Finally, Da Boyz - Dawn of War: Winter Assault (Disorder) 01
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- čas přidán 23. 08. 2024
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Released in 2004, Warhammer 40,000: Dawn of War is a military science fiction real-time strategy video game developed by Relic Entertainment and based on Games Workshop's tabletop wargame Warhammer 40,000.
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3:00 Orks gaining access to more advanced tech when they increase in number is literally how they work in lore.
Ork technology literally only works because they believe it will, this is because every single Ork is warp sensitive and a mild reality warper. When enough Orks get together their combined unconscious physic might is enough to force their crude equipment to work. The more Orks there are; the stronger the physic field and the more outlandish technology they can create.
Basically Orks use peer pressure to force the universe to conform to their whims.
I'm sure any die-hard lore fanatic would call this a gross over-simplification, but it is pretty accurate.
This same reality-warping belief is what causes such phenomenon as "da Red wunz go fasta". In short, Orks believe that a vehicle that has been painted red will be capable of higher speeds. Because Orks... this works. Even in the tabletop, I don't know the rule for all the different versions, but the last time I looked at tabletop rules, it basically let a vehicle you've painted red to move an inch further on the table when moving.
There are limits to their make-belief power affecting technology
Still need supplies and logistic chains
@@christiandauz3742 This is accurate, although in older versions of the lore this ability was a lot more powerful. There are references that; if you were able to convince an Ork that a pipe is a gun; the Ork would be able to make it shoot bullets. Thanks to 40k being retconned a bunch of times; this is no longer the case. Orks now need something at least resembling a gun with an internal mechanism to be able to shoot it, even if it wouldn't function in the hands of a human. They also still need ammo, even if that ammo is made up of 10 different caliber bullets.
Important Note: The Wartrak's Bomb Chucka is one of the few upgrades that just *ADDS* a weapon instead of replacing them. Never not get the Wartrak's Bomb Chucka. Sure, it might toss your guys around too, but you'z Orks! A little friendly fire is all good fun!
As for those numbers above the WAAAGH meter, that is how many Ork Resource you have available, and how fast it builds up. You'll note that even something as simple as reinforcing a squad costs Ork Resource, which drains that number above the WAAAGH meter. The available Ork Resource will, however, never take you above your current Ork Limit (which replaces the Squad Cap; Ork Limit considers every individual Ork, not just how many Squads you have). Note that some types of Orks take more than one Ork Resource per Ork; bigger Orks take up more supply, naturally. Like Nob Leaders are bigger and stonger than other Orks, but take 2 Ork Resource instead of just 1.
Important note about Tech Tree advancing: It doesn't matter if the Ork Resource is being used, so long as you are able to have X number of Orks, you'll be able to get whatever part of the tech tree. So say some upgrade needs 70 Ork Resource. Once you build enough WAAAGH! towers that your Ork Cap is up to 70, you just need to wait until your available Ork Resource plus however many Ork Resource worth of units on the map reaches 70. If you've got 50 Orks worth of units on the field, and 20 Ork Resource available, you'll get the "70 Orks" tech unlock, even if you use more of that Ork Resource or some of your Orks die. Just so long as you don't lose your WAAAGH! Banners - losing WAAAGH! banners can actually send you down the tech tree, because your number of available Orks will go down.
Final note: The Warboss, in the skirmish-game "melee" tech tree, is actually only available at the TOP of the Tech Tree. So having Gorgutz at the start of every map is a big boon, cause the Warboss is just inherently more powerful than the other heroes you have as other factions, since they come earlier in the tech tree.
Also: 'Old onto da pin, trow de uvver part!
The waaagh! number indicate units available to train and the number with plus is generating per minute the production of units in the squad, more banners means more units available quicker, the number available only exist until you reach the squad cap maximum, when you lose units you won't be able to immediately replace them, you have to wait a bit like 2 or 3 seconds to generate depending the amount of banners!
The reason the Squiggoth base has a relic in it even though you can't do anything with it, is to show that you need a captured relic to produce Squiggoths
the "waaahg" bar is basically just a research bar, as you play it fills up and unlocks more units and research and a big thing about the orks that i'm not sure matters in the campaign is that the war boss cant be spawned without 80 ork pop which means losing him if you start with him is a pretty major thing as he cant appear again until late game, but as a benefit hes way stronger than most heroes
You don't want to fully recruit sluggas, but shootas are really good in great numbers.
