Rough Guide for Orks and/or more in depth Guides?
Moderators: Slitherine Core, BA Moderators, WH40K Armageddon moderators
Rough Guide for Orks and/or more in depth Guides?
Hi, this is Logliu, the guy who made the 2 rough guides that are on the steam forum.
First off I was curious if anyone wanted a Rough Guide for Orks. Most people probably know what they do from fighting them so often and experience, but I was thinking of including things like spotting distance/movement to make it more helpful to those who would be attempting harder campaigns or multiplayer with them, if as nothing else but a reference you could use instead of the editor if you find it easier.
Secondly, since things like the combat sim and the combat mechanics are more clear (thanks Beetlelord for that thread), would anyone be interested in an attempted more in depth guide of Steel Legion/Space Marines. At the time I created the first 2 I had only played normal, and had misconceptions about certain mechanics. This guide would mainly be focused on helping people go through the harder difficulties. Most that read this forums probably are past what I could help with and I would have some bias in all likelihood rather than just math.
You can also tell me things I got wrong on the 2 previous guides or that you don't want anymore from me.
First off I was curious if anyone wanted a Rough Guide for Orks. Most people probably know what they do from fighting them so often and experience, but I was thinking of including things like spotting distance/movement to make it more helpful to those who would be attempting harder campaigns or multiplayer with them, if as nothing else but a reference you could use instead of the editor if you find it easier.
Secondly, since things like the combat sim and the combat mechanics are more clear (thanks Beetlelord for that thread), would anyone be interested in an attempted more in depth guide of Steel Legion/Space Marines. At the time I created the first 2 I had only played normal, and had misconceptions about certain mechanics. This guide would mainly be focused on helping people go through the harder difficulties. Most that read this forums probably are past what I could help with and I would have some bias in all likelihood rather than just math.
You can also tell me things I got wrong on the 2 previous guides or that you don't want anymore from me.
Re: Rough Guide for Orks and/or more in depth Guides?
Nice work with those guides. I hope you can update them as you find errors or other important bits you missed originally.
I think an Ork guide will be useful, as i'm going to sink my teeth into some MP this weekend and don't have much of an idea of the various Ork units.
I think an Ork guide will be useful, as i'm going to sink my teeth into some MP this weekend and don't have much of an idea of the various Ork units.
-
FroBodine
- Master Sergeant - U-boat

- Posts: 533
- Joined: Sun Jun 29, 2008 4:16 am
- Location: California, USA
Re: Rough Guide for Orks and/or more in depth Guides?
Logliu/Dayta - I just saw your guides and gave them a cursory review. I will read them in depth soon. Thank you so much! These are excellent unit guides.
You are a hero to the 40K cause. I also vote for an Ork guide. Anything to help better understand how all the units should be used.
Thank you again. Very much appreciated!
You are a hero to the 40K cause. I also vote for an Ork guide. Anything to help better understand how all the units should be used.
Thank you again. Very much appreciated!
-
Isthatwise
- Private First Class - Opel Blitz

- Posts: 4
- Joined: Sat Mar 29, 2014 5:07 pm
Re: Rough Guide for Orks and/or more in depth Guides?
I found both your guides very useful and would appreciate further detail. It would also be useful to have your view on the Orc hordes.
Thanks for your efforts so far.
Thanks for your efforts so far.
Re: Rough Guide for Orks and/or more in depth Guides?
Just wanted to give an update.
I've been working on the Orks, but since I haven't gotten to play multiplayer as much as I wanted so far I think its incomplete. I want more experience and less theorycrafting and combat sims.
In preparation for more in depth looks at all 3 fraction for more in depth guides I've been writing a details mechanics guide with a few examples. It has unit stats and what they do, combat mechanics and examples, ability explanation and a common q&a for campaign mechanics (like requisition). Most here probably know this stuff, but I hope it'll turn out useful.
I've been working on the Orks, but since I haven't gotten to play multiplayer as much as I wanted so far I think its incomplete. I want more experience and less theorycrafting and combat sims.
In preparation for more in depth looks at all 3 fraction for more in depth guides I've been writing a details mechanics guide with a few examples. It has unit stats and what they do, combat mechanics and examples, ability explanation and a common q&a for campaign mechanics (like requisition). Most here probably know this stuff, but I hope it'll turn out useful.
Re: Rough Guide for Orks and/or more in depth Guides?
Rough Guide to Orks is up, with some notes on units in multiplayer. Feel free to give feedback.
Re: Rough Guide for Orks and/or more in depth Guides?
