Updated date:

"Battlefleet Gothic: Armada II" - Space Orks Cruisers [Advanced Ship Guide]

Author:

"Looting all the Dakka to help you get better at games to impress your Gork or your Mork."

battlefleet-gothic-armada-ii-space-orks-cruisers-advanced-ship-guide

Space Orks Cruisers

Like the other Space Ork line ships, the Cruisers of their fleets get extra hull points versus their Imperial and Chaos counterparts, making them the highest hull point ships of their class, and as a fleet in total, in the game. This comes at the cost of engines with typically, slower speeds than normal for their smaller vessels, however in the Cruiser category they actually are the same speed as the Imperials which serve as an average baseline for other factions in the game.

The second crucial point of note about the Ork fleet in general, but definitely represented in the Cruiser category, is their incredibly high potential DPS and CPM numbers, which like the hull points bonuses, are countered by also having wildly inaccurate weapons that have serious trouble landing hits or even firing on targets, past ranges above 4,500 units.

All of these factors with the cheap cost of Ork ships and their heavy prow armor, supports strategies involving hordes of Ork vessels charging headfirst at the enemy vessels to try to get in close range as soon as possible and follow up with crippling ram attacks.

Patch Status: Updated for Patch 7 (v.11218) - July 14th, 2020

Space Orks Guide Navigation

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Orks Cruiser Ships Stats

Thankfully, as mentioned above, the Cruisers of the Ork fleet manage to not take any further penalties to engine speeds like their smaller vessels do, keeping them at the same speed as the Imperial Navy counterparts. While their troops are weak on defense thanks to poor morale that makes them prone to mutinies, and a weak critical assault chance, they still do decent numbers when it comes to actually killing defending troops, so causing crew loss penalties or even hulking enemy ships is entirely possible, especially since Ork battle doctrine tends to favor head first rushes to point blank range at the enemy.

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: -50

Armor (Front): 83

Speed: 160

Troops: 14

Armor (Sides): 67

Rotation: 8

Troop Damage: 2

Armor (Rear): 50

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 2,000

L-Strike Actions: 2

Boarding Actions: 4

Big Roks Stats

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: -50

Armor (Front): 83

Speed: 160

Troops: 14

Armor (Sides): 83

Rotation: 0

Troop Damage: 2

Armor (Rear): 83

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 2,000

L-Strike Actions: N/A

Boarding Actions: 4

Orks Cruisers Attributes & Skills

The attributes for both the Cruisers and Big Roks are identical to the ones found in the Light Cruiser category. They still have harsh morale penalties, take extra damage from fires and the Big Roks are equally immune to critical effects the same as the others, however they can still take Fire Aboard effects.

  • Ork Reactor: Grants Big Red Button and Burn Retros.
    *Cruisers only
  • Disorganized: -50 bravery penalty
  • Looted Ship: +100% damage received from Fire Aboard effect
  • Good Troop Efficiency: Deals 2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.

Big Roks Special Attributes

  • Superconducting Engines: Grants special version of the Ork maneuvers.
  • Immune to Criticals: Immune to critical effects.
  • Boarding Mastery: 360 degree boarding arc.
Point Cost: 141Raw DPM: 2,297Raw CPM: 5.74

Killa: Weapons

  • [1] Mega Kannon Artillery
    Miserable Accuracy - 90° Front - Range: 4.5k
    Shots: 1 | Damage: 144 | Reload: 14s | Crit: 36%
  • [1] Gunz Artillery
    Poor Accuracy - 90° Front Arc - Range: 13.5k
    Shots: 2 | Damage: 8 | Reload: 4s | Crit: 2%
  • [2] Gunz Battery Weapons
    Poor Accuracy - 90° Side - Range: 9k
    Shots: 4 | Damage: 4 | Reload: 4s | Crit: 1%
    *1 per broadside
  • [2] Heavy Gunz Battery Weapons
    Miserable Accuracy - 90° Side - Range: 4.5k
    Shots: 2 | Damage: 48 | Reload: 12s | Crit: 12%
    *1 per broadside

The aptly named Killa represents the all guns option for the Cruiser line up of Ork ships putting out crazy high DPS and CPM numbers for it's incredibly affordable cost that comes in cheaper than many faction's light cruisers.

