- Primary keyword: Sir, We Have an Orc Problem walkthrough for wave defense progression
- Core strategy: Read enemy paths before placing towers, then build around choke points
- Best opening: Start with Gunner Towers and improve fire rate, range, and penetration
- Advanced defense: Add Mortar Towers and Cannons where enemy streams merge
- Emergency tools: Save missiles and Strafing Runs for leaks or overloaded lanes
Sir, We Have an Orc Problem walkthrough: Read the Map First
This Sir, We Have an Orc Problem walkthrough begins with the most important habit in the game: watch how orcs move before spending crystals. Enemy groups behave like a flowing mass. They press against walls, gather at corners, and often follow the shortest available route toward your base.
A strong defense is not built by covering every part of the map equally. It is built by identifying where the largest number of enemies becomes vulnerable at the same time. These locations are your choke points, and nearly every successful setup depends on them.
Let one wave move far enough to reveal its route before committing every tower. A few seconds of observation can prevent several poor placements.
Wall Funnel
- Orcs stay close to one wall
- Gunner Towers can fire down the stream
- Best for concentrated bullet damage
Corner Choke
- Enemies slow while turning
- Mortars gain reliable area coverage
- Strong location for repeated explosions
Split Lane
- One route divides into two paths
- Requires flexible tower coverage
- Strafing Runs help control overflow
Use the following map-reading priorities:
- Find the first point where several enemy streams meet.
- Check whether enemies favor the left or right wall.
- Identify corners where units slow down or form a dense line.
- Look for routes that split after a major crowding point.
- Place temporary defenses first, then refine the layout after observing results.
| Map Feature | Recommended Response | Main Benefit |
|---|---|---|
| Long straight corridor | Gunner Tower line | Sustained single-target damage |
| Tight corner | Mortar Tower placement | Area damage against clustered enemies |
| Two-way split | Cannons plus mobile abilities | Controls separate lanes |
| Wide open zone | Strafing Run | Thins large groups before they reach towers |
| Wall-hugging route | Angled gunners | Reduces wasted shots into open space |
Do not assume that the center of a room is automatically the best location. A tower with excellent range can still lose value if its shots strike walls or if enemies spread before entering its firing arc. Aim for overlap: one defensive line should soften the wave, while another finishes survivors at the next bend.
Step-by-Step Opening Defense
The first waves reward a simple setup. Prioritize reliable Gunner Tower coverage, then use the early crystal income to improve the tools that are already hitting the largest groups. Avoid buying every new option immediately if doing so leaves your main lane underpowered.
Do not spread early gunners across the entire map. A compact firing line usually produces more value than several isolated towers with poor target overlap.
Observe the First Route
Let the opening group travel far enough to reveal its preferred lane. Note the wall it follows and the corner where the crowd becomes densest.
Place the First Gunner
Position the first Gunner Tower so it fires along the enemy route rather than directly into a wall. Favor a long firing angle through the first choke point.
Add Crossfire
Place the next gunner slightly behind or opposite the first. The goal is to make enemies spend more time inside overlapping firing arcs.
Upgrade Fire Rate
Improve shots per second before chasing complicated utility options. Faster firing creates immediate value against dense early waves.
Prepare for Overflow
Save enough crystals for an additional gunner slot or a Mortar Tower. Your first layout should have a plan for stragglers and a second lane.
The early upgrade order should match the pressure you are facing. If enemies are dying but a few survivors leak through, increase range or fire rate. If the wave reaches the tower line in large groups, invest in Mortar damage or explosion radius. If armored or dense groups remain difficult, bullet penetration becomes more valuable.
| Upgrade Priority | When to Choose It | Why It Matters |
|---|---|---|
| Shots per second | Early waves feel crowded | Raises consistent damage output |
| Gunner range | Enemies approach from long lanes | Starts damage sooner |
| Gunner damage | Targets survive several volleys | Improves finishing power |
| Bullet penetration | Lines contain many stacked orcs | Lets shots affect more targets |
| Maximum gunners | Existing firing line is effective | Expands the strongest strategy |
| Base health | Leaks are unavoidable | Gives more room for recovery |
Missiles should not replace your tower network. They are best used to remove a dangerous cluster, stop a fast straggler, or protect the base while a new upgrade becomes available. Holding the firing input for repeated missile attacks can help during heavy pressure, but continue improving permanent defenses between waves.
