Ork Builds

Wot is da best way to blow up gitz? DAKKA DAKKA DAKKA!
Jaw Rippa
Posts: 30
Joined: 25 April 2016, 08:19
Contact:

Ork Builds

Postby Jaw Rippa » 25 April 2016, 09:00

Oi lads!

Im new to the game, so would like to ask more experienced players some questions:

- Is spending every "Kustom Points" a must on every new ship? Is there any reason not to? Is it possible to redo the ship's fitting?
- Are "lotsa `eavy cannons" any good? Is it a major upgrade compared to "Lotsa gunz" or a sidegrade with different role?
- Boarding or normal torps?
- Is taunt and squigs a must for every ork ship?
- Is Waagh! skill any good? Seems like it has wa-a-ay to long cooldown for what it does. Also if you've managed to get off 2-3 boarding at once, you are going to wreck enemy anyway, even without additional boarding action from Waagh!.
- How the heck do you deal with carrier based fleets?! I've been thinking about getting "additional 3 turrets" upgrade for one of escorts and just pair them next to carrier's target to deal with incomming fighters/assault boats
- What escorts are more useful? Every escort we have seems to be uber useless, except Ravager with cannonz. Especially ramming one.

Levandor
Posts: 66
Joined: 09 April 2016, 21:25
Contact:

Re: Ork Builds

Postby Levandor » 25 April 2016, 09:08

Jaw Rippa wrote:Oi lads!

Im new to the game, so would like to ask more experienced players some questions:

- Is spending every "Kustom Points" a must on every new ship? Is there any reason not to? Is it possible to redo the ship's fitting?
- Are "lotsa `eavy cannons" any good? Is it a major upgrade compared to "Lotsa gunz" or a sidegrade with different role?
- Boarding or normal torps?
- Is taunt and squigs a must for every ork ship?
- Is Waagh! skill any good? Seems like it has wa-a-ay to long cooldown for what it does. Also if you've managed to get off 2-3 boarding at once, you are going to wreck enemy anyway, even without additional boarding action from Waagh!.
- How the heck do you deal with carrier based fleets?! I've been thinking about getting "additional 3 turrets" upgrade for one of escorts and just pair them next to carrier's target to deal with incomming fighters/assault boats
- What escorts are more useful? Every escort we have seems to be uber useless, except Ravager with cannonz. Especially ramming one.


1.- its not a must, it depends on what you want to do, and, spending points raises the point costs of your ships, so by not spending (all) of them you can get cheaper ships.
2. i would call it a side grade, lotsa gunz have a high rate of fire, giving you more shots vs Eldar holofields, eavy cannons are more front loaded burst
3. depends, boarding if you want to cripple your target, to for example keep up with it, normals for damage
4. taunt not so much, squigs i would say yes.
5.I use one ship with it, the range is good enough, and it can give you a nice boost if you need it.
6. take carriers yourself? Spam fighters for defense, would be my suggestion, 1 carrier should allready do the trick.
7. depends, ramming escorts are usefull to take out stuff like transports, other escorts are dependant on the job you want them to do,
which could be, scouting, escort hunting, fire support,

Ptirodaktill
Posts: 16
Joined: 23 April 2016, 15:46
Contact:

Re: Ork Builds

Postby Ptirodaktill » 25 April 2016, 09:53

For anti-ork and anti-imperial 4 light cruiser + 2 cruiser +savage escorts. Put points in prow canons. Instarefiller for all ships and WAAAAGH on cruisers. ram+extraboarding favor. For upgrades - 1 chains 2 belt armor 3 AP rounds 4 extrashield 5 rotation speed. Autocast boarding, dont forget to WAAAAGH .
For anti-chaos 3 BC + C +savage , full Zaaap setup, Baaaad moon favor for shoookas and extraupgrade, mwj on every ship, voidshields on BC, taunt on C, two stationary probes on BC . Upgrades 1 chains 2 detection range 3 belt armor 4 extrashields 5 shield recharge 6 extra LS . Autocast LS, autocast shookaz, wait in the cloud, jump on they head and surprise them. Dont forget to turn on Voidshiels on BC, try to put probes on enemy ships, so they cant hide.

For anti-eldar anyting will work. Or evereting will fail :roll: U have 0 initiative in orks vs eldar matchup.

Lucifronsun
Posts: 406
Joined: 13 March 2016, 01:41
Contact:

Re: Ork Builds

Postby Lucifronsun » 25 April 2016, 09:58

Jaw Rippa wrote:Oi lads!

Im new to the game, so would like to ask more experienced players some questions:

- Is spending every "Kustom Points" a must on every new ship? Is there any reason not to? Is it possible to redo the ship's fitting?


If you want to achieve maximum effectiveness, then you want to replace every instance of lotsa guns with something else, with kannonz being the absolute best.


- Are "lotsa `eavy cannons" any good? Is it a major upgrade compared to "Lotsa gunz" or a sidegrade with different role?


They're a major upgrade over lotsa guns. Lotsa guns have terrible raw damage output and there's no benefit to keeping them over a kannon.

- Boarding or normal torps?


Mega kannons.

- Is taunt and squigs a must for every ork ship?


More or less, yes.

- Is Waagh! skill any good? Seems like it has wa-a-ay to long cooldown for what it does. Also if you've managed to get off 2-3 boarding at once, you are going to wreck enemy anyway, even without additional boarding action from Waagh!.


It gives each of your ships an additional boarding action, so having one ship take it is worth it. They don't stack, so don't take them in multiples.

