I think what happened with the flank the guard won was so many orks where being distracted by the knight... but then as soon as it finally went down there was a *massive* wave all built up to rush that flank and pin them down before they could really get the momentum they needed.
Yeah! Victory for the ork! One of the big ones!! Hurray! :D That will be a nice collection of helmets for the trophy pole of the warboss and so much scrap metal for the mechboys to build a gargant with ^^ I keep thinking about getting this game myself.... is it hard to get those units into it? Are they all in the steam workshop? And are new ones still moded? Cause I have read that the game has been pretty much abandoned by its devs...
@ChaoticPinky I just had a thought regarding the Stormboyz and making them fly. Since you can edit the weapons each unit has as well as their stats, would it technically be possible to add an artillery cannon shot on the modded unit that fires backwards at the ground in the direction the jetpack faces. Give it a high amount of Knockback/blast, then reduce the damage so the unit doesn't die. I feel like that would be a fairly accurate representation of what Stormboyz are - just randomly firing into the fray, not knowing if they'll live, die, or even come close to their target. Not sure if the unit would just automatically fire at enemies instead of being able to point the shot downwards via modding/editing. Having seen what happens when you edit the artillery shots to make them more powerful, I think it could be a fun idea to play around with :)
Unfortunately, that wouldn't work, as friendly fire isn't on in this game, so a unit can't hit themselves, or any of there teammates, with knockback Additonally, units can only have 1 attack in this game, part of the optimization required for fitting 10million+ active entities on the field, so if you give them a "fly" attack, that is all they have. They would land, soak some damage, and then die without a single kill.
@@Santisima_Trinidad My suggestion for attack would maybe be giving them explosive impact somehow (if possible) but it's a shame they can't be affected by the knockback/blast.
@@jaybberwocky this may suprise you, but a unit counts as being on it's own team. They physically cannot hit themselves with any form of knockback effect. Thats how you get artillery cannons shooting 2 centimetres in front of themselves, sending orks flying all around them, and yet staying perfectly still. It has to be an enemy unit applying the knockback effect for it to work. As for the question about angling the shot, it does just fire at enemies, and unfortunately I'm pretty certain the unit will automatically correct it's own shots trajectory to always fly at the enemies, hence stuff like tanks shooting at enemies directly below there gun barrel, even through the models shots are normally coded to shoot out of the barrel like a tank should, but maybe you could mess around with a units enemy detection and the angle it trys to arc its shots at/give it 100% inaccuracy and mess about with that angle, and that would work. But i think it unlikely, the modding tools for this game aren't the most advanced.
@@Santisima_Trinidad Misread/misunderstood your comment initially and edited mine to correct XD It's early for me, sorry haha. Wasn't being willfully ignorant. Definitely didn't need to be spoken to as such. Thanks for the extra information at least. It's too bad the developers never continued support.
@@jaybberwocky ahhh, sorry. I thought i was being clear initially and because it's late here i got unseasonably annoyed at you not understanding. Regardless, i hope it's all clear now, and i do like your suggestion, i think it would look great, but i just don't think this game has the capability for it at the moment.
If a group of Orks go without battle for too long, they get "Fighty", Would a larger, rowdier group then be called a "Fight"? The Natural Evolution of an Ork Invasion: Gaggle -> Fight -> WAAAAAGH!
The Imperials relied too much on that Paladin. One was not cutting it apparently. With a gap of 300k, I do wonder how many more Paladins only it would take to have turned this battle.
Actualy, the situation of a Dreadnought for the space marines is not so dire. Often there are very old, very experienced veterans whos knowledge and experience of battles is simply to valuable for the Empire to lose so they are keept alive in their live-preserving capsusl that are inserted into their battle chassis. Thus the can become even older and they are clear minded, otherwise, they would be no use for the Empire. With chaos however, it is much more like you describe. Sometimes, chaos just puts prisoners into those capsuls to keep them alive, you are basical immobile, cant move, have no sensory input, eternal prison to break the spirit and drive the prisoners mad. When battle calls, the capsul is put into the chassis of the dreadnought so the prisoner suddenly gets some sort of senses and mobility back. But of course, at this point they are basicaly raving lunatics that just thrash around, thats why chaos 'noughts often are keept in huge chains, until they can be unleashed into the general direction of the enemy lines where they can wreak havoc and destruction until they are reigned in again, to be thrown into their numb, blind, deaf prison with no sense off time...
I agree, can't wait to see some killa cans, love those things, so cool. I love how ork guns only work cus they beleive they will lol. However I think what they were really crying out for here was some nobs (orcs desperate for the nobs lol)
"Best of orks"... and the first 4 battles I watched were crushing defeats for the greenskins. Realy? This is so sad. Please, for crying out loud, can you give them some more love? I mean, if Space Marines and winged furies are so op, give the orks more meganobs, and most of all, shootas! Orks just love their dakka and I am rather sure that, if they would field more units that are ranged, those fights would be a) more interesting and b) better for the orks
Yup, lore accurate. Orks have the worst loss rate of any of the 40K armies and only the World Eaters come close to them in loss rate :) In terms of table top there is a 41.68% win rate for ork 2000 point armies putting them near the bottom of the army lists, meaning over half of the battles they fight are lost.
@@ChaoticPinky Well, this may be all good and true, but I mean, here, in this simulation, we (you) have the chance to change that. I mean, I dont want them to stomp over everybody, but a nice, hard fought vicory now and then, is this to much to ask for? :) Like with "orkyhill", in the battle against chaos... that was brilliant and close till the end. I mean, the whole galaxy trembles when a Waaaargh rises, there must be a reason for that! (Dam, I think I need to get this game myself and then host some battles of my own XD)
orks should have gotten way more heavy units like meganobs who can put up afight against the nids to help establish a beachhead. What use is numbers when you cant deploy them