Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

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Emoge Jun 25, 2016 @ 3:25pm
Orc Fleet Build and Stats
I decided to build an ork fleet but for some reason can't find much information other than the deathdealer build. I here kannons+zzapp mix was standard prior to patch but now it's all Zap?

With the recent patch has any of the spreadsheets been updated for orks? The only thing I see is theorycrafting on SM (which makes the cruisers of both variety look rough... but battleships amazing!)

I'm so used to my chaos carrier fleet, my eldar pulsar cheese, my IN brawler fleet... seeing these kustom points leaves me confused. Anyone can help me out? Or point me in the right direction!
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Showing 1-7 of 7 comments
Kilos Jun 25, 2016 @ 3:40pm 
The loss of Armour piercing was a pretty hard blow on ork broadsides, which tend to rely on burst damage due to orks low speed. Mostly it's now zapps with mega cannonz and evil sunz favour. for slowing the enemy, dealing prow burst damage and then ramming. Some people are trying to justify lotsa gunz but imho they're subpar. Also they dont fit well with the slow, burst, ram synergy.
The weirdboy zzap tower looks good, but because it isn't affected by the zzap upgrades is a bit of a trap But I do use it on the light cruisers which can't have a zzap gun anyway, so no need for those upgrades.
Emoge Jun 25, 2016 @ 3:41pm 
Not worth it for the derps on the higher catagories? I assume you call it a trap because it forces all your crew upgrade sinto weirdboy instead of other stuff?
Kilos Jun 25, 2016 @ 3:57pm 
It's just that it uses a slot which could be used for extended orders or more shields etc. The larger ork ships have enough guns on them, you would see enough bonus damage output or damage mitigation through other upgrades, that weirdboy tower is sub par. Plus they can have proper zzap.
The light cruiser has significantly less firepower so the weirdboy tower represents significantly more firepower. Also as you picked up it forces your crew upgrades into weirboy.
Koh Jun 25, 2016 @ 4:01pm 
Originally posted by Emoge:
I decided to build an ork fleet but for some reason can't find much information other than the deathdealer build. I here kannons+zzapp mix was standard prior to patch but now it's all Zap?

With the recent patch has any of the spreadsheets been updated for orks? The only thing I see is theorycrafting on SM (which makes the cruisers of both variety look rough... but battleships amazing!)

I'm so used to my chaos carrier fleet, my eldar pulsar cheese, my IN brawler fleet... seeing these kustom points leaves me confused. Anyone can help me out? Or point me in the right direction!
Mega kannon + zaap with evil sunz is still very strong and is the one I recommend for starting ork players. It's easier to build up whereas a full zaap build requires a lot of upgrades and the right ships to be good.
Big Boom Boom Jun 25, 2016 @ 5:35pm 
Weird Boy tower is unfortunately a must pick, due to the fact that Ork AP has been removed. It's the only way to increase your DPS as an Ork, so it's a must have on every ship, because Ork is all about DPS.
Kilos Jun 25, 2016 @ 6:41pm 
Originally posted by Big Boom Boom:
Weird Boy tower is unfortunately a must pick, due to the fact that Ork AP has been removed. It's the only way to increase your DPS as an Ork, so it's a must have on every ship, because Ork is all about DPS.

Yea, Maybe. You can use that rally skill if your having mutiny issues i guess.
Gumonchoji Jun 25, 2016 @ 10:20pm 
About c points like you asked. You get to change the mounts on a ship to your liking. if you choos broad sides to swap up you get closer range harder hitting guns. if you choose fighters you get 2 groups. the dorsal s point spots let you get a macro , a zap gun which was a tiny dps upgrade and always hits or one launch bay. This was always a bad idea unless you loved zaps but they sort of stank due to how rare they were and hou much better broad sides are. Now zaps slow down enemies so they are very good. The ork fighters can outnumber any fleet if you make go all out with them. But they go boom quick so one ship is enough. Never put launchers on the dorsal as they stink there and you only get one. The last port is the mouth. The gun hits very hard when it hits. This can wreck a ship and is very cool but it hits very rarely and if you weighed it out over time the dps is sad but once in a blue moon you eat an enemy fleet with it. I like the torpedos as they hit hard and boarding at range is a hoot, especially if they get the engine. I hope this helps.

Also zaps were dumb to get befor as they needed different upgrades and you could us only one set to max the ship if you did all macros. This is why the change is a big deal as the macro heavy fleets took a hit. Again zaps look but were mostly for dealing with kiters. Not really a killing weapon but it is something.
Last edited by Gumonchoji; Jun 25, 2016 @ 10:23pm
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Date Posted: Jun 25, 2016 @ 3:25pm
Posts: 7