Also, note that Gortguts hits hard. Very hard
Indeed. Since Orks use individual units for infantry pop rather than squads, having more partial squads rather than full squads means more special weapons. (On the other hand, it does make pathfinding a little worse and makes maxing out your army more expensive.) This does also apply to the Shootas, but less so. :)
Orks have by far the most interesting economy in any dawn of war game, since you're managing your population much more explicitly than other factions, and you have a more explicit incentive to kill off your own trash units at a measured rate to replace them with better ones, rather than letting your whole army get wiped out and replacing then - instead you need to be in control of the process, or you can quite noticeably delay your own rebuild rate. (Not that it will ever matter in campaign.) So, somewhat ironically, the most "Just rush em" lore faction is the most strategic to play in this respect. It's a shame none of the later games were willing to experiment in the same way. (The Necrons are a bit different from the norm, but not as much as the Orks.)
Additional notes: IIRC you get more research options at the Pile O Gunz as this mission goes on. Also, IIRC the bomb upgrade on the wartraks is an addition, not a replacement. The Squigoth's rampage really suffers from the game's pathfinding issues.
This is what happens when you allow your passions to turn to bloodlust. You'll become as vile as the Orks. In other words, way more vile than the Orcs.
26:30 I like to think Jay and the Orks are having a conversation throughout this map
To be fair, Jayborino, what better way to introduce the Orks than a civil war to be the baddest dude and wrecking a Chaos base just because it's there? (For extra irony, those are World Eaters, who are all about fighting and killing, so you as the Orks are showing them up on what they brag to be the best at :D)
Orks as a species are the only ones having a good time in this forsaken galaxy
builder invis is actualy valuable since they don't need to decloack to build/repair, which means unless there are detection units you can build advanced positions/bases/turrets wherever so long as the enemie doesnt spot and smash the buildings before they are finished.
oh and just placing orc buildings smashes them on the field for low dmg and very high knockback so you can use that to assist in battle and redirect enemy fire onto the literal trash heaps that become buildings.
Oi! It iz time fo' da boyz ta shine. Da biggest 'n da strongest!
I've been a 40k fan for years and I only just realized Waaaagh was a pun supposed to sound like "War" in a Ork (British) accent
More banners means higher tech and produces Ork pop faster which is the red resource and as banners don't require power Orks can tech pretty quick if you got really good req income. It's generally not a good idea to fully reinforce a slugga boy squad to 15 members keep them at around 6-8 members so they absorb damage and tie things up while your Shoota Boys deal the DPS, a common strat is to mass Big Shootas it's like the Space Marines Heavy Bolters but doesn't require set-up. So you can get lots of Shoota Squads and just max on Big Shootas so you can have 12 pop of Shoota Boys with 9 Big Shootas which is very efficent use of Ork cap. The Warboss actually has good range DPS and is usually best on range stance unless he is attacking vehicles or buildings where his melee is much better, if you got a lot of Slugga Boyz they will body block the Warboss getting into melee which is why range stance is advised more.
Wartrucks are a solid anti-troop option and not just defenseless transports like the Rhino and the Wartraks Bomb Chukka upgrade doesn't replace it's main rokkit weapon so it's usually best to upgrade it. Killa Kans are by far the worst walker in the game they are slow, clunky, expensive and take a lot of pop so they really aren't worth it, they do a cool niche having the best vehicle armor type which is vehicle high which is the same armor as Landraider, Baneblade etc.. Fun fact in PvP Chimeras would be used over Sentinels if an Ork started spamming Killa Kans because the Chimera has better DPS then the sentinel against vehicle high. The Killa Kan though has lowish HP for it's cost + pop for a walker so they really aren't that much more tanky then the Space Marines drednought in most cases, your vehicle cap is best used on anything else.
big warboss Jay readin' for WAAAAGH, cant wait to get them flash gitz
In a way, the 4 ork camps represent 1 of the 6 major ork klans - burna boyz are deathskulls (skilled looters to an ork, even nails are taken, they also have alot of meks and doks), rokkit rangers can be taken as blood axes (your reasonable sneaky orks, in lore they would be the leaders of all the ork race, had their power and numbers not been crushed in a so-called ''da big party''), kwik meks are evil sunz (they love their speedy vehicles) and the squiggoths are snakebytes (your traditional, kinda-amish kind of ork best summed up in ''live off land, go find war, kill wat comes close, old wayz is best''). Gorgutz himself is often portraited as a bad moon (your rich, shooty ork kind), and sluggas/nobz/meganobz can be taken as the goffs (your no-nonsense, up close and personal kind). Now in dow2 you can also play as the freebooters (your piratey/mercenary sort in search for adventure, fighting and looting), which I would HIGHLY recommend (alongside chaos and eldar too, in dow2 retribution, should it come to there). The burna on tabletop (not sure about recent editions), could also be used as a power weapon in close combat. regarding the Bad Moons, every warboss has a retinue or 2 of them in his service, mainly as his ''wallet'', namely orks use their teeth as currency, so if you need them, just find the closest bad moon and punch him in the jaw, ork teeth are like sharks', they fall out and grow very quickly(they also deteriorate very quickly so orks don't have inflation, the lucky gits :P). All in all, warhammer ork needs just 3 things in his life (other than food and drink) - someone bigger than him to take orders from, someone smaller than him for he to give orders to, and someone to fight, doesn't matter who or what.