Tower Roles and Upgrade Priorities
Each tower solves a different part of the orc problem. Gunners provide dependable lane control, Mortars punish groups, and Cannons deliver powerful shots through dense formations. The strongest layouts combine these roles instead of expecting one tower type to handle every situation.
Use Gunners to hold the main route, Mortars to punish the largest clumps, and Cannons to thin heavy traffic before it reaches the final defense line.
| Tower | Primary Role | Best Placement | Key Upgrades |
|---|---|---|---|
| Gunner Tower | Continuous lane damage | Along walls and narrow corridors | Fire rate, range, damage, penetration |
| Mortar Tower | Area damage | Corners and crowding points | Shell rate, explosion damage, radius |
| Cannon Tower | Heavy piercing damage | Major entrances and compressed lanes | Fire rate, damage, penetration |
| Missile ability | Manual burst damage | Emergency clusters or leaks | Damage, radius, cooldown |
| Strafing Run | Wide temporary clear | Large groups before a split | Width, frequency, ability strength |
Gunner Tower
Gunners are the foundation of most defensive layouts. Place several close together when the route forces enemies through a narrow space. Crossfire is especially useful when one group hugs the wall and another drifts toward the center.
Prioritize:
- Shots per second for constant pressure.
- Range when enemies travel through long approaches.
- Damage when targets survive the firing line.
- Penetration when several enemies stack together.
- Additional gunner slots after the core line is already effective.
Watch for wasted shots. A gunner that repeatedly fires into a wall may look active while contributing little damage. Small adjustments to its position or aim can improve the entire defense.
Mortar Tower
Mortars are strongest where orcs gather naturally. Corners, turning points, and narrow exits make better targets than open areas. Their explosions can also push or scatter enemies, so avoid placing every mortar directly beside the same group if that movement causes survivors to escape the intended kill zone.
Prioritize shell rate, explosion damage, and explosion radius. Fragment effects become more useful when waves contain large numbers of enemies and the initial blast can reliably reach several targets.
Cannon Tower
Cannons become increasingly valuable once large waves start forming at entrances or compressed corridors. Their piercing shots can remove several enemies in a line, making them effective at thinning a wave before it reaches your gunners.
Place cannons where enemies are forced into a predictable approach. A cannon in a wide open room may struggle to find a valuable firing angle, while one positioned at the mouth of a corridor can repeatedly hit dense traffic.
Wave Control, Abilities, and Recovery
Later waves are less about finding one perfect hallway and more about managing several streams at once. Some maps send orcs from multiple directions, while others begin with a single mass that later divides. Your layout should reduce the wave before the split and maintain enough coverage afterward to handle survivors.
Use Strafing Runs where the enemy count is highest, not where the first orcs appear. The ability is most valuable when it removes pressure from a tower line that is close to being overwhelmed.
A practical ability sequence looks like this:
- Use a Strafing Run across a large formation before it reaches the first split.
- Fire missiles at dense groups that escape the main firing lane.
- Keep one ability available when multiple routes begin leaking.
- Reposition or add towers between waves rather than during a crisis.
- Spend newly earned crystals on the defense that is currently failing.
| Situation | Immediate Action | Follow-Up Upgrade |
|---|---|---|
| Main lane is stable | Save abilities | Increase damage or penetration |
| One orc leaks through | Fire a missile | Improve range or aim |
| Large group reaches a split | Use Strafing Run | Add coverage near the split |
| Mortars scatter enemies | Add gunner crossfire | Adjust explosion placement |
| Multiple lanes collapse | Protect the weakest route | Add a Cannon or gunner slot |
| Base health becomes low | Stop risky experiments | Improve damage before utility |
When a defense fails, do not rebuild everything immediately. First identify the failure point:
- Did enemies avoid the tower range?