Can't find it, can you give a link?Dayta wrote:Rough Guide to Orks is up, with some notes on units in multiplayer. Feel free to give feedback.
P.S. Finally i've found it in your guides, but this guide didn't displayed on the page with the other guides for some reason.
Re: Rough Guide for Orks and/or more in depth Guides?
Sorry, it took longer than I thought it would to go up after I put it in.riuminkd wrote:
Can't find it, can you give a link?
P.S. Finally i've found it in your guides, but this guide didn't displayed on the page with the other guides for some reason.
Edit: Here is the link:
http://steamcommunity.com/sharedfiles/f ... =352453715
-
Isthatwise
- Private First Class - Opel Blitz

- Posts: 4
- Joined: Sat Mar 29, 2014 5:07 pm
Re: Rough Guide for Orks and/or more in depth Guides?
Good work on the Orks Dayta. Thanks.
Re: Rough Guide for Orks and/or more in depth Guides?
I've been sitting on this mechanics guide too long. I don't really like it, and don't have the Q&A about campaign because I didn't think there was any besides requisition. Basically it shows how combat works and explains stats. Its nothing you haven't probably figured out from the editor.
Game Mechanics
This guide will explain the combat mechanics as best as I understand the, as well as abilities.
First we have unit stats
First we have Cost, it is the gear underneath the name. It tells you how much requisition units will cost in campaign and multiplayer
Next is Unit Strength, directly underneath Cost. This tells you how many individuals (henceforth referred to as models) are in the unit.
Under Unit Strength is HP/model . This tells you how much damage a unit much take before it loses a strength. Total HP of a unit is Unit Strength multiplied by HP/model.
Under HP/model is Movement. This tells you how far units can move in optimal conditions. Often terrain will slow units down or sometimes speed them up.
Underneath Movement is Movement Type. This tells you how terrain will affect your movement value when moving your unit.
At the Top of the next column underneath the Unit’s name is Spotting. This tells you how far a unit can see enemies. You will retaliate beyond this range if possible if attacked.
Under Spotting is Defense. If hit this is compared to the Strength of the shot to see if it wounds the unit. One shot may deal more than one damage to a model up to 4 or instant kill.
The Lightning Bolt beneath Defense is Initiative. It tells you who will shoot first in a fight. The bigger the difference the less units that get killed will retaliate. If you have only 1 higher initiative than the enemy most of the enemies your attack
killed were fast enough to fire before dying. If you have a large advantage and eliminate the enemy unit no killed enemies will retaliate (somewhere about 3-5). If you have an advantage of about 10+ Initiative no killed models will return fire before death. This varies slightly depending on the attacking unit’s total Initiative. (Death Company have higher Initiative than Tactical Marines, yet for same Initiative advantage will have less “dead” models returning fire). This isn’t exact, but a good general rule.
Next one down is melee accuracy. This shows the accuracy of the unit in melee combat. Unless you have 0 range weapons this does not matter.
Lastly is Ranged Accuracy. When shooting units you multiply this by the weapon accuracy for the cumulative accuracy of shooting that weapon.
Next are weapon stats.
First is the Range. This dictates ho far you can shoot that weapon and whether it has a min range or not.
Second is Strength. This is compare to the target’s Defense to see if the hit actually damages the target.
Third is Armour Piercing. When you are comparing attack strength and defense you take away this percentage of enemy defense before comparing.
Fourth is Shots. Multiply this by the Unit Strength for the total attacks a unit makes when attacking.
Fifth is Weapon Accuracy
Sixth is the Accuracy per Hex. It is a negative modifier (usually) that lowers the accuracy of weapons at range. This includes range 1. So a weapon with 100% accuracy, -10% accuracy per hex and a unit accuracy of 80% at range 1 total is 80*(100-(10*1))=72%; at range 2: 80*(100-(10*2))=64%; range 3: 80*(100-(10*3))=56%; etc.
Experience- Experiences adds one initiative, 5% accuracy, and -2% accuracy received for every skull up to 10.
Combat Mechanics
First when a unit attacks another initiative is compared. The unit with highest Initiative attacks first.
