop getting slaughtered when they try to tie it up.
Another thing you should note is that warpath in combination with the warboss and tankbustas is extremely good at chasing down any vehicles, especially transports and when they start driving away exposing their rear armour, but are too far away to shoot you can over 'dere your tankbustas into their vehicle. Pretty mad stuff.
Another thing you should note is that warpath in combination with the warboss and tankbustas is extremely good at chasing down any vehicles, especially transports and when they start driving away exposing their rear armour, but are too far away to shoot you can over 'dere your tankbustas into their vehicle. Pretty mad stuff.
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Re: Quesshun: 'Ow ta be moar Orky?
Tex wrote:Okay, so to answer your new and more advanced questions:
1) You should be careful about investing in the hammer because it isn't one of those auto-purchase kind of wargears. If you buy the hammer, then later in the game you will definitely want to go the direction of getting nobs (nobs buffed by this hammer will go ape-shit). If you buy the hammer, you will definitely want to make sure you are (or will be) prepared to deal with a melee walker. Those are some concerns I always have when I buy the hammer.
2) Yes, angry bitz really helps to control and counter those big heros early on, especially the chaos lord. The chaos lord is terribly annoying to deal with as orks because sluggas cant get near him and he will bleed your shootas for lengthy periods of time, not only costing you requisition, but also time. The trick is to make angry bitz your first power investment, and be ready for the chaos lord when he comes to bleed your shootas. Land a good knockdown on him and with a bit of focus fire, you should be able to force him off without even losing a shoota.
You are right, the warboss can dish it out, but he is also quite vulnerable. Thankfully though, his globals extend so much strength to his units that you really shouldn't be overly worried about suppression teams and stuff. (UYC on stormboyz for instance...)
3) A loota in T1 is definitely not a must have. Orks are an aggressive race and lootas are not an aggressive unit. This decision will largely depend on your play style I suppose, but 4 times out of 5 I would much rather have a painboy, stormboyz squad, or another shoota squad than a loota as my 4th squad.
4) Dealing with the tome of subjugation is quite simple actually. BUILD TANKS. Looted tanks are actually really well equipped to deal with their chaos counters and obviously cannot be subjugated. If he manages to snare your tank (likely plague marines), don't panic! Just use the boomshot to clear house and then proceed to keep backing up.
Awesome! Thanks again for your lengthy and detailed response! At this point, I think the questions I have about Orks have been exhausted due to the fact that I need to actually go and apply the stuff I've learned in a game as well as play more in general to find potentially question-worthy things to ask about.
Thanks again, and Happy New Year!
That Torpid Gamer wrote:Not sure if you feel this way too Tex, however I find that Beamy lootas are superior than tankbustas at dealing with transports and tankbustas are superior for dealing with walkers. That said, lootas are always best when you have both a weirdboy and a painboy because that results in any jump troop getting slaughtered when they try to tie it up.
Another thing you should note is that warpath in combination with the warboss and tankbustas is extremely good at chasing down any vehicles, especially transports and when they start driving away exposing their rear armour, but are too far away to shoot you can over 'dere your tankbustas into their vehicle. Pretty mad stuff.
Thanks for the tips Torpid!
Do you feel that beamy lootas are better than tankbustas vs transports because of the speed of the transports compared to walkers? I definitely feel that tankbustas do more damage more often, and the bonus rocket arty doesn't hurt either.
Re: Quesshun: 'Ow ta be moar Orky?
Surprise Attack! wrote:Do you feel that beamy lootas are better than tankbustas vs transports because of the speed of the transports compared to walkers? I definitely feel that tankbustas do more damage more often, and the bonus rocket arty doesn't hurt either.
It's mainly to do with the fact that in one shot beamy lootas are doing knocking off crazy percentages of transports hp. One beamy shot will hit instantly and is very hard to see and will come from a long range it does about 60% damage to razorbacks so it's really easy to snipe them with lootas - especially considering lootas can infiltrate. Problem is, they're a set-up team so all they can do is snipe and not chase, for that reason they aren't great vs walkers since walkers have so much for HP meaning you can't snipe them. Add to that the fact that tankbustas have a shorter range and transports are so mobile, it seems to me, unless already have a really strong set-up team counter beamies would be superior to tankbustas at dealing with transports.
