

Micro intensive army, with the right use of abilities winning the game rather than superior firepower. "I have the power of Gork, and Mork!" / "It now belongs to da Orks!"īest on speed and mobility with a rock-paper-scissors Army. "Orkz is made for fighin', and winnin'!" / "WAAAAAGH!" Strong units: Nobz Squad, Flash Gitz, Mad Doc "Fightin' Juice" ablity, War Trak, Killa Kan, Looted Tank. Get Nobz Squad in tier 2 and Flash Gitz in tier 3. The Orks and Space Marines are the only races with a doctor, and your doctor, the Mad Doc has a "Fightin' Juice" ability that makes the selected squad unable to die for 20 seconds.

Your secondary commander, Big Mek, has detection and teleportation, with this he can secure your army from infiltrators and easly harass the enemy early game. Your main strengths stands in the huge numbers of your infantry rather than in vehicles, so unlike many factions, your infantry will dominate the game rather than the vehicles, but don't neglect vehicles because of this. You often win the game while losing more troops than the enemy. "My faith is my shield!" / "Faith is purest when it is unquestioning!" "We shall know no fear!" / "I command the name of the Emperor!" Strong units: Sniper Scouts, Grey Knights, Terminators, Predator, Commanders, "Orbital Bombardment", Orbital Relay. After you reach Tier 3 make Orbital Relay and simply reinforce your army with air dropping Space Marines and Dreadnought. Grey Knights are very powerful in melee and especially powerful against Chaos daemons. The Assault Space Marines are weak compared to other alternatives. The scouts can be game-breaking when upgrated with sniper and infiltrations if they remain undetected.

It is a race focused on countering the enemy units rather than having something unbeatable from the start themselves.

Average in most stats but without great weaknesses like other races. SPACE MARINES - Balance, Counter, Air Drop Army.įirepower and counter focused.
