Sir We Have an Orc Problem Choke Points and Kill Zones
Turn fluid orc streams into stacked kill zones with Flamethrowers up front and artillery behind.
Why pathing feels like fluid dynamics
Orcs in Sir, We Have an Orc Problem do not march in neat single-file rows. They spawn in enormous numbers and flow toward the base, filling lanes, spilling around obstacles, and compressing where the trench narrows. Mumpitz Games leans into that simulation: the horde behaves more like a liquid finding downhill paths than like traditional tower defense enemies with fixed routes. Your placements must respect where the stream actually travels, not where the map art suggests it might go.
That is why the most reliable strategy on any new level is a scout run - start battle with a minimal setup, watch the main current and any secondary channels, then recall towers with R and rebuild during the next build phase. Players who skip scouting often draw long Gunner lines on quiet segments while thousands of orcs bypass them through a wider channel. How to Play covers build and battle timing; this page focuses on turning observations into kill zones.
Identifying natural choke points
A choke point is any geometry that forces a large fraction of the horde through a narrow band. Typical signs include trench bends, gate openings, single bridges between two fields, or corners where two spawn paths merge. At these points the orc density per second is highest, which multiplies the value of area damage and damage-over-time effects.
On multi-path maps you may have two or three viable chokes rather than one. Splitting Gunners evenly often dilutes DPS; instead, pick the choke that sees the majority of mass - usually the shortest path - and commit Flamethrowers and Mortars there first. Secondary chokes get a lighter Gunner line plus a manual missile or strafing run when they spike. Late campaign maps with 40,000 to 120,000 orcs punish even splits unless your meta tree is heavily upgraded.
Mark mentally where clumps stall: when forward orcs slow against trench walls, rear units stack behind them. Those stalls are temporary kill zones even without perfect tower overlap. Place Mortar aim points on the stall, not on empty ground ahead of the wave.
Layered defense: Flamethrower front
Once unlocked, Flamethrowers belong at the front of the flow - the earliest segment where the main stream is guaranteed to pass. Every orc that touches the arc takes burn damage over time, which means Flamethrowers reduce both HP and effective unit count before Gunners even open fire. Community clears on final maps often report Flamethrowers accounting for the majority of total damage when positioned correctly.
Do not bury Flamethrowers deep in the base. Deep placement only catches leaks after the horde has already compressed, wasting the DoT advantage on a thin trickle. Pair front Flamethrowers with a dense Gunner segment behind the same choke so burning orcs walk into bullet lines while still clustered.
Flamethrowers hit every enemy passing through, which makes them dominant on wide streams. Balance patches have adjusted tick rate and duration; even a base Flamethrower should apply at least one burn tick per target. If burns seem weak after an update, prioritize meta fire-duration nodes before relocating the whole line.
Mortar and Cannon cover behind the funnel
Mortars fire arcing shots into zones you aim separately from trench placement. Use them to saturate the choke downstream of Flamethrowers - the pocket where orcs pile up after the bend. Mortar shells excel when the impact circle overlaps dozens of targets; on sparse lanes they underperform relative to Gunner DPS. Upgrade explosion radius in the meta tree before adding a second Mortar on the same map.
Cannons deliver localized burst damage along trench segments, similar to Gunners but with an explosive profile. Place Cannons where the stream is still wide but already slowed by burn, typically one segment back from the Flamethrower arc. Cannons and Gunners overlap in function, but Cannons spike harder on stacked targets. Consult the Turret Tier List for phase-specific rankings if you must drop one type for economy reasons.
A common three-layer template for single-choke maps:
- Front - Flamethrower arc across the full width of the stream.
- Mid - Gunner or Cannon line along the trench through the choke.
- Rear - Mortar aim point on the stall zone; missiles and strafing runs timed to the same pocket.
Narrow lines versus wide spreads
Gunner placement allows click-and-drag lines tight or wide. Tighter lines concentrate fire on one tile depth, improving penetration value when you unlock piercing upgrades. Wider lines cover more trench length, catching path shifts when the fluid mass drifts. On your first clear, favor width until pathing is confirmed; on farm runs after penetration unlocks, tighten lines on the confirmed choke for maximum shots per orc.
Avoid placing turrets ahead of a forward choke on a side path orcs rarely use. Empty Gunner segments are wasted tower caps - and tower caps cost expensive meta nodes. Economy and Meta Progression explains when extra slots beat raw damage.
Adjusting mid-campaign when speed rises
Orc move speed increases per level across the campaign. A choke that held at level three may leak at level six because stacks spend less time under Mortar circles. Responses include: moving Flamethrowers slightly forward to start burns earlier, buying meta fire rate before another tower slot, and holding orbital lasers for the second density peak instead of the opening trickle.
When a map adds a second major ingress, duplicate the layered template at the smaller choke rather than stretching one line across the entire map. Half-width layers at two chokes beat one full-width layer at neither.
From theory to hard maps
Choke theory matters most when enemy counts exceed five figures. Beat Hard Levels covers farm loops, penetration timing, and ability cooldown alignment for those maps. If you are still unlocking Flamethrowers or Mortars, read Getting Started and Upgrade Priority so your tree keeps pace with placement skill.
Good choke play is mostly observation: scout once, layer Flamethrower → Gunner/Cannon → Mortar, then spend meta currency on radius and fire rate before redrawing the entire map. The horde numbers are intimidating on paper, but compressed fluid at a choke is where your DPS actually wins.
Frequently Asked Questions
Quick answers to the most common questions.
Should Flamethrowers go at the front or back?
Front. They apply burn damage to every orc passing the arc, thinning the horde before Gunners and Mortars focus the choke.
How do I find the best choke point on a new map?
Run one scout battle with minimal towers, watch where the main stream compresses, then recall with R and rebuild on that segment.
Mortar shells miss my kill zone - what am I doing wrong?
Aim Mortars at stall pockets where orcs stack after bends, not open ground ahead of the wave. Upgrade explosion radius if the circle is too small.
Do I need different layouts for multi-path maps?
Yes. Commit layered defenses to the primary choke first, then add lighter coverage or abilities on secondary paths when they spike.