Counter-Ork refit: advice needed

Share your glorious tactics. Glory to the Emperor!
User avatar
Lihkan
Posts: 56
Joined: 11 March 2016, 23:17
Contact:

Counter-Ork refit: advice needed

Postby Lihkan » 28 April 2016, 15:55

I am playing the game since open beta, and I cant still beat Orks, no matter what. My setup is very effective against other races, but against Orks I fail (Well, to be honest, its because my "setup" means (power) ramming/boarding/CQ torpedoes/Marine Favor cruisers that are made to close the distance ASAP, not to stay far away).

Since I have been playing mostly 2 v 2 matches now with my friends, which have puny 300 pts per player, I use only my cruisers for clashes and Emperor class for objective based missions. That leaves my light cruisers and battle cruisers pretty much doing nothing, and such, viable for any dedicated "Ork slayer" refit. I figured that Dauntlesses may be good thing against the Orks, since they are fast enough to outrun them, and with range upgrade may even shoot them from range. Thing is, what upgrade builds would work for them? Range upgrades for macros will be crucial, thats certain, and I was thinking about navigational shields, forcing close-quarters orks to follow me to asteroids. But what about other upgrades and skills? Any thought? And are Battle cruisers viable against Orks?

Vandaar
Posts: 51
Joined: 28 March 2016, 12:50
Contact:

Re: Counter-Ork refit: advice needed

Postby Vandaar » 28 April 2016, 16:10

For any help it could give I link another post I made :

http://forum.battlefleetgothic-armada.com/viewtopic.php?f=35&t=2646&p=30450#p30450

User avatar
angelshard
Posts: 163
Joined: 26 April 2016, 21:26
Contact:

Re: Counter-Ork refit: advice needed

Postby angelshard » 28 April 2016, 16:16

Overlord with mechanicus favour.

Upgrades: Menzoa Drive for extra speed, targeting matrix so you can hit something, Voss shield because armour on shield is awesome, extra shield to give you 50% more, short burn torpedoes to make the more effecient and Avanced cogitator to increase the duration of Lock On.

For skills take mwj to get away from taunt, refill so you can instantly refill gauge and get away faster and plasma bomb use it to remove stasis bombs or damage depending on enemy skills.

Now sett it to 12k broadside engagement and start kiting.

User avatar
Marwynn
Posts: 121
Joined: 22 April 2016, 13:24
Contact:

Re: Counter-Ork refit: advice needed

Postby Marwynn » 28 April 2016, 16:45

300 points?

Dual Lunars fitted for ramming. This is tank and speed based, skills would be the various bombs. Set these guys to 3k.
Tyrant and Gothic pairing. Gothic has ranged lances for shield busting, Tyrant has range, accuracy, and AP. 9k for both of these guys.

Learn to love torps too. They'll find a way to get to you and up close, if you have maneuvering room that is, you can deal surprising amounts of damage.

User avatar
Maye
Posts: 52
Joined: 07 April 2016, 11:33
Contact:

Re: Counter-Ork refit: advice needed

Postby Maye » 28 April 2016, 17:09

angelshard wrote:...


I strongly disagree, if the ork field 2 tracktors and 2 taunts (not hard to find) your "kitterlord" is dead in the water in less than 30 sec of combat. What I find with ork, by playing in both side of the gun, is the bigger the target is the easier it is to kill it.

On a 300 points cruiser clash, I would take 1 dauntless mk2 with mechanicus favour, a taunt and enhanced induction cells, upgraded torps, armor blet, mezoa, +100 shield, voss shield, adv cog link, add 4 swords with armour piercing ammo, extra shield and extra hull.

My point, ork will have harder time killing 5 ships than focusing 1, with this setup you put your dauntless at 6k range broadside taunt a target to draw it out of their formation, put the sword behind in close (25% of 25 armor is 6.25), the taunt on ork is 22 sec duration so it give you time to place your escorts. What you have to do is killing ork escorts first, then go on the lc, your goal is to win the moral war and if finally a single cruiser remain, your dauntless will be able to kite it with ease.

