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(Without having to change builds or such)
Using weapons that hit penetrate hard, effective against armour:
Maces, Hammers, Billhook + (Axes & Cleavers possibly).
They tend to hit their resolve without the need of Fearsome.
They tend to push through to backliners, that could be used as bait as you then all bash the ones inside your formation.
That's my only tip against specifically Orc Warriors, if of course they brought Orc Youngs that's a different problem but I always focus the Orc Youngs in that case to break overall resolve.
But the polehammer, with hammer mastery and Demolish Armour attack, will destroy an awful lot of an orc warrior's armour in a single hit. And his enthusiasm.
make sure to keep spare shields in the inventories of your tanks because they love to use split shield, and remember to use indom to prevent them from pushing your tanks around
They were multiple warriors with some youngs so that was probably too much in the first place, never seen warrior before so i didnt expect them to be this tough and just pushing me around like that. Even my high armor dmg stuff didnt do too great here but i was pretty fast to drop morale after a head or two flew too..
Will definetly try the morale checks and spare shields just in case, thanks for the help!
Whip disarm when necessary (especially if champion)
Orc warriors can automatically shove their way through your formation to attack (and possibly surround) vulnerable targets. This can be prevented with Indomitable, if you have it.
If you don't have it, Spearwall (much more effective with mastery) can prevent warriors from engaging for several turns, though you need to be prepared for when it fails or the 'waller runs out of energy.
Alternatively, using Taunt (only 15 fatigue, so it can always be used at least once per turn) will prevent them from pushing through the formation - or (if they've already pushed through it and aren't currently engaged with the Taunter) get them to push back through the formation, make only one attack against the Taunter and no attack against the target they originally pushed through the formation to attack (as well as leaving themselves surrounded and free to attack on all sides).
Alternatively, especially if you have lots of nets and Quick Hands, throwing nets over warriors will prevent them from being able to push through the formation and attack, or can be used to root them in place once they have pushed through (so that, if they do get another turn before being killed, they are liable to waste it trying to break free and/or form a Shieldwall instead of attacking the vulnerable target they originally pushed through to attack).
Alternatively, if you have 2 or 3 really strong shield tanks, you can just send them ahead of the rest of the formation to get engaged with as many warriors and other orcs as possible, so that the small numbers of warriors that move through the gaps between the tanks are themselves the vulnerable targets.
The more warriors there are, and the more other types of orcs there are posing other threats, the more challenging it is to counter their threat, and the more intensive the concentration and attention-to-detail required.
1. Screen and isolate
2. Focus fire and pick off
1 requires either a dedicated tank with the indomitable perk or a dedicated spearbro with high melee skill, their efficiency varies based on the encounter. Indom tank works better against a blob of orc warrior. A few of them to keep the orcs busy will then lead to number 2
Of which it's simply killing them one by one while letting the least amount of swings directed to your damage dealers. That's the core skill of the game really, minimizing possible dicerolls toward your bros (or at least have it directed at the tanks that could actually take it). If you do line battle even the toughest company ran the risk of having someone dying to a streak of bad rolls, especially when the fight throw about 15 orc warriors at you with some assorted berserkers and youngs.
Other specific tips for orc warriors:
You'll want weapons that got high armor damage. They got stupid high HP under their armor, it's unlikely for you to kill them through it unless you're landing multiple 2h flail headshots. So weapons that strips those on top of dealing good damage are great. This includes the high-end 2h axe/hammer/cleaver, orc cleaver, and 1h hammer. Polehammer works well from the backline, throwing build also works on softened targets, but it'll be even better if your backline can swap to a regular 2h weapon and swing back because if the orcs break through your rank they'll be exposed to surround bonus.
Wait, and when a Orc Warrior is in range, disarm for 5AP. If that hits (and Whips often hit Vs Orcs due to their terrible melee defense), move 2 to be next to him.
Next turn you have two cleaver hits, while he hits you with his fists. Turn after, you go first most likely, another two hits.
That's 4 basically uncontested hits and he will be toast.
Frontline with hammer/axe/mace do armor damage.
Isolate the orc warlord from his warriors. This job can be done by a tank and, if possible, a backline with a throwing net and whip.
Kill orc young and berserker first since they are easier to kill, that will have great impact on the warriors' morale.
Edit: If you want 99% safety for the tank, get the SB perk against orc and barbarian. Yesterday I just got my tank one-shot by the barbarian king who has a high roll famed Rusty Axe
Also keep in mind to give your second row hookers polearm mastery and keep them away from Frontline. When you need to attack - step forward, hit and step back. That will prevent you from bieng locked by warriors suddenly and won't require footwork perk
Footwork is a big no no for melee backliners. Rotation is MUCH more useful
Footwork is a perk for dedicated ranged units imo
I usually keep a smoke pot on at least two units and rely on that for protecting the units that need to back out. Saves me from spending a perk point on footwork.
Also in the light of how the game rng works you won't one shot enemy orc warrior and he will one shot your polarman. Or two shot in one turn.
It seems better to me to keep distance and be able to disengage from dangerous opponents.
You can't do it without paying for dlc. So both whips and pots are p2w restricted.