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Ork's response to Heavy Armor is mass Tankbustas and Battlewagons, supported by Dakkajets and Gorkonauts. More experienced players may have better opinions than mine
Battlewagons are your mobile heavy-equivalent to tanks, yet lack efficient anti-armor capabilities, even with rockkit launchers researched.
The tactics I use is to load up the Battlewagons with 6 Tankbustas which will be my shocktroops. These Battlewagons will be your main force because they are relatively cheap and you can quickly build this combination since you will have multiple cities close to each other.
Other Battlewagons may included several support units, such as Meks or Painboys, to heal vehicles or Tankbustas as needed.
Battlewagons will do exactly what the name implies; 'wagon straight into battle'.
The Tankbusta-filled Battlewagon will charge right next to the target to soak up all the overwatch fire from the enemy. Once overwatch is complete, all the Tankbustas will jump out of the Battletank (You will only be able to disembark up to a max of 5 Tankbustas). Now you have 5 Tankbustas and the rocket-equipped battlewagon ready to counter-fire at the enemy vehicle.
This will destroy or heavily damage enemy tanks that will be finished off with Dakkajets or other support; or next turn with same Tankbusta team or different Battlewagon/Tankbusta team.
Once you have Gorkonauts, you can use them to trigger the overwatch fire, before sending in your Battlewagons.
TLDR; Use Battlewagons and Tankbusta with support from other vehicles/heros
honestly i'm afraid orks just don't match that playstyle as they are right now. AM is the strongest faction in the very late game and only necrons have a somewhat equal fighting chance by then, as orks your strategy is to not let them get to that point.
AM is the best AI faction handsdown, only necron and space marine can have any chance of winning at mid to late game against AM.
Between the faster tank production edict and the loyalty bonus, if they have more than 2 cities in mid game (most likely they will if left alone), you will lose in mid games to massive amount of barrages from Basilisks too
I thought the next update was just chaos?
Also make use of the teleport ability of the weird boy and jump into the Basilisk back line.
The next update will bring some balance changes. Especially for Orks and Tyranids. It will go live on Thursday as far as I know.
Oh wow, that’s encouraging actually. Thanks! I’m not fond of the “you just gotta kill them early” tactic. Especially on massive maps. I’ve started to have a problem with basically the entire game at this point tho. It stops playing like a 40k themed game at about turn 100. It should mimic the tabletop, where armour and vehicles support vast troop lines. Instead it’s just rush to heavy vehicle spam, which doesn’t sit well with the feeling of a usual 40k game. Aka, the IG using NO guardsmen.
Wow... yeah. Quite new to the game and was enjoying building up my SM army on my first large map game. Everything was going well when suddenly, about turn 160, the Necrons show up with 8 pyramids and 4 barges. Twin linked las cannons on the predators were doing 5-6 damage against a health pool of nearly 100 on one unit. Lost 2 predators and 2 units of terminators the same turn and knew it wasn't worth continuing. Feel like I should have spent my day off doing something else. Is there a mod that stops this sort of thing, or a counter? Nova cannon from orbit maybe?
Devastator marines behind your tank lines, thats the real damage dealer, predator is just there for tanking, and taking hit, put 2 or 3 of them near each other with their unit skill, predator can penetrate any monstrous unit like the obelisk, you should have airforce by then, SM airforce is a major upgrade, be aggressive, dont play passive on higher difficulties, most dangerous AIs are AM, Necron on that order.
Space Marines? You kidding me? They don't have late-game tools.
I mean you, as a player, SM AI is dumb AF
Oh and Btw, Land raider, terminator (deep strike), Stormraven, even devastators, apothecaries are no jokes.