- How the heck do you deal with carrier based fleets?! I've been thinking about getting "additional 3 turrets" upgrade for one of escorts and just pair them next to carrier's target to deal with incomming fighters/assault boats


Ork turrets suck, the general way to deal with them is to have one ship in your fleet be a devoted carrier that does nothing but poop out fighters.

- What escorts are more useful? Every escort we have seems to be uber useless, except Ravager with cannonz. Especially ramming one.


Ravager doesn't have kannonz, use the savage.

Levandor wrote:1.- its not a must, it depends on what you want to do, and, spending points raises the point costs of your ships, so by not spending (all) of them you can get cheaper ships.


Untrue, taking a mega kannon over torps decreases the cost of your ships. Going from lotsa guns to lotsa kannonz raises the ship cost by one, which is an amazing deal.

2. i would call it a side grade, lotsa gunz have a high rate of fire, giving you more shots vs Eldar holofields, eavy cannons are more front loaded burst


It is not a "sidegrade", lotsa guns is worse in every way.

3. depends, boarding if you want to cripple your target, to for example keep up with it, normals for damage


Mega kannonz.

4. taunt not so much, squigs i would say yes.


Take taunt until you're confident in your ability to maul people without it.

7. depends, ramming escorts are usefull to take out stuff like transports, other escorts are dependant on the job you want them to do,
which could be, scouting, escort hunting, fire support,


Savage is the single best ork escort.

Levandor
Posts: 66
Joined: 09 April 2016, 21:25
Contact:

Re: Ork Builds

Postby Levandor » 25 April 2016, 10:01

Lucifronsun wrote:
Levandor wrote:1.- its not a must, it depends on what you want to do, and, spending points raises the point costs of your ships, so by not spending (all) of them you can get cheaper ships.


Untrue, taking a mega kannon over torps decreases the cost of your ships. Going from lotsa guns to lotsa kannonz raises the ship cost by one, which is an amazing deal.



Seems you missread the "so by not spending ALL! of them..." part ;)

Lucifronsun
Posts: 406
Joined: 13 March 2016, 01:41
Contact:

Re: Ork Builds

Postby Lucifronsun » 25 April 2016, 10:03

Levandor wrote:
Lucifronsun wrote:
Levandor wrote:1.- its not a must, it depends on what you want to do, and, spending points raises the point costs of your ships, so by not spending (all) of them you can get cheaper ships.


Untrue, taking a mega kannon over torps decreases the cost of your ships. Going from lotsa guns to lotsa kannonz raises the ship cost by one, which is an amazing deal.



Seems you missread the "so by not spending ALL! of them..." part ;)


Not spending all of them is a huge waste, and has no practical purpose. Taking kannonz over lotsa guns is a huge upgrade, for an increase of 1 per upgrade.

Please don't spread misinformation around.

Levandor
Posts: 66
Joined: 09 April 2016, 21:25
Contact:

Re: Ork Builds

Postby Levandor » 25 April 2016, 10:04

Lucifronsun wrote:
Levandor wrote:
Lucifronsun wrote:

Untrue, taking a mega kannon over torps decreases the cost of your ships. Going from lotsa guns to lotsa kannonz raises the ship cost by one, which is an amazing deal.



Seems you missread the "so by not spending ALL! of them..." part ;)


Not spending all of them is a huge waste, and has no practical purpose. Taking kannonz over lotsa guns is a huge upgrade, for an increase of 1 per upgrade.

Please don't spread misinformation around.



i dont spread missinformation, if you dont spend ALL of your points you get CHEAPER ships.

Lucifronsun
Posts: 406
Joined: 13 March 2016, 01:41
Contact:

Re: Ork Builds

Postby Lucifronsun » 25 April 2016, 10:07

Levandor wrote:
Lucifronsun wrote:
Levandor wrote:

Seems you missread the "so by not spending ALL! of them..." part ;)


Not spending all of them is a huge waste, and has no practical purpose. Taking kannonz over lotsa guns is a huge upgrade, for an increase of 1 per upgrade.

Please don't spread misinformation around.



i dont spread missinformation, if you dont spend ALL of your points you get CHEAPER ships.


You get much weaker ships, for no benefit. Be sure to include that.

Jaw Rippa
Posts: 30
Joined: 25 April 2016, 08:19
Contact:

Re: Ork Builds

Postby Jaw Rippa » 25 April 2016, 10:11

Lucifronsun wrote:
Jaw Rippa wrote:Boarding or normal torps?


Mega kannons.

Is that really so straight forward? As of now, boarding torps seem to be a great addition to ramming ork ship - to ram you need to position yourself in such a way that torps will be easier to land. Boarding torps can cancel warp jumps. Also torps is a great way of trying to smoke cloud campers.

Lucifronsun
Posts: 406
Joined: 13 March 2016, 01:41
Contact:

Re: Ork Builds

Postby Lucifronsun » 25 April 2016, 10:15

Jaw Rippa wrote:
Lucifronsun wrote:
Jaw Rippa wrote:Boarding or normal torps?


Mega kannons.

Is that really so straight forward? As of now, boarding torps seem to be a great addition to ramming ork ship - to ram you need to position yourself in such a way that torps will be easier to land. Boarding torps can cancel warp jumps. Also torps is a great way of trying to smoke cloud campers.


Torps have uses, but those uses go out the window the second you encounter a carrier fleet, or a fleet with a carrier. When it comes to close range, especially when ramming, mega kannonz will always, always outdo torps.


Return to “Ork Pirate Fleets”

Who is online

Users browsing this forum: No registered users and 2 guests