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Thread: orc warrior build

  1. #1
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    orc warrior build

    hey ! Im new to the game and need some tips :) how to start :)

  2. #2
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    Build offensive buildings
    Train a bunch of offense
    Attack


    ...you'll need to be a little more specific about the advice you'd like lol

  3. #3
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    What buildings should i focus on for orc warrior ?

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    Quote Originally Posted by Cetsha View Post
    What buildings should i focus on for orc warrior ?
    enough farms to feed ppl, %7-8 guilds and %3-4 towers to get some self spells running.. training grounds / barracks / hospitals are of utmost importance, feel free to experience with numbers and see results for yourself! you should also consider having some armouries & banks for more income and reduced troop costs when you are pumping & growing.. when your kingdom is in war, you should consider building guard stations & watch towers instead of arms & banks, for attacks and ops protection!

  5. #5
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    rax rax and more rax. also hospitals. the rest of the server is your economy. tg are nice too, but for long-term viability you would want good raw offense as well as good mods.

    i like tactician a lot better on orc. orc/warrior is too much of a glass cannon without CS and the need for extra barracks.

    if you don't care about acres oow, then gs are only good if you are fighting a kingdom smaller than yours, or if that kingdom has attackers lined up for deep chains. for most ghetto fights, gs are not necessary because low-tier kingdoms chain far too inefficiently - in most cases, the only thing you need to do is make sure that your kingdom can also reduce a target to low defense, so your dropped guys can still make themselves useful.

    watchtowers are pretty damn useful in war in order to reduce some of the nm/ns spam you would get. again, this is why orc/tactician is preferred, since CS+RM demand a preliminary vortex at the least.

    for orc/warrior, they can make bigger hits oow, so it is very likely that your strategy is focused on maximizing offense and less on defensive builds.
    ideally you are on the smaller end of nw in your kingdom, which gives you better nw range on the targets you would want to hit. if you are a big orc/warrior you need to adjust your building and troop allocation to be somewhat more defensive. either way you would want to be a chain target.
    Last edited by noobium; 02-09-2014 at 09:36.

  6. #6
    Mediator goodz's Avatar
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    Hospitals. Barracks (dependent on activity). GS and Training grounds.

    Lets say you can only attack 2x a day because you don't want to wake up at night, aka 10h attack time is wasted. You probably only need about 5-8% barracks to get sub 12h attack times in war/aggro depending on BE / how consistant your schedule is, aka if you need more like 11h attack times then you may want a bit more.

    something like:
    25% hospitals
    20% Training grounds
    15% GS
    10% watch towers
    8% guilds
    4% towers
    8% barracks
    8% farms
    2% dungeons

    You'll want to be drafted to 75-80% draft. The higher drafted you are the better hospitals are. As you're going to be unable to replenish troops on high draft so keeping them alive becomes more important. Also on orc you may get hit occasionally with elites home, this makes hospitals nice.
    My life is better then yours.

  7. #7
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    Listen to goodz, he's a smart guy when it comes to this.

    Adding to what goodz said, make sure you change your province build at the right times. The above build is a strong war build, but it has a very bad economy. Out of war you'd want to pump science, pump wizards, stack up gold, and draft deep. Some strong oow builds can be found here http://forums.utopia-game.com/showth...rowing-n-stuff for whatever you're doing at that moment.

    Do you also want tips on playstyle?
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  8. #8
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    Orcs don't create, they steal:P

    You can learn/plunder all you need ;)

  9. #9
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    Yes, goodz is offering a complete build.
    ~
    Since you're new you might be lost on the acronyms used in a few of the posts.
    ~
    BE = building efficiency: how efficient your buildings work based in peasants to do the work and science
    GS = guard stations
    Aggro = aggressive. This is a kingdom stance you'll find in the upper right hand corner of your kingdom page. Stance is determined by your leadership. Other kingdom stances are normal, fortified and war.

    If you have any other fundamental questions please feel free to ask. If the posters mention things that don't make sense simply ask them to spell it out with attention to your new status. Welcome to the game. :-)
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  10. #10
    Forum Addict smercjd's Avatar
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    40% Homes
    8% Farms (Or 5% with good sci)
    15% Barracks (or 5%)
    15% Hospitals (Or 10%)
    10% Guilds (Or 0%)
    7% Towers (Or 0%)
    5% Dungeons (Or 14%)
    (Or 16% Stables)

    Draft Rate 76%, Wages 200%
    7 Defense Specialist per Acre, 16 Elites per Acre
    180 mOPA, 33 mDPA (with army out)
    1 raw tpa, 1 raw wpa
    GG

    OR
    Last edited by smercjd; 03-09-2014 at 22:43.

  11. #11
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    dunno if i would go homes-heavy with orc. stables (if horses are protected) and tg are better for a whoring province. prolly 25% homes is good - just raze them before war. that will be your wt/td/gs (or other building of your choice). stable swap adds more acres if going down that road, but would not run more than 10% stables (preferably would keep 5-6% - too few to be stolen, just enough raw offense to make a significant difference post-chain.

    raze-rebuilds are fairly expensive for orc, though the extra peasants from homes pay off raze-rebuild costs after 36-48hr depending on income bonuses available. (this doesn't include being able to plunder a wider range of targets of course...)

    a problem with relying on raze-rebuild is that it requires 500gc/acre to rebuild all homes, which is basically the price of a dragon. building credits can account for some of this if you plan on hitting for acres in hostile, and don't mind a delay in getting wt/gs online. alternatively, if you don't give a crap about defensive buildings, the homes are nbd... 25% homes leaves enough space for sufficient tg/rax/hospitals, and at least some of those homes can be removed for added impact.