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Re: Quesshun: 'Ow ta be moar Orky?
Oh man, this is a great thread. Some seriously orky goodness going on in here.

Re: Quesshun: 'Ow ta be moar Orky?
Get a pain boy and learn how to use it.
This unit only found in the mod , is VERY powerful and can change the out come of any/all battels.
Learning how to use him properly can be a bit tricky, he has his obvious uses however to use him right and get the most out of him thare are alot of little tricks for how he is used.
When combined with the warboss as a commander he really gets nuts creating a insaley bleed resistant ork army (something u do NOT want to have to fight against )
also he scales into t3 very well since he can keep buffing your new more powerfull ork units level 3 or 4 slugas heal a insane amount same with nobs , and nobs with the speed implant are insane .
Learn to use this sub commander he is a must buy in almost any match up.
This unit only found in the mod , is VERY powerful and can change the out come of any/all battels.
Learning how to use him properly can be a bit tricky, he has his obvious uses however to use him right and get the most out of him thare are alot of little tricks for how he is used.
When combined with the warboss as a commander he really gets nuts creating a insaley bleed resistant ork army (something u do NOT want to have to fight against )
also he scales into t3 very well since he can keep buffing your new more powerfull ork units level 3 or 4 slugas heal a insane amount same with nobs , and nobs with the speed implant are insane .
Learn to use this sub commander he is a must buy in almost any match up.
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Re: Quesshun: 'Ow ta be moar Orky?
Thanks SirSid, will give the painboy a go!
Re: Quesshun: 'Ow ta be moar Orky?
Just a little tip about the Pboy.
You want to use the heal usually on sluggas for great effect,and you also want to use it before they start losing models (because of the heal over time).
You want to use the heal usually on sluggas for great effect,and you also want to use it before they start losing models (because of the heal over time).
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Re: Quesshun: 'Ow ta be moar Orky?
Yeah, that's interesting. I tried him out the other day and noticed that the heal wasn't instant like the Apothecary's. Also, I added you on Steam, just send me a PM if you have some free time and are willing to play a bit!
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Re: Quesshun: 'Ow ta be moar Orky?
I managed to get 1 Warboss game in the other day, but still failed to effectively shut down the Chaos Lord that opposed me. I really have to say, I just find the CL so hard to deal with because whenever he charges at my guys, I essentially have to give up map control to him because I have to constantly kite my Shootas while avoiding getting my Sluggas in so he can't use Kill The Weak.
I have had success taking on the CL after I get Angry Bitz or Cybork Implants; I'm really more talking about the first/second engagements in the first 5 minutes of the game, which, I've come to realize, is completely crucial in DoW2.
Is getting the Enhanced Kustom Shoota ever a viable option for shutting down the CL with the Warboss?
I have had success taking on the CL after I get Angry Bitz or Cybork Implants; I'm really more talking about the first/second engagements in the first 5 minutes of the game, which, I've come to realize, is completely crucial in DoW2.
Is getting the Enhanced Kustom Shoota ever a viable option for shutting down the CL with the Warboss?
Re: Quesshun: 'Ow ta be moar Orky?
getting the enhanced custom shoota against the CL sounds like a bad purchase to me.
><%FiSH((@>
Re: Quesshun: 'Ow ta be moar Orky?
Why? it lets you knockback havocs/noise marines (the main model) and it does nice ranged damage, sounds better to me than being simply countered by suppression.
Re: Quesshun: 'Ow ta be moar Orky?
Kvek wrote:Why? it lets you knockback havocs/noise marines (the main model) and it does nice ranged damage, sounds better to me than being simply countered by suppression.
That's a good point. I was just thinking in terms of my playstyle. (I prefer the custom shoota only against IG and support commanders). My bad.
><%FiSH((@>
Re: Quesshun: 'Ow ta be moar Orky?
