This mod is not monetised. I will not be doing any paid mods nor set up a patreon. This is not an official GW licensed product. I will also not pull the mod, and will keep it on the net since any takedowns would be without merit. This mod aims at modifying Dawn of War 2 Retribution to portray combat in a more lore-accurate manner. Prepare to find Space Marines as powerful as the books depict them, ork hordes in their hundreds, and dozens of Guard tanks shelling into an incoming tyranid horde!

Post tutorial Report RSS Ork tutorial

This Tutorial is here to show you how to play with Da Orkz, and what are their strengths and weaknesses. Updated to 3.3. Read how to find new units.

Posted by on - Basic Other

The Ork race has three commanders in this mod.

Most ork infantry are medium infantry. This means they are vulnerable to flamers, shuriken weapons, and other anti-infantry heavy weapons. They are also rather inaccurate at range. However you can deploy great hordes of them.

Pop cap is 600, and their infantry is one of the cheapest in game.

Your salvation is very cheap medium infantry. Always keep a Trukk in tow for reinforcing your squads. Compared to other horde armies, orks are more durable and have better melee abilities. No other horde army has this kind of melee staying power.
Your orks will progressively get tougher and more dangerous as your tech level rises, at tier 3 matching elite levels. They also gain more health from levelling up than the other races.
Playstyle is the opposite of Guard: Shield your trukks with hordes of orks, and get into melee if you can.
Your vehicles are cheaper than that of the other races, but their performance is lower. Use superior numbers to compensate.

Heroes:

Warboss: Tough and powerful melee hero. Can take better ranged weapons and shields.
Weidboy: Offensive ranged hero with longe range abilities.
Mekboy: Support ranged hero. Can build Blasta turret. Has many custom weapons.
Kommando Nob: Summonable offensive ranged hero with short range abilities and stealth. Can take plasma and melta weapons.
Mad Dok: Summonable support hero that can heal and buff allies.

Can build Kommando Nob, Mad Dok and other heroes at Tier 2 from Waaagh banners, alongside shoots and sluggas.

Units:


Tier1:

Slugga boyz: Cheap medium melee infantry, fast to produce and good for soaking up damage and tying up ranged units.

Shoota boyz: Medium infantry with guns, these orks can be trouble if massed, even with their poor accurace. Can get Big shoota for anti-infantry work, or rokkits for taking out light vehicles.

Burna boyz: Equipped with Burnas, these are very good against light infantry.

Stormboyz: Medium melee unit with assault jetpack. Faster but more expensive than Sluggas. Can be upgraded to have power choppas in tier 2 for better melee against vehicles and heavier infantry.

Stikkbommas: Medium melee unit that can throw a lot of grenades over a long distance. Can throw over obstacles, use it to circumvent heavy weapons. More expensive than Sluggas.

Trukk: Light vehicle with medium damage machine gun. Very fast but rather vulnerable. Unlike the Chimera which screens imperial guardsman, here it is your boyz that screen the trukk from damage!
Can be upgraded with rokkit launcher.

Grots: Very cheap, very weak stealth detectors. Can be given a Grot orderly to heal an allied squad. Built from the banner.

Tier2:

Lootas: Medium infantry with heavy weapons, lootas can do great damage against hordes of infantry. Can get looted lascannons for taking out tanks or rokkits for long range bombardment. Do not expect them to soak up much damage and screen them, and the leader has Plasma Kannon.

Kommandos: Tougher medium infantry with heavier shootas and special grenades. More powerful than shoota boyz and can stealth. Good against infantry. Can be upgraded with plasma and melta weapons.

Tankbustas: Armed with anti tank rockets, these light infantry need a meatshield to absorb damage. Can rain rockets over obstackles like Stikkbommas, just with smaller AOE but greate damage. Good against vehicles.

Deff Dread: Medium walker with limited ranged capability and good melee damage. Relative cheap but won't stand up to anti-tank fire, however can cause havok if it reaches melee. Can be upgraded with looted flamers, rocket launchers, plasma guns, melta guns or lascannons.

Looted Tank: Medium tank with two big shootas and an autocannon. Not as durable as Leman Russ nor as heavily armed as a Predator, this tank makes up for that in cheaper price and quicker training time. Good against infantry and mediocre against vehicles. Can be upgraded to have Plasma, Las or Melta loadouts to work better against enemy heavy infantry, tanks and walkers/elite infantry.

