The core race mechanic of orks adds a lot more direct efficiency to the faction than either SM or Eldar. Unlike a webway gate, the WAAAGH tower doesn’t need units around it to be a deterrent. They basically act as buildable Listening Posts for you to set up anywhere and defend a zone (often a forward base – but even good defensively to deter pushes). These turrets make it very hard to push into Ork territory. Additionally, if it decides to WAAAGH while you are pushing, you are most likely going to get crushed if you don’t kill the entire ork army or don’t take out the turret. Luckily – Relic made WAAAGH towers very vulnerable when using it’s ability as counter play. However, since every Ork player plays with Beauty’s kustom force field doctrine, the waaagh ability essentially makes them invulnerable – meaning they are either in durable tower mode or often invulnerable waaagh mode. This is all going on while he has his basic boyz, shootas, and Elites attacking you (who are all actually pretty efficient on a squad-by-squad basis – you would think Orkz would have outnumber their opponent in squad count but this usually isn’t the case – it’s often the other way around – the SM/Eldar player have to outnumber the boyz squads so they can actually shoot them and not be permanently tied up).
Stemming from this fact, the player is often forced to simply play defense and harass the Orkz since pushing into them is very difficult as I described. What does this mean for the Orks? It means that they can rely on a structure that: techs up, acts as a turret, gives scrap to further make your already decent units even better, and has an ability that puts the Orks into god-mode for 15-30 seconds. All for 75/75. It’s not cheap – but considering Orkz do nothing but spend power on these things, it’s very easy to get 3 of them up by minute 6 or so (about the same time a 3-point elite comes up).
- The benefits of WAAAGH towers gives Orkz dominant map presence – able to utilize that to pressure opponent’s shield gen/strategic points and sacrifice money usually spent on defense (Listening posts or more units) to quickly place power generators or spare units to harass other parts of the map. However, SM/Eldar need units in force to defend – so sending units off to harass is a much more tactical/strategic choice. Usually, if you see a unit harassing a point somewhere, it’s a cue to attack where they aren’t or respond to minimize damage. However, because of the towers, pushing into an ork force, even if under manned, is damned hard.
The WAAAGH buff is also very, very hard to counter (I get it’s suppose to be like this… but when the orkz run straight into your LPs or objectives and start deleting everything they click, it feels way too powerful to fight against). I think having it scale with # of waaagh towers built would not only be more orky, but also reduce the impact of the extreme damage + speed buff it currently gives early game (which is way more susceptible to imbalances) and give SM/Eldar a fighting chance in the early game vs. buffed Orkz.
TL;DR: WAAAGH towers lock down zones for a comparatively cheap price compared to Eldar/SM, giving orkz an inherent advantage in map control – a huge deal in 1v1s.
Perhaps this wouldn’t be so bad if the maps weren’t so small. Currently, placing your encampment slightly up on the field not only contests the middle points, but threatens opponent’s base as well. Port Saunderus, Charon’s Rest, Mork’s mire – any forward encampment on these maps cover 50% of the field – extremely strong in 1v1.
It cost 445(?) power to get a nobz squad out – not exactly cheap, but Orkz don’t spent power on nearly anything except teching (that are turrets…). Compare this to the 645 power to rush out a dreadnought – an extra 200 power, or about 2-3 minutes. This difference can easily having anti tank squads available or not. Because of the sheer speed of the nobz squad coming out, it’s very hard to muster their appropriate counters in time. Even if you do manage to get a lascannon out, it will likely just be instantly tied up in melee or nuked by a weirdboy or something so you really need like 2 or 3 lascannons to take them on. I compare nobz to a dreadnought because that’s basically what they are (but dealing way more damage to infantry with their explosion taunt doctrine and normal melee damage).
IDK how I feel about these guys – they have a base 33 normal dps and 1280 HP – meaning they are easily a match for any t1 unit that can be thrown at them: tacticals, DA, Banshees, ASM – the boyz squad can engage them all with good efficiency since they are one of the cheapest squads in game. It forces Eldar and SM players to kite and back away until they reach a listening post or turret or enough reinforcements to actually have units he can’t tie up in melee – all the while building power gens and WAAAGH towers behind him.