As shown above, weapon accuracy is (unit accuracy)*(weapon accuracy-(range*range modifier)). This is multiplied by the number of shots (unit strength*shots) for a weapon to see how many of the shots hit. After the shots are determined to hit,
the strength of the weapon is compared to the defense of the target. First the % armor piercing is taken off of the enemy defense. For every point difference the strength is above the targets remaining defense, a 1% modifier is added to the base 50%. For every point the strength is below the remaining defense, a 1% modifier is subtracted from 50%. If the weapon wounds is can do anywhere from 1 to 4 HP or “KILL”. 1 HP is usual, but for weapons with higher strength than enemy defense (after armor piercing) they have a chance relative to the difference to deal more than 1 HP of damage. If a weapon has an excessive advantage in power it can cause a “kill” result. This result automatically kills a model of the target unit. This can cause more damage to occur than expected, or finish off an already damaged model.
Cover reduces the shooter’s accuracy by the cover value for infantry, and ½ the cover value for vehicles. Cover only takes away from unit accuracy, not weapon accuracy.
Example: a vet 1 Stormlord (upgraded) shoots a units of Mega Armored Nobz in a dead forest tile at range 1.
The Stormlord has a base 12 initiative, plus 1 for a total of 13. The Mega Armored Nobz have base 6. Stormlord attacks first.
The Stormlord has 90% accuracy base, +5% for veterancy, -35% for cover for a total of 61%. The megabolter has base 100% accuracy, with 10% falloff for range 1 hex for a total of 90%. The 6 heavy bolters has the same 90% accuracy. The lascannons have abase 80%, with a 10% falloff for a 70% accuracy.
Final weapon accuracies look like this:
Mega bolter: 54%
2 Lascannons: 42%
6 Heavy bolters: 54%
Megabolters have 8 shots/model, for a total of 16. On average this will result in 9 hits and 7 misses. The mega bolter has no armor piercing so the Mega Armored Nobz retain their full 45 defense. The mega bolter has 50 strength. This results in a 55% chance to deal damage, which when combined with the 9 shots hit gives an average of 5 HP damage.
Total result (Mega Bolters): 5 1HP damaging hits, 4 non-damaging hits, 7 misses.
2 Lascannons have 2 shots/model, for a total of 4. With an accuracy of 42%, an average of 2 shots will hit. Lascannons have 65 strength and 20% armor piercing. The Nobz’ defense is reduced to 36. This gives the Lascannons a strength advantage
of 29, for a 79% chance to damage. On average this will do 1 HP damage hit, and a 2 HP damage hit.
Total result (Lascannons): 1 2HP damage hit, 1 1HP damage hit, 2 misses
6 Heavy Bolters have 5 shots/model, for a total of 10 shots. With 54% accuracy an average of 5 shots will hit. Heavy bolters have no armor piercing, and 40 strength. When compared to the Nobz’ defense of 45, it has a strength disadvantage of 5. This results in a 45% to damage. On average this will do 1 damaging hits, and 3 non-damaging ones.
Total result (Heavy Bolters): 2 1 HP damage hits, 3 non-damaging hits, and 5 misses.
Total result: 10 damage to the Mega Armored Nobz, which have 2 HP, model, resulting in 5 models lost.
Game Mechanics
This guide will explain the combat mechanics as best as I understand the, as well as abilities.
First we have unit stats
First we have Cost, it is the gear underneath the name. It tells you how much requisition units will cost in campaign and multiplayer
Next is Unit Strength, directly underneath Cost. This tells you how many individuals (henceforth referred to as models) are in the unit.
Under Unit Strength is HP/model . This tells you how much damage a unit much take before it loses a strength. Total HP of a unit is Unit Strength multiplied by HP/model.
Under HP/model is Movement. This tells you how far units can move in optimal conditions. Often terrain will slow units down or sometimes speed them up.
Underneath Movement is Movement Type. This tells you how terrain will affect your movement value when moving your unit.
At the Top of the next column underneath the Unit’s name is Spotting. This tells you how far a unit can see enemies. You will retaliate beyond this range if possible if attacked.
Under Spotting is Defense. If hit this is compared to the Strength of the shot to see if it wounds the unit. One shot may deal more than one damage to a model up to 4 or instant kill.
The Lightning Bolt beneath Defense is Initiative. It tells you who will shoot first in a fight. The bigger the difference the less units that get killed will retaliate. If you have only 1 higher initiative than the enemy most of the enemies your attack
killed were fast enough to fire before dying. If you have a large advantage and eliminate the enemy unit no killed enemies will retaliate (somewhere about 3-5). If you have an advantage of about 10+ Initiative no killed models will return fire before death. This varies slightly depending on the attacking unit’s total Initiative. (Death Company have higher Initiative than Tactical Marines, yet for same Initiative advantage will have less “dead” models returning fire). This isn’t exact, but a good general rule.