Looted Artillery: Medium tank with two big shootas, one rocket launcher and a looted artillery gun. Not as fast as the Looted tank, but has better sponsons and armour. Can replace the artillery gun with a more anti-infantry tailored rocket artillery, or a more anti-tank tailored Bubble Chucka. Built from the Banner.

Tier3:

Nobz: Heavy infantry with chainaxes, nobz are powerful melee fighters that can take heavy damage as well as deal some. Can take heavy hammers for added anti tank power. Limited to 10.

Stormnobs: A nob variant that can fly and deal more damage, however also somewhat less durable. Limit 10.

Mega Armoured Nobs: A very expensive and powerful unit with lot of health, slower movement speed, power claws and combi-shootas. Can replace the shootas with plasma guns or melta guns. Limit 5, built from the banner.

Flash Gitz: Heavy infantry with snazzguns. Powerful against infantry. Can upgrade their guns to knocback shotguns, very suppressing heavy snazzguns, or anti-tank looted lazkannons. Can take heavy plasma guns against heavy infantry or even melta blastas for short range high firepower. Similar to nobz, just ranged. Can be very effective against one type of unit, depending on their weapon upgrade. Limited to 10.

Battlewagon: Heavy tank with 4 big shootas and a heavy zapp gun. Less tough than most other superheavy tanks, the Battlewagon makes up for that in speed and cost. Its zapp gun can fire a huge area of effect shot. Limited to 3. Can upgrade shootas to Zapps, rapid fire plasma turrets or artillery explosive rockets. Can upgrade Heavy Zapp cannon to heavy plasma cannon, artillery Supakannon or short range, very powerful Killkannon.

Kill tank:
Kill Blasta with sponson battlecannons and hull Giga shoota, effective against all types of infantry. Can replace sponsons with plasma cannons or zapp cannons. Can replace Giga shoota for Kill Bursta giant short range artillery for clearing large araes, or for a Lifta Crusha gravity weapon that excells at taking out vehicles at long range.

Skullhammer Battlewagon: A looted Baneblade with its lascannons replaced by twin big shootas, and its main gun and autocannon replaced by an even heavier AP cannon. Faster but less durable than the Baneblade. Limit 3.

Ork weaponry:
Shootas: Standard ranged weapon. Avarege damage and suppression at medium range, good against light infantry and mediocre against medium infantry.
Choppas: good against light and medium infantry.
Chains axes: good against most infantry types and light vehicles.
Power Klaws: Good against all enemy types. Higher damage than hammers.
Giant Hammers: Good against most infantry types with big AOE.
Burnas: Good against only light infantry, mediocre against heavy infantry, useless against anything else. But it does have a good area of effect, and can melt away light infantry like no other weapon.
Big Shoota: Good against all types of infantry, and can be a danger to heroes and light vehicles too. Excellent Suppression. Long range.
Deffguns: Even better than big shootas with longer range. Good against all types of infantry, and can be a danger to heroes and light vehicles too. Excellent Suppression but requires setup. Long range.
Snazzguns: Good against all infantry types, can be fired on the move. Can be upgraded to deal extra suppresion. Can be customised for more more vehicle damage or knockback. Medium range.
Shotguns: Low range but knockback, good against medium and light infantry.
Zapp gun: No aoe, long range, long recharge time and very heavy damage. This is the anti-tank, anti-hero sniper weapon. Its low rate of fire doesnt make it much useful against infantry, but it can be used to snipe out small elite squads. Battlewagon can unleash an anti infantry blast with a great area of effect. Long range.
Blastas: Good against light infantry and vehicles, but best against super heavy and heavy infantry. Slow firing. Medium range.
Rokkit weapons: Good anti tank weapon with knockback against infantry. Long range.
Looted Lascannons: No aoe, long range, long recharge time and very heavy damage. This is the anti-tank, anti-hero sniper weapon. Its low rate of fire doesnt make it much useful against infantry, but it can be used to snipe out small elite squads. Long range.
Autocannons: Good all around weaponry, best used against heavy infantry or superheavy infantry. Medium rate of fire. Medium suppression. Long range.

Twin Linked: Twin linked weapons like Storm bolters (double rate of fire) or double barreled lascannons/autocannons (double damage, same rate of fire) do twice as much damage per second as a normal, single barreled version of their kind.

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Rus32
Rus32 - - 56 comments

Astartes op for orks but mod is fine. I will believe in future of this mode.

Reply Good karma Bad karma+1 vote
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