If you both play imp it is 10 ships on the field, orks will not be able to outnumber you, their bad accuracy will be a problem to kill so many ships and they can't ram to death 10 ship in 30 sec of fight, on 1 or 2 target they can and they will.


It is what I find effective after having our 4 lvl 10 lunars set in trouble by 2 orks with a shitload of ships on the field, the ramming orks were killing our cruisers.

User avatar
Marwynn
Posts: 121
Joined: 22 April 2016, 13:24
Contact:

Re: Counter-Ork refit: advice needed

Postby Marwynn » 28 April 2016, 17:21

I don't think that's how AP works. It reduces it to 25, it doesn't reduce by25%.

eQ sassyljay
Posts: 27
Joined: 22 March 2016, 19:00
Contact:

Re: Counter-Ork refit: advice needed

Postby eQ sassyljay » 28 April 2016, 17:28

I have tried the gothic and overlord (including against Maye as ork) and I got trashed. Though to be fair I think Maye would beat me with any faction XD. I would heed his advice my best results have been in 2v2's with dauntless and firestorms shooting into rear of ork ships. I came upon it by accident as I couldnt fit anything else in with damaged ships and 300 pt limit. HOWEVER AP reduces armour further than 25 ??!!?!? NOOOOOO what is that true ? That surely is too much. I thought it just reduced armour to a flat 25 when under 3k it doesnt reduce it further does it? IF it does I have missed a massively important upgrade on my swords and would switch to that tactic if possible. I honestly just thought it was useful against chaos and orks front prow armour not on rear or eldar since their armour value is already at 25.

Marwynn ninja'd me.

User avatar
Maye
Posts: 52
Joined: 07 April 2016, 11:33
Contact:

Re: Counter-Ork refit: advice needed

Postby Maye » 28 April 2016, 18:06

eQ sassyljay wrote:...



I might be wrong, I just read the in game tooltip, so if it doesn't reduce more than 25 armor, you still need it to kill everything that is not showing their rear, but still being behind an ork is the best way to stay alive. :mrgreen:

User avatar
Marwynn
Posts: 121
Joined: 22 April 2016, 13:24
Contact:

Re: Counter-Ork refit: advice needed

Postby Marwynn » 28 April 2016, 18:22

While I love Swords I've begun to use Firestorms instead against Orkz. Half my DPS doesn't care about facing and will always hit and I don't have to close to 3k where 'Orkz is best' is kinda true. And my Firestorms are unupgraded, so with the range upgrade I can stay safely at 9k for half DPS to poke and prod the greenskins. Extra shields and maybe shield damage too would be fine.

My experience hasn't been with 2v2s though.

eQ sassyljay
Posts: 27
Joined: 22 March 2016, 19:00
Contact:

Re: Counter-Ork refit: advice needed

Postby eQ sassyljay » 28 April 2016, 18:33

Marwynn wrote:While I love Swords I've begun to use Firestorms instead against Orkz. Half my DPS doesn't care about facing and will always hit and I don't have to close to 3k where 'Orkz is best' is kinda true. And my Firestorms are unupgraded, so with the range upgrade I can stay safely at 9k for half DPS to poke and prod the greenskins. Extra shields and maybe shield damage too would be fine.

My experience hasn't been with 2v2s though.


Oh dang it, there I go making mistakes about tooltips too. I have been getting my firestorms at the rear for firing lances at orks, of course lance reduces armour to its lowest so that tactic was redundant. That's a bit embarrasing. Well I am glad I read that Marwynn, it will be easier maneuvring those firestorms now, 3k range upgrade sounds very sensible to me though I might go for extra turn and maybe shields/hull or even extra boast gauge.


Return to “Imperial Navy”

Who is online

Users browsing this forum: No registered users and 2 guests