Now as mentioned many times in the Ork sections, while those numbers seem to be simply amazing for the cost of the ship, outside of point blank range and an enemy that isn't interested in running away from you, you will have a real difficult time actually applying that damage. To top it off, if you are facing a strong boarding faction, you'll have to deal with managing a lot of mutinies as your ships enter their weapon ranges, which happens to also be the just about the same as the normal boarding range.

Even with those downsides, taking several Killas is entirely feasible while still leaving plenty of room for a large selection of other vessels in a typical 1,200 point fleet.

Point Cost: 137Raw DPM: 1,680Raw CPM: 4.2

Killa Stompa: Weapons

  • [6] Torpedo Launcher *Special Weapon
    Basic (3 Uses) | Boarding (3 Uses)
  • [1] Gunz Artillery
    Poor Accuracy - 90° Front Arc - Range: 13.5k
    Shots: 2 | Damage: 8 | Reload: 4s | Crit: 2%
  • [2] Gunz Battery Weapons
    Poor Accuracy - 90° Side - Range: 9k
    Shots: 4 | Damage: 4 | Reload: 4s | Crit: 1%
    *1 per broadside
  • [2] Heavy Gunz Battery Weapons
    Miserable Accuracy - 90° Side - Range: 4.5k
    Shots: 2 | Damage: 48 | Reload: 12s | Crit: 12%
    *1 per broadside

The Killa Stompa and the other two remaining cruisers basically take the weapons loadout of the Killa and start swapping torpedo and launch bay special weapons in, in different combinations you can choose from. The Killa Stompa represents your "just give me some torpedoes" option, a preferable choice when you think you'll be facing slower fleets that can't outrun your Big Red Button burns towards them, allowing you to rake their ships with heavy torpedo or boarding torpedo salvos before coming in for the follow up ram.

As a plus side, the Killa Stompa comes in at exactly the same point cost, maintaining it's affordable cost, allowing you to field a considerable number of Killa Stompas with room to spare in your fleet.

Point Cost: 167Raw DPM: 1,337Raw CPM: 3.34

Terror: Weapons

  • [1] Mega Kannon Artillery
    Miserable Accuracy - 90° Front - Range: 4.5k
    Shots: 1 | Damage: 144 | Reload: 14s | Crit: 36%
  • [1] Gunz Artillery
    Poor Accuracy - 90° Front Arc - Range: 13.5k
    Shots: 2 | Damage: 8 | Reload: 4s | Crit: 2%
  • [2] Gunz Battery Weapons
    Poor Accuracy - 90° Side - Range: 9k
    Shots: 4 | Damage: 4 | Reload: 4s | Crit: 1%
    *1 per broadside
  • [2] Launch Bays *Special Weapon
    Fighta Bomba (3 Uses) | Assault (3 Uses)

The Terror is the next step in swapping out something of the Killa for a special weapon. In this case we are dropping the short range Broadside, Heavy Gunz. While this takes a considerable chunk of DPS and CPM out of the on paper potential of the base hull, it should be noted that of the possible damage, the short range broadsides are the hardest to apply with, harder than the short range prow Mega Kannon, since Ork ships tend to spend a lot of time facing their targets, burning towards them for a ram.

Compared to most comparable carriers of other factions, the Terror is pretty affordable, and while it isn't as efficient of a way to stack Launch Bays as the light cruiser Basha Urd Unki, the fact that it actually has standard weaponry to fall back on, and considerable amounts of it at that, means it will be able to contribute to the fight in the time between squadron deployments for only 40 more points.

