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Have we been playing the same orks? What units have you been using?
I feel like their shootiness is a bit overtuned and their ranged weapons could use an armor piercing nerf at the least...
Gretchins are kinda filler but they make great scouts and do decent damage surprisingly. They have a lot of evasion so they're tankier than they look and can be really annoying with their pistols and thing enemies up while screening.
Nobz I think are pretty meh for their cost since I'd rather have 2 more Boyz for essentially the same cost and they're not much tankier with 3 armor. Their damage is pretty low as well without the big choppas and the buff skill.
The bike is great at drawing fire with it's smoke and the dread is super good with it's flamer. Mega nobz might be hit or miss idk but they seem solid so far.
The pain boy and mechanic are decent but the pain boy wins out imo for playing a shooting war. The weird boy is fantastic for just blinding a unit and making them essentially useless for a while and the warboss is just a super mechanic with all his gear.
Balancing seems to be all over the place. Big shootas are just *insane*. They're just better bolters with longer range and more shots, and that's before the warboss buff. ( Rokkit launchers on the other hand are ridiculously terrible and basically worthless since they're underpowered and only shoot every other turn.) Put 5 or 6 boyz with big shootahs in your army and you're a threat to every other faction. You can win a shooting battle vs necrons np.
Flashgitz are also pretty crazy. They wipe out heavy infantry and are basically all the anti-tank/anti-monster you'll ever need.
I agree that regular nobz are way too squishy for their cost. They do good damage with power klaws (can 1-shot a lieutenant/librarian) but good luck surviving until they get in range.
Mega-armored nobz are pretty sick though. Same armor as terminators, ridiculous melee dmg thanks to power klaws, and even their unupgraded range weapons are basically flashgitz-level firepower at lower optimal range. When upgraded with kombi-skorchas, they get all that plus a range 2 heavy flamer...
Edit: and yeah, so far the warboss seems to be the most powerful of all the HQ units when it comes to combat, especially with a mek giving him armor & painboy as support.
Shooting is mostly the best from ork side, because of momentum buff, 3 for each kill vs 1, also momentum buff shooting/melee accordingly but since you get higher returns from shooting
much my experience mirrors the same as most of you, but the army feels overcosted.
>Bikes at 90pts but doing less then shoota boyz and dies just as fast
>shootas as stated before, trying lootas and flash gitz
>deffkopta is a trap with out the kustom shocka canon upgrade, with out upgrade your using a subpar unit at 130pts with charges in all weapons
>hq pain boy and mekboy in megarmor is fin, mekboy is clompletly immune to small arms fire, warboss is fine and hits like a truck plus provides a good aura, not sure about weirdboy, he only has spell, rest is forgetfull and since he can't cast every turn he is a boy with a choopa untill recharged
>stormboyz are a lesser nob with same damage more mobilit but lot less toughness, this is where the point's are wack at costing 90pts
>meganobz, if you know how to use melee these boyz bring the pain
>nobz at 110 they feel overcosted, 15+ from big choopas starts to make them pretty close to meganobz but with out the melee damage, armor and shooting
>deffdread is really nice and flexible a linchpin of the army, always rush for it with 2 meckboyz, also pretty much immune to small arms fire
>flame boys is flamers, use accordingly
>grettchin is good as is, a fooder unit, but i would like to see some ability to take damage from another unit when close else there is little reason to take versus any other units, some sort of protection aura that forces you to target the grettchin, else everyone is going to ignore it(AI loves to target it though).
In all the army is not bad, but it could use points cost cuts in most melee units and defkopta, 65 for stomorboyz, 90 for nobz, defkopta needs a re-balance, no way it should cost 130 base. After that you can tune down the ranged damaged. I also think that choopas probably need an extra attack to be more threatening. Also weirdboy could use a recharge buff when near mobz or something which is lore compliant.
Regarding the deftkopta I think it works really well as a sort of flanker scout and I think I prefer the rockets over the gun. It lets it soften up the lighter targets from really far away which can give you full wipes with the Boyz, and having it blast in with the aoe bomb is nice.
The bike is similar, but is more front line scout where you use the smoke after scouting the enemy and it can take a lot of shots surprisingly. I think against my friend (who did not notice the smoke or know what it did) it tanked like 4 or 5 warrior shots. The explosion when it dies is pretty nice too if you can get it in a good spot. Worth 90? Idk but it seems a fair price for the utility. The kopta is a harder sell but it's like 120 ish? Seems fair
But fun to play with 🙌