PS. almost forgot, the 4 camps you take over continue to follow Gorgutz in later instances.
HAHA the Orks are just so cute and awesome lol that plane dropping buiulding and the buildings say Da (insert Building) hehe GG M8 GN
Some of the Khorne related quotes are the most well known ones( blood for the blood god, skulls for the skull throne a prime example), so those are usually used for general voice lines for the Chaos Space Marine factions in the Dawn of War games. Dawn of War 2 is a bit more varied with specific god related stuff, but 1 is a pretty much either Khorne or Undivided. For the record, though, the horrors unit Chaos has in one are Tzeentch daemons. So that's something not Khorne related.
One thing to note about DoW games that I've noticed you doing a lot, is that it's not like SC2 where units "find their way". If the path to an area is in complete darkness (i.e. you haven't been there yet, it was never revealed), then units can't find their way to it. Fog of War is much more enforced in DoW games.
Yes, finally! The best faction, DAKKA DAKKA DAKKA!!!
another new age of jayborino here, orks them funny
I love the Orks because they are very much the swarm mentality, but not as much as the Nids so that they can still have interesting characters. Also I love 'looting' other factions stuff. I'm currently working on a Ork warband that is pretty much all going to have looted chaos gear and a knight center piece
DA BOYZ
those were shoota boys wich had large shoota upgrade similar to heavy bolter upgrade on space marines rockit boys are different squad wich shoot missiles .. :D +22 is rate of ork resource you get like power etc have
The orks are like Zerg, they are best with large numbers. They are pretty fun to play, cheap units and expandable.
good animation scrap coming from SPACE and drops on top of you...funny
world eaters are part of krone's faction yes and the only one of them on this game
I've missed a couple of videos, is this Arkain?
fun fact ther guns are not guns but because they think they guns they become guns
Thank you very much 😁
If many orc infantry is close together they get many passive bonuses, so massive blobs. Orc WAGH banners need to be built and they regenerate orc points. Basically, they unlock tech options if many are destroyed they reduce options. Also a tower.
Orc Kila Kans have low walker hp but "vehicle armor high" armor class as relic vehicle units like land raiders, so kinda tanky.
Orks Orks Orks Orks! Orks Orks Orks Orks Orks! Orks Orks Orks Orks! OrksOrksOrksOrks! OrksOrksOrksOrks! WAAAGH!
Also, the Chaos forces are part of "Chaos Undivided" which is an excuse as to why they can use stuff from all the Chaos gods... a lot of them just happen to be Khorne because blood for the blood god! But there are Plague Marines (Nurgle) and in later games you can even get Noise Marines from Slaanesh.
34:10
And there will be another day you can get two Squiggoths. But only in one Dark Crusade level :)
@@stylesrj that map gives me PTSD, especially as chaos.
In Dawn of War the canon ending is the one you see in the campaign, in Winter Assault is the Eldar ending, in Dark Crusade is the Space Marine and in Soulstorm i think is the Imperial Guard
In Soulstorm Ork win
@@bobmarine7392 No, the Orks defeated the SM and Tau, but the canon victor of the whole war are the Imperial Guard, the 252 Kaurava conservators fought on the Fall of Cadia, making them the victors of Soulstorm. Also, If Gorgutz had won on Soulstorm, he wouldn't be under the command of another ork boss in Dawn of War 3, at least, unitl Gorgutz kills the ork WarBoss and takes command.
@@Agustin-1991 read the official gorgutz wiki lol, it is clearly stated there that he won in Soulstorm.
@@Agustin-1991 It clearly stated in Dawn of War 3 that Gorgutz win in Soulstorm
@@bobmarine7392 Yeah but nobody likes Dawn of War 3, and Gorgutz isn't voiced by Sabat in Soulstorm, so we can all pretend Vance Motherf*cking Stubbs, the legend, won for the glory of The Imperium :P
The Eldar has the least interesting building animation imo, it's just standard floating rock magic thing.