Point Cost: 163Raw DPM: 720Raw CPM: 1.8

Terror Stompa: Weapons

  • [6] Torpedo Launcher *Special Weapon
    Basic (3 Uses) | Boarding (3 Uses)

  • [1] Gunz Artillery
    Poor Accuracy - 90° Front Arc - Range: 13.5k
    Shots: 2 | Damage: 8 | Reload: 4s | Crit: 2%
  • [2] Gunz Battery Weapons
    Poor Accuracy - 90° Side - Range: 9k
    Shots: 4 | Damage: 4 | Reload: 4s | Crit: 1%
    *1 per broadside
  • [2] Launch Bays *Special Weapon
    Fighta Bomba (3 Uses) | Assault (3 Uses)

The Terror Stompa is the all specialist weapon option while also being the best long range ship in class, at least relatively speaking as far as the Orks go. This is because the Torpedo rack and Launch Bays end up taking the places of the Mega Kannon and Heavy Gunz, both have miserable accuracy of 50% chance to hit within 4,500 units and can't fire beyond that range.

If you are facing faster fleets like Drukhari or Aeldari that are less likely to allow you to maintain close range on their ships, it might be best to go for the Terror Stompa, since it's longer range guns and Launch Bays give you better chances of applying damage at range, and gun wise, will probably match other vessels like the Killa in effective DPS since their short range guns are likely to rarely ever land serious hits on the enemy in the long run.

As an alternative you can also go for the Terror for a cheaper option that might be even better against the fast Eldar vessels, since Torpedoes are going to be hard to use anyways and while the Mega Kannon is unlikely to contribute much, it still might land a few shots on occasion. If the Mega Kannon doesn't land hits, the Terror still costs 50 less points for the privilege.

Point Cost: 297Raw DPM: 8,228Raw CPM: 15.6

 

(2,057 per arc)

(3.9 per arc)

Big Roks: Weapons

  • [8] Torpedo Launcher *Special Weapon
    Basic (3 Uses) | Boarding (3 Uses)

    *2 Torpedos fires in each arc direction.
  • [8] Gunz Artillery
    Poor Accuracy - 90° Quarter Arcs* - Range: 13.5k
    Shots: 2 | Damage: 8 | Reload: 4s | Crit: 2%
    *2 per quadrant
  • [4] Mega Zap Kannon Artillery
    Perfect Accuracy - 90° Quarter Arcs* - Range: 18k
    Shots: 1 | Damage: 16 | Reload: 16s | Crit: 8%
    Armor Piercing (-25%)
    *1 per quadrant
  • [8] Heavy Gunz Batteries
    Miserable Accuracy - 90° Quarter Arcs* - Range: 4.5k
    Shots: 2 | Damage: 48 | Reload: 12s | Crit: 12%
    *1 per quadrant
Big Roks - Weapon Damage Profile (Quadrants)

Big Roks - Weapon Damage Profile (Quadrants)

The Big Rok like it's smaller and larger cousin, takes it's weaponry and splits it into 4 quarter arcs that can each fire on their own target. The Big Rok like the others cannot rotate to try to move it's quadrants around on the same target, however beyond trying to cheat reload times, the Big Rok can't lose weapons or subsystems to critical hits, so it can't end up with any "dead sides".

While it won't be able to put out it's full damage potential unless inside the center of a group of enemy ships, and not boarded or fire aboard'ed to the point of mutiny, the Big Rok has some truly insane on paper numbers. Opinions of the players I have talked to personally, seem to suggest the Roks are not that competitive in multiplayer, however they do seem to have a certain fun factor in using them.

Since the Big Rok upgrades to two tubes in every direction, but still fires all 4 directions simultaneously without any control as to how that happens, the torpedoes can at least have a chance of dealing damage to enemies if launched near them, however is quite likely to damage your own ships if launched anywhere near the rest of your fleet.

Changelog

  • 8/05/2020 - Weapon Tables 2.0
  • 7/14/2020 - Updated for patch 11218.

© 2019 SOE