- Did a mortar blast push them into another lane?
- Did a gunner waste shots against a wall?
- Did the main choke point split the crowd too early?
- Did you spend crystals on utility before increasing damage?
This diagnosis helps preserve the parts of the layout that are already working. Often, moving one tower, adding penetration, or increasing shell rate is enough to turn a near-loss into a clear.
Before Starting a Difficult Wave:
- Identify the main enemy choke point
- Check that gunners are not firing into walls
- Reserve at least one emergency ability
- Place mortars where enemies naturally cluster
- Keep crystals available for the next gunner or cannon upgrade
Advanced Builds and Progression Goals
Once the basic defense is stable, shift from survival to efficiency. Killing more orcs produces more crystals, which accelerates tower slots, ability improvements, and penetration upgrades. A strong farming wave is often more useful than forcing immediate progress through a map that your current layout cannot support.
If a later level overwhelms you, replay an earlier level with a tighter layout. More reliable kills can provide the crystals needed to unlock stronger tower coverage.
Compact Choke Build
This build concentrates Gunners and Mortars around one narrow route.
- Use three or more gunners when the lane is highly predictable.
- Place mortars behind or beside the largest crowding point.
- Upgrade fire rate and penetration for the gunner line.
- Use missiles to remove only the groups that pass the main defense.
Split-Lane Build
This setup prepares for maps where enemies divide into upper and lower routes.
- Use Cannons near the approach before the split.
- Keep gunners near each route rather than placing all of them at one side.
- Use a wide Strafing Run before the wave divides.
- Move Mortars toward the lane with the greater enemy density.
Heavy-Wave Build
This approach is designed for extremely large enemy counts.
- Build a layered defense instead of one firing line.
- Combine Cannon piercing with Mortar explosions.
- Increase ability radius and frequency when tower placement cannot cover every lane.
- Continue improving gunner penetration so stacked enemies do not pass together.
| Build | Strength | Weakness | Best Use |
|---|---|---|---|
| Compact Choke | Efficient focused damage | Vulnerable to route splits | Narrow corridors |
| Split-Lane | Flexible coverage | Costs more tower slots | Multi-entry maps |
| Heavy-Wave | Strong against huge groups | Needs substantial upgrades | Late progression |
| Ability Support | Handles emergencies well | Limited by cooldowns | Leaks and overflow |
Use the following milestone plan to keep upgrades focused:
- Milestone 1: Establish a reliable Gunner firing lane.
- Milestone 2: Unlock enough range and fire rate to clear standard groups.
- Milestone 3: Add Mortars at corners and crowding points.
- Milestone 4: Improve penetration for stacked enemy lines.
- Milestone 5: Add Cannons when heavy waves begin reaching the main defense.
- Milestone 6: Expand ability radius and frequency for multi-lane maps.
For current availability and future updates, check the official Steam search listing for Sir, We Have an Orc Problem as of 2026-07-29. Store information can change, so confirm the current page details before relying on them.
Q: What is the best starting strategy in Sir, We Have an Orc Problem?
Begin with a compact Gunner Tower line focused on the first major choke point. Improve shots per second, range, and damage before spreading towers across multiple lanes.
Q: Where should Mortar Towers be placed?
Place Mortars at corners, narrow exits, and locations where orcs naturally form dense groups. Avoid relying on open areas where enemies remain scattered.
Q: When should I unlock Cannon Towers?
Cannons become especially useful when large waves enter through compressed corridors or when piercing damage can thin a group before it reaches your main gunner line.
Q: How do I handle maps with several enemy routes?
Use Cannons and abilities before the split, then divide Gunners between the strongest remaining lanes. Save a Strafing Run or missiles for the route that begins to overflow.