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GameReplays.org _ Dawn of War 3 Strategies _ Jelly’s Orky Trukkin’ Blobstompa

Posted by: Jelly May 3 2017, 18:40 PM

We cooked up a kunnin' strategy to bring da WAAAAAGH to those blobbin' gits in multiplayer!

https://www.gamereplays.org/dawnofwar3/portals.php?show=page&name=dawnofwar3-jellys-ork-turkkin-blobstompa

Posted by: God_Aries May 3 2017, 19:23 PM

Nice guide. I however highly disagree with you assumptions on Mega Nobz. In 2v2s and 3v3s the shield wall is game changing. In 1v1s to a lesser extent but they are far better than assault terminators based on the wall alone. They are slow but deal heavy damage to heavy armor and have a huge amount of health. I cant tell you how many battles I have won by either blocking damage to get a free objective kill, blocking the retreat path of a retreating army, saving myself in a losing fight by blocking half an army or wreaking eldars Fleet of foot because the walls aoe slow is a huge % and a huge area.

Posted by: Jelly May 3 2017, 19:42 PM

I can see them being good in a different build but here they're extremely redundant. With the stun and taunt from the trukk your opponents won't be going anywhere wall or no, and the speed buff is mostly useless for the same reason. What do I care how fast my boyz can walk if I'm already catapulting them where they need to be?

Posted by: God_Aries May 3 2017, 21:33 PM

Because of the many uses that it can potentially give you. Also one ability case is extremely easier to micro over multiple casts from other abilities and units. Redundant? At some times yes, but way easier to cast. The speed buff is nothing, the speed debuff on enemy units is huge. I have won overwhelming odds fights because of just the slow. You can disengage and re-engage your units without the slowing negative effect that comes from disengaging.

Mega Nobz can be used in both a position of strength and in a position of weakness. Lets say you have a match where your opponent has outplayed your strat above and you are in a losing position. MNobz wall grants a huge opportunity to regain. Plus there are 0 counters to the wall. You cant kill the Meganobz fast enough or silence them long enough that the cast of the wall wont happen in the hands of an experience player. It lasts a long time, cast animation is super quick and gives no warning on where the cast is actually going like that of other abilities.

2v2s and 3v3s allow you to harass objectives for free because it blocks movement and shoots (only thing that "goes through" are artillery based shoots). Almost all the maps have important choke points that the MegaNobz can completely lock down for a amazing duration.

Posted by: Jelly May 3 2017, 22:45 PM

Sure, but none of that justifies the 6 elite points. You want me to give up Stormboyz and Gorgutz for what my trukks already accomplish?

300 requisition or 6 elite points. One is definitely much easier to get than the other.

Posted by: Deadication May 4 2017, 04:39 AM

Nobs are heavy armor. They are affected by the Armor upgrades, not infantry health despite being infantry I do believe. I could be wrong, but that's sure how its worded and feels in game.

Posted by: Jelly May 4 2017, 07:59 AM

Thanks, I just saw a post on that on the official forums too. I'm testing it myself now.

Edit: Yup, it is indeed vehicle health. It's even labeled plainly in the tooltip as "increasing Health of Vehicles and Heavy Infantry," I just never stopped to read the fine print.

Unintuitive, but great news for the build since requisition is far more expendable than power.

Posted by: -Netput May 4 2017, 09:15 AM

Not sure about the usefulness of Meganobz. I have those guys selected, but find it quite hard to bring them in good practice. It is safe to say that they surely have a shitload of HP though. In general I don't think they scale that great with Nobz though. I figured they would be better for a 6P elite. Although that is probably because the other 6P elites can slaughter armies where the Mega Nobz can't.

Posted by: Perzyn May 4 2017, 14:06 PM

I tried in my first MP game since release and it worked all right, though my opponent was even more clueless than I am...

At the very least thanks for pointing out how ridiculously good the Suicide Bomber is. It annihilates light infantry with reckless abandon.


Posted by: God_Aries May 4 2017, 17:35 PM

QUOTE(Jelly @ May 3 2017, 15:45 PM) *

Sure, but none of that justifies the 6 elite points. You want me to give up Stormboyz and Gorgutz for what my trukks already accomplish?

300 requisition or 6 elite points. One is definitely much easier to get than the other.


I never said you give up those elites, as in 1v1s early game elites are really needed and there is no way to save up for 6 elite points. But using the Mega Nobz as your 3rd choice would be a great addition to your army. Plus if you use the Betta Shout Doctrine that the mega nobz give you thats a 400 hit point shield you gain for channeling your shout for 1 sec.

QUOTE(Deadication @ May 3 2017, 21:39 PM) *

Nobs are heavy armor. They are affected by the Armor upgrades, not infantry health despite being infantry I do believe. I could be wrong, but that's sure how its worded and feels in game.


This is correct. Wraithguards would be another example of this.

QUOTE(-Netput @ May 4 2017, 02:15 AM) *

Not sure about the usefulness of Meganobz. I have those guys selected, but find it quite hard to bring them in good practice. It is safe to say that they surely have a shitload of HP though. In general I don't think they scale that great with Nobz though. I figured they would be better for a 6P elite. Although that is probably because the other 6P elites can slaughter armies where the Mega Nobz can't.


Mega nobz strength is not in the ability to kill things, its their ability to protect your army. Every single army wipe ability from big units (besides Gorkanaut and solarias missiles* unless some missiles actually are near the wall) are blocked by the wall. You guys do realize that the wall is not like Librarians wall right? You can shoot through the wall while your enemy shots do nothing

Posted by: Jelly May 5 2017, 02:29 AM

If you can make meganobz work then go for it, but I have hesitations about recommending them over a titan in a low-medium skill guide. The build is already quite weak in the late to ultra-late phase when opponents can start spamming armor and grab their own titan. Nobz' normal damage becomes negligible, we don't have killa kan long range missiles, rocket jump, or squig mines. You can spam trukks and load them with gretchin just to get the suicide bombers and supplement that with some real artillery pieces but it all feels very bootleg and unforgiving against anyone who has the above doctrines. Really your best bet is to grab the Roks device with stormboyz and make something happen in the short window it provides. Throw in some meganobz on that whole micro mess I just mentioned and more likely than not they'll just sit around forgotten.

As build timings tighten up we should see less and less late game and more early/mid aggression timing attacks and the use of titans will gradually drop off. I understand lots of people only use early elites already.

Posted by: Jelly May 5 2017, 05:19 AM

Got a replay up if anyone prefers to see it in action. A lot of difficult fights get cleaned up with proper trukk usage.

https://www.gamereplays.org/dawnofwar3/replays.php?game=95&show=details&id=320112

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