I am a retard and it took me 20 years to figure this out!...

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RT2... Author
RT2... May 19 2013 says:

Thats the orky fort mutilation on top as a tarp. :P

+2 votes   reply to comment
GreenScorpion May 19 2013 replied:

It seems the orky walls are coming in nicely, but better not close too much or orks won't see the humies they want to kill and orks are so well known for hitting precisely the enemies on their line of sight.

+1 vote     reply to comment
RT2... Author
RT2... May 19 2013 replied:

That is why I went for light walls not the one Already in UA, that i did a while ago. :)

they are used more like orky guidance systems, when you global waaaugh.. :)

they are designed to give the grotz some protection in base then as a full defensive system. :)

so a land claim system. :)
Grotz build base and rushers are seen early. So da boyz can respond on mass. :)

Think counter attakk,,,, Walls slow down the enemy and the orks go over the walls into the enemies while the enemies are pounding the walls....
At the moment orks pass straight through the walls as a means of representing the orks getting over them.

the walls also mean nothing can really be built around them so giving the orks a good passage at the sides of your base. :)
Little pew pew guns with grotz for a sentry warning system.

The "Flyboyz Towaz" work well around them as it has the height to shoot over the wall by the looks of it. :)

They are coming along nicely, even if not as grand as the other races.

They can get out of the weather there too with the cover.
What would really be good would be able to load in a squad of ranged boyz and have them show up on the wall, using a mesh fx...

Coming along well ingame as well. :)

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Foundations and invis to go on the turrets and the weapon FX.

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May 19th, 2013
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