Faction file
Orks
Numbers, momentum and scrap. An Ork army that is not attacking is losing.
Orks trade quality for quantity and quantity for tempo. Individual Boyz are worthless; thirty of them are a problem no early army can solve. The faction's economy rewards constant aggression — captured ground and destroyed enemies fund the next wave — and punishes any player who tries to sit still and tech quietly.
Provisional data
Dawn of War IV has not been released. Every statistic on this page is a modelled placeholder, not a measured value. How this changes at launch.
Tactical strengths
- Cheapest infantry in the game by a wide margin
- Overwhelms early defences before upgrades come online
- Reinforcement is fast enough to fight continuously
- Melee mass beats any unsupported ranged line
Known weaknesses
- Very poor value per population point
- Falls apart against area damage and suppression
- Weak long-range answers until late
- A stalled Ork attack is usually a lost game
Unique mechanics
- Waaagh! meter
- Fills as Orks gather on the battlefield and as enemies are killed. Activating it buffs the fighting units — so the faction is rewarded for being in a fight, not for preparing one.
- Waaagh! Banners
- Named structures planted to extend Ork presence across the field.
- Everyone builds
- Almost any Ork infantry can construct structures, so expansion is not gated behind a dedicated builder. Ork buildings are armed, but relatively easy to destroy.
- Free Stratagems
- The Ork faction Stratagem costs nothing to use, unlike the other factions'.
Command
Commanders
Gorgutz
Ork WarbossFront-line command
- Returning Warboss and the face of the Ork campaign
campaignmultiplayerskirmishlast standGuzcutta
Beast Snagga BossFront-line command
- Rides a Squigosaur later in the campaign
campaignmultiplayerskirmish
Roster
Core units
Every unit in the database for this faction, in tech order.
- OrksT1GretchinBuilderBuilds and captures. Expendable, and treated as such.ConstructionCapture70029s
- OrksT1Slugga BoyzInfantryThe Ork opening. Individually pathetic, collectively the strongest early melee in the game.MeleeCapture22001422s
- OrksT1Shoota BoyzInfantryBoyz with guns. Worse in melee, but they can actually contribute while walking towards you.Anti-infantryCapture240101424s
- OrksT2StormboyzInfantryRocket-packed Boyz that arrive where they are least wanted. Fast, fragile, and excellent at ending an artillery piece.Melee280251326s
- OrksT2NobzHeavy infantryBigger Orks with power klaws. The faction's only reliable infantry answer to armour.MeleeAnti-armour360601732s
- OrksT3Killa KanWalkerA Grot welded into a walker. Cheap for a Tier 3 unit and best fielded in threes.Anti-infantryAnti-building300901834s
- OrksT3Deff DreadWalkerA heavy walker built from whatever was lying around. Wins melee against almost anything.MeleeAnti-armour4201402644s
- OrksT3Looted TankVehicleSomeone else's tank, repainted. Hits hard, and occasionally where it was aimed.Anti-armourAnti-building4401502748s
Starter builds
3 publishedMatchups
- Orks vs MarinesYou must convert early numbers into map control before power armour and upgrades come online.
- Orks vs NecronsThe worst matchup for raw aggression: reanimation means your losses are permanent and theirs are not.
- Orks vs MechanicusThey out-range you badly but cannot survive contact. Everything depends on how you cross the ground between.
Data for patch 1.0.0 · Not yet verified