Next one down is melee accuracy. This shows the accuracy of the unit in melee combat. Unless you have 0 range weapons this does not matter.
Lastly is Ranged Accuracy. When shooting units you multiply this by the weapon accuracy for the cumulative accuracy of shooting that weapon.
Next are weapon stats.
First is the Range. This dictates ho far you can shoot that weapon and whether it has a min range or not.
Second is Strength. This is compare to the target’s Defense to see if the hit actually damages the target.
Third is Armour Piercing. When you are comparing attack strength and defense you take away this percentage of enemy defense before comparing.
Fourth is Shots. Multiply this by the Unit Strength for the total attacks a unit makes when attacking.
Fifth is Weapon Accuracy
Sixth is the Accuracy per Hex. It is a negative modifier (usually) that lowers the accuracy of weapons at range. This includes range 1. So a weapon with 100% accuracy, -10% accuracy per hex and a unit accuracy of 80% at range 1 total is 80*(100-(10*1))=72%; at range 2: 80*(100-(10*2))=64%; range 3: 80*(100-(10*3))=56%; etc.
Experience- Experiences adds one initiative, 5% accuracy, and -2% accuracy received for every skull up to 10.
Combat Mechanics
First when a unit attacks another initiative is compared. The unit with highest Initiative attacks first.
As shown above, weapon accuracy is (unit accuracy)*(weapon accuracy-(range*range modifier)). This is multiplied by the number of shots (unit strength*shots) for a weapon to see how many of the shots hit. After the shots are determined to hit,
the strength of the weapon is compared to the defense of the target. First the % armor piercing is taken off of the enemy defense. For every point difference the strength is above the targets remaining defense, a 1% modifier is added to the base 50%. For every point the strength is below the remaining defense, a 1% modifier is subtracted from 50%. If the weapon wounds is can do anywhere from 1 to 4 HP or “KILL”. 1 HP is usual, but for weapons with higher strength than enemy defense (after armor piercing) they have a chance relative to the difference to deal more than 1 HP of damage. If a weapon has an excessive advantage in power it can cause a “kill” result. This result automatically kills a model of the target unit. This can cause more damage to occur than expected, or finish off an already damaged model.
Cover reduces the shooter’s accuracy by the cover value for infantry, and ½ the cover value for vehicles. Cover only takes away from unit accuracy, not weapon accuracy.
Example: a vet 1 Stormlord (upgraded) shoots a units of Mega Armored Nobz in a dead forest tile at range 1.
The Stormlord has a base 12 initiative, plus 1 for a total of 13. The Mega Armored Nobz have base 6. Stormlord attacks first.
The Stormlord has 90% accuracy base, +5% for veterancy, -35% for cover for a total of 61%. The megabolter has base 100% accuracy, with 10% falloff for range 1 hex for a total of 90%. The 6 heavy bolters has the same 90% accuracy. The lascannons have abase 80%, with a 10% falloff for a 70% accuracy.
Final weapon accuracies look like this:
Mega bolter: 54%
2 Lascannons: 42%
6 Heavy bolters: 54%
Megabolters have 8 shots/model, for a total of 16. On average this will result in 9 hits and 7 misses. The mega bolter has no armor piercing so the Mega Armored Nobz retain their full 45 defense. The mega bolter has 50 strength. This results in a 55% chance to deal damage, which when combined with the 9 shots hit gives an average of 5 HP damage.
Total result (Mega Bolters): 5 1HP damaging hits, 4 non-damaging hits, 7 misses.
2 Lascannons have 2 shots/model, for a total of 4. With an accuracy of 42%, an average of 2 shots will hit. Lascannons have 65 strength and 20% armor piercing. The Nobz’ defense is reduced to 36. This gives the Lascannons a strength advantage
of 29, for a 79% chance to damage. On average this will do 1 HP damage hit, and a 2 HP damage hit.
Total result (Lascannons): 1 2HP damage hit, 1 1HP damage hit, 2 misses
6 Heavy Bolters have 5 shots/model, for a total of 10 shots. With 54% accuracy an average of 5 shots will hit. Heavy bolters have no armor piercing, and 40 strength. When compared to the Nobz’ defense of 45, it has a strength disadvantage of 5. This results in a 45% to damage. On average this will do 1 damaging hits, and 3 non-damaging ones.
Total result (Heavy Bolters): 2 1 HP damage hits, 3 non-damaging hits, and 5 misses.
Total result: 10 damage to the Mega Armored Nobz, which have 2 HP, model, resulting in 5 models lost.


