
This build was so dangerous that recent updates in place as of 2020 nerfed multiple aspects of it: Then just keep up the aggression, right up into close range, ramming and Boarding whenever possible. When you're close to detection of a set of enemy ships, have your entire fleet push the big red button and charge in, hopefully slamming clean through several ships in the process and launching triple-strike Boarding Actions as you go. Deploy all of your ships as close as possible to each other in a line, aim them at the densest cluster of red enemy ship pings and start approaching while firing Torpedoes as often as possible, while avoiding sensor beacons to prevent long-range targeting against you. In terms of combat tactics, be BRUTALLY aggressive in one close-knit fleet. For Crew upgrades aside from at least 1 initial point in Weirdboy once you get the Weirdboy Tower, Grotz is a good one for speeding up all of the powerful skills of this fleet.but not much else will make a big difference. Outside of those there isn't too much that is critical the weapon and shield upgrades will do very, very little to this build since they won't affect Kannonz and ramming. For Upgrades as you gain levels, Grot-Tuned Thrusters is a must for aiming ships for Rams, and Weirdboy Tower is a good secondary for getting yet more firepower (best paired with one point in the Weirdboy crew to push its range to 6000). This lets you use rushes twice in succession, and the warp jump lets you set both the position AND angle of the ship when it appears, very effectively setting you up for a damage-enhanced Ram. Following that into the larger ship classes it allows a bit more leeway, with Plasma Bomb being a good choice. The very first Skill you put on any ship should be Micro Warp Jump, and a good secondary would be Grot Assistants. With that being said the first key strategy for Upgrades and Skills is improving mobility.


Other faction ships might be able to at least match one of these areas, but not all three at once. What results is a set of ships that, within a 3000 meter range and compared to other ships of the same weight class, have the highest possible broadside weapon damage, Boarding action strikes and Ram effectiveness. Possibly the most vicious close-range combat setup possible within any faction, this primarily involves using every Kustom Point on every ship through every class to switch all of their side Lotsa' Gunz into Lotsa' Heavy Kannonz, and giving them the Favor Da Goff Clan.

#BATTLE FLEET GOTHIC ORKS HOW TO#
More than any other faction, the Orks need very distinct planning ahead of time on how to set up your ships to maximize the effectiveness of every ship within one key battle strategy.