    with a lot of science you might want to look into a small-medium% of schools - although orc prefers to rely on their offense and out-learn opponents, with really high bpa, getting 2x or 3x tapped with no learn protection will wreck your bpa fast. if playing actively oow, you are bound to find kingdoms that will retaliate for science. the schools themselves pay off their rebuild cost after about 48hrs, with intensive-level science investment.

    the alternative strategy is to pump up to high draft, and come out of pump with 30% tg, 15% rax, 15% hosps, 10% stable, 30% for wt, gs, farms, guilds, towers, and dungeons, and start waving targets immediately. the problem with this is that it is not sustainable in the long term, and your BE will tank - but this approach is good if you want to jump to war immediately, and can plan on stabilizing your provinces after 72-96hr for another go. overbuilt tg are nice because the orc can double in size and still get a good offense mod, so your incoming can focus on defensive or economic builds.

    both strategies work much better with tactician due to free rax, although warrior arguably doesn't need tg as much as other personalities (tg doesn't stack with any other OME mod that you would have).

    you probably should not build gs unless your core is bigger than your target's core. it is preferable to tear down some poor sod in the other kingdom so your chained guys have something to do; only in situations where you can't create this, should you bother with gs on orc, and even then there are arguably better ways. that strategy is also weaker now that military science has changed, since it relies on superior gains science to force a target down deep enough...

    at any rate, orcs tend to occupy the small-medium tier of the nw chart, and a big orc would probably want to prioritize attack power anyway.

    the best case for orcs is when they can 1tap an t/m and 1tap an attack in the same unique - this requires a LOT of offense and some softening of targets, but it assures that the orc can keep in enough incoming acres and maximize their damage output in the early going of war. extra points if you have provinces that can open up on attackers, while the orcs follow up - that way acres go on the provinces that need them most, and the orc does not have to worry about ambush as much. (extra bonus points for keeping a gen spare, waiting for the attacker's defense to desert, and slapping an extra hit to run the chain even deeper and circumvent ambushes - this however can mean being short a gen and some offense for your next unique, but for orc/warrior this is less of a problem).

  12. #12
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    As a new player I can only say one thing to you that hasn't been said yet --- don't get overwhelmed by players who offer huge blocks of complicated strategic advice. They don't always realize what "being new to the game" actually means, tending to instead talk to everyone like they've been playing the game for years. ;)

    Pace yourself while learning the game and try to overlook those huge chunks of advice (for now) in favor of the shorter, simpler chunks that you see. It'll help you grasp the game better if you don't try to start at hyperspeed right out of the gate as some players may make you feel like you have to do.
    Last edited by Verminator; 04-09-2014 at 01:03.

  13. #13
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    well i'm more making the point that gs aren't all that good, and really only show their quality when fighting against a semi-competent kingdom. plus you need more than a standard building setup, it helps to know what to build during war as well.

    would say though that for a newbie player in a random kingdom, they will probably want banks at all times - even though they aren't the optimal building for orcs, newbie kingdoms tend to have trouble with money management, and don't always draft to the point where banks stop being useful. also, newbie kingdoms basically shouldn't touch homes outside of pumping.

    so what would i run then if i had to stick with one build? a pretty bog-standard setup:

    8% farms (adjust with science)
    10% banks
    20% training grounds
    20% barracks
    15% hospitals
    12% watchtowers
    10% guilds
    5% towers

    stables and dungeons fit into this somewhere, most likely coming out of watchtowers and training grounds.

    if not going to war for a while, watchtowers can be swapped out for something more immediately useful, most likely extra banks (these will be leftover from post-war rebuilding).

    barracks are a matter of circumstance as well, some kingdoms will not use them or use less. i defaulted to 20% since that is the level needed to reach parity with tactician attack times in most cases, and should allow for 12 hour attack times in aggressive stance (useful for rl scheduling, since your armies come home at around the same time every day).

    guardstations are only really good if built in sufficient quantities - at least 15% - and they take away from buildings which are more immediately important. if you omit banks from the above and reduce farm requirements then you have space for gs, but i find that they're not particularly useful. i'd much rather keep banks for money, and like wt a lot more defensively.

    if you would want a general strategy for playing orc from the beginning of the game then that is something else. so many people here give bad advice on oop though.
    Last edited by noobium; 04-09-2014 at 01:57.

  14. #14
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    why no stables for orcs?, i get 10% GS because i was deep chained last war, i recon i try GS instead of 20% rax, 12% WT nobody touched me

    any comments on my build?

    1. Farms: 10%
    2. Training Grounds: 20%
    3. Military Barracks: 10%
    4. Guard Stations: 10%
    5. Hospitals: 10%
    6. Guilds: 10%
    7. Towers: 7%
    8. Watch Towers: 12%
    9. Stables: 10%
    10. Dungeons: 1%

  15. #15
    Forum Addict makeo's Avatar
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    My thoughts are build more hospitals. Even in a min time war you'll be hitting 4/5 times with all your offense ( hopefully).

    Other than that it's fine as a generic Orc attacker.

    I like stables on an Orc, as it usually has some space for ultra high offense strats, but be aware that they are not instant in effect, add nw and Orc usually has many acres in transition.
    Hence, like many things they are situational.

    As a rule of thumb, favour attacking buildings when you are small and not likely to be targeted initially in war and phase to include more defensive buildings such as wt/gs as you are more likely later.

    Consider your opposition also. If you are warring an a/t human core and are mid size for example, you'd want high wt's.
    The obvious exception to this, and a role where Orc excels is where you are your kingdom's T/M breaker where you will run ultra high offense and sacrifice your own province to ruin the enemies long term economy/ops ability.
    Last edited by makeo; 12-09-2014 at 05:57.

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