I finally finished the first expansion to Sanctus Reach - Legacy of the Weird Boy. It gives you access to an Ork campaign (also known as a WAAAAAAGH!)
At first I had no idea how to play with these units. The style is a bit different than the space marines. I alos think they are inferior. However some units are …
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I finally finished the first expansion to Sanctus Reach - Legacy of the Weird Boy. It gives you access to an Ork campaign (also known as a WAAAAAAGH!)
At first I had no idea how to play with these units. The style is a bit different than the space marines. I alos think they are inferior. However some units are extremely potent.
The space Marines have some excellent ranged options for their infantry. The Orks have a few that really shine though (Flash Gitz are the best heavy weapon infantry among them both) The Orks also have some seriously hard hitting bikes that can when fully upgraded fuck up titans. (what the hell) Armor is a mixed bag. I feel its a bit pricey. I was really hoping to play with gargants and stompas (heavy class walkers but not titan class) but for some reason those are not orkcessible in this campaign.
The ork has a nice anti infantry unit but its by no means comparable to the whirlwind. The whirlwind is he number one threat against orks. IT can wipe them out and the orks don't have a suitable means to take them out beyond that of helos (which the AI loves to target and shoot down)
The secret sauce in the Orks though is playing with the WEirdboy. By clustering your units up and casting a shield, you can just camp there and take out any would be melee attackers the enemy might threaten you with. Then target heavy weapons infantry. After that you can just swarmp them with your infantry.
If you have helos, bikes, gitz, killa cans and other ranger vehicles, you can just move up slowly in a line. (same way you play space marines) this isnt the way the orks are meant to be played but i find it actually works well, especially with a run herder or 40 cr boys at point. combine this with a weirdboy (though there usually isn't much need) I don't really like the kamikaze style tactics of sending in boys to rush and absorb reaction fire then other units. You tend to get over involved and 'stuck in' drawing in way too many units at once. Still the ork infantry is tough and can manage more abuse and more threat vectors at once than space marines it seems, but fuck if they don't seem to suck at melee. its no contest when it comes to fighting wolf riders, various forms of terminators, dreadnoughts, and even ravenclaws. the orks dont have n upper hand. lowering morale is crucial if you are going to play melee heavy and will need flamers and stuff to sidestep reactive melee attacks.
In the end the campaign was fun, very challenging and I got really acquainted with the game engine and faction but its not nearly as powerful as the space wolves.
I'll take a break then tackle on the Imperial guard campaign. Hopefully its not lots of micromanaging tons of units (like orks) and the guard have good ranged infantry solution.
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