Hey all,
I've played lots of RTS but never competitively or against anyone other than friends. I like to main Orkz and do 1v1 games. What I find is that my early game is pretty solid and generally I have good map control. I've found in a few of my games, however, that my opponent is playing smart and the game drags on and on and on. It literally boils down to the following formula:
This usually ends up in me being really frustrated and either leaving after a 50 minute+ game out of sheer boredom or they manage to out econ me somehow and build a bigger/better army. I've also found that taking the turrets in their base is an incredibly difficult thing to do.
Does anyone have any mid/late game tips for finally stomping down your opponent as Orkz?
Thanks.
Comments
Larkis
Why do you not use trukkz and the ability to reinforce in the field or and use your gretchins to build new vehicles out of wrecks?
I think orkz is the race with the easiest come back. You have a very cheap reinforcement tool (Eldar need expensive Falcon, Marines need doctrins and waste a droppod) and the option to build noew units out of the garbage left on the battlefield.
kickinleg
I've lost games where I completely dominated my opponent from the first minute just cuz I walked into their towers and had no idea how to close the game. Here are some tips that helped me:
1) Micro against the towers: You can split your army well before entering tower range, or poke in with one unit to trigger the big blast and only fully engage once it went out.
2) Use long range-units (maybe doctrines) to kill towers or siege their base from afar. One way are Tankbusters (shoot squiggs into their base, they can also damage towers, but you need to shoot them pretty close to the tower so they don't get dragged to another target. Another way are Killabots with the long-range rokkit doctrine. You can comfortably deal heavy damage to their structures from far away.
3) Be aware that some elites are far better in the lategame: Just the choice of your elites can change how the lategame will unfold. If you have lower cost elites, you need to close the game earlier, because the opponent has a certain inevstment if he runs costlier elites that come with early disadvantages, but late-game payoffs. It is sometimes perfectly "balanced" if you win an early game but loose later, depending on the elites both players chose.
4) Strong Elites to siege the base: Gorkonaut: His power fist (+3 squiggs when he has looted scrap) has an insane range and almost 1 shots towers if all the squiggs target the tower as well.
5) max out + upgrades! Really, I've lost games where I had the whole map, but instead of waiting and really maxing out to 250, I went in too soon and got punched by the defensive positioning and the towers. If you have more points, you will max out sooner than your opponent and have a better army. This is somewhat mitigated by the elites of course. But taken together with my 2nd point, you can give yourself some time to poke at range and amass an army, because the towers and the positioning are a HUGE advantage.
6) Bait out the invincibility-abilities of the towers and be aware of when he has them available. It might not be easy to bait them out, but once he used them, remember the timing so you can attack shortly before he has it again (~300s CD afaik), I'd have to double check. ^^
Krantar
Thanks for your reply and suggestion. I have been trying to get better with Trukks as they seem amazing. I'm still working to better manage my units. I did not know about the gretchin salvage thing with. I'm still really new and bad haha
Krantar
Thank you for your post it was very insightful. I especially found these 3 useful. I usually run Gorgutz, MegaNobz, and Rokkit Boyz as my heroes and at the very least Gorgutz/Rokkit Boys are very early/middish IMO.
I definitely miss out on upgrading by mid/late game as so much goes on during that time. Thanks again you've given me a lot to think on.
TheDukeofDirty
In a 50 minute game you probably need to know that the gorkanaut fist ability kills base towers in 2 hits from outside their range. wagh him before using it if possible
Artillery can target ground on the tower to shoot it without LOS.
Squigs can hit it without LOS.
Storm boy scrap ability can hit it without LOS.
Solyf
If you like Meganobz their wall ability will block the shots from a Turret. Combine that with 3-4 Killa Kanz with 6 rokkits each and you should be able to kill the turret and back off with one or two pushes.
Another option is to distract the tower with a low value unit like Boyz, or a worker. Wait until it shoots the big beam and then push from the other side. Can even Trukk launch a few units in if you want. Generally you'll want Killa Kanz, or at the least a sizeable portion of Butas/Lootas to tackle a tower.
Heck I think Weirdboy's fist ability out-ranges turrets and it damages them. It will take you a long time to kill, but it may be an option. Also provides some vision which is nice.
If the game goes super late (50 mins+) make sure you:
1) Have your full economy upgraded and listening posts placed.
2) Have all relevant unit upgrades. These make a huge difference in long games.
3) Keep harassing and scouting. Gretchins with stealth are great scouts, and if they get caught... no big loss. The intel is worth the 50 req.
4) If things get really bogged down, don't be afraid to camp and/or slow push with Big Trakks. Their siege mode out-ranges turrets by quite a lot.
Finally, if you're ahead - don't get tunnel visioned on winning asap. Allow yourself to snowball. DoW 3 is a very traditional RTS, if you're ahead don't take risks. Force your opponent to come to you. Keep tabs on his units but let yourself build an economic and/or tech advantage with your map control. The more you practice, the more comfortable you will be with taking down turrets.