But you can't choose a target. It doesn't act like the OP hook. Or does it?
Re: Quesshun: 'Ow ta be moar Orky?
No, it acts like full auto, so it isn't 100% going to counter that set-up team.
I dunno if it's such an amazing choice vs chaos especially the CL since you can't knock him over with the ability. The bang bang hammer seems to do wonders in that MU I find and stormboyz counter havocs pretty well as it is. Chaos don't have much ranged dps so I find stormboyz extremely effective against them.
I dunno if it's such an amazing choice vs chaos especially the CL since you can't knock him over with the ability. The bang bang hammer seems to do wonders in that MU I find and stormboyz counter havocs pretty well as it is. Chaos don't have much ranged dps so I find stormboyz extremely effective against them.
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Re: Quesshun: 'Ow ta be moar Orky?
Thanks for the thoughts/ideas guys. I'm really just trying to find a way to do better vs. the Chaos Lord partly because he can be so hard to deal with and also because everyone I encounter in 1v1s seem to play as him. His suppression/knockback resistance is just an insane combo with the heretic's Doomblast on-demand suppression ability.
Re: Quesshun: 'Ow ta be moar Orky?
Well, CL is the best Chaos hero, and he's insanely strong too. Try to experiment a little bit vs him, i don't find the double shoota build good vs him.
Re: Quesshun: 'Ow ta be moar Orky?
Supression teams work good against this kind of heroes. Since they can't be supressed and often players decide to counter supression teams just with these heroes. And that works on you.
Re: Quesshun: 'Ow ta be moar Orky?
For the first engagement use buildings. Deliberately start shooting the chaos lord when your shootas are nears building and then kite into the building when he starts to chase. pop out again when he wanders off and shoot him again.
You must watch his heretics and abandon the buildings as soon as they get grenade launchers (click on them to check their upgrades)
Someone has probably already said this but never ever let him
Melee any of your squads, he will use "kill the weak" and get a massive heal (it heals per model hit so if you can force him to waste it on your hero he will get much less benefit). If he gets inferno armor he gets "let the galaxy burn" . This is a massiive aoe ability and you have to change your play and how Much you let him approach your units
You must watch his heretics and abandon the buildings as soon as they get grenade launchers (click on them to check their upgrades)
Someone has probably already said this but never ever let him
Melee any of your squads, he will use "kill the weak" and get a massive heal (it heals per model hit so if you can force him to waste it on your hero he will get much less benefit). If he gets inferno armor he gets "let the galaxy burn" . This is a massiive aoe ability and you have to change your play and how Much you let him approach your units
Last edited by KanKrusha on Wed 08 Jan, 2014 6:36 pm, edited 1 time in total.
Re: Quesshun: 'Ow ta be moar Orky?
KanKrusha wrote:
You must watch his heretics and abandon the buildings as soon as they get grenade launchers (click on them to check their upgrades)
You can't do that, íf you click on them you will see only their hp/energy and if they are upgraded you will see their weapons
Re: Quesshun: 'Ow ta be moar Orky?
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Re: Quesshun: 'Ow ta be moar Orky?
how do you guys deal with the plague champ?
as knob or warboss i just can't find a way to beat the build of 2x CSM, AC tics, havocs, and bilespewer plague champ.
i cant outshoot them because of worship, and melee just gets countered so hard by tics and pc, storms are worse than useless.
every time i get my ass kicked in T1, and they get set up in front of my power. plague champ and csm in front shooting gens, havocs covering them, and tics worshipping next to them.
any suggestions?
as knob or warboss i just can't find a way to beat the build of 2x CSM, AC tics, havocs, and bilespewer plague champ.
i cant outshoot them because of worship, and melee just gets countered so hard by tics and pc, storms are worse than useless.
every time i get my ass kicked in T1, and they get set up in front of my power. plague champ and csm in front shooting gens, havocs covering them, and tics worshipping next to them.
any suggestions?
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Re: Quesshun: 'Ow ta be moar Orky?
Stikks won't do you much good if you get omfgwtfrofl stomped in t1.
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