Dawn of War II Last Stand mode

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Laughing Mechanicus
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Dawn of War II Last Stand mode

Post by Laughing Mechanicus »

Has anyone else been playing this much? Has anyone found any particularly effective strategies?

My regular team and I are able, with Herculean effort, to reach level 10 (11 with good luck) but at that point we get thoroughly trounced by the Wraith Lord and Banshee swarm. Does anyone have any tips on cracking this nut?

I have only played as the Mekboy thus far, but I have to say he seems to be by far the deadliest of the heroes - his Teleporta Pack allows you to avoid almost any number of enemies nearly indefinitely; even with both your allies incapacitated you can just distract the enemy away from you comrades so you can teleport back to revive them, or you can very easily pick off enemy units one by one while keeping them a comfortable distance.

However I feel it's kind of a shame they didn't include a Tyranid hero in this mode, there are many unused possibilities for using things like burrowing or status effects that would have suited a Tyranid hero quite well. It's also a bit odd that the mode is limited to 3 players max, as the majority of other coop games cater to 4 people it means we end up having to leave someone from our normal coop group out if we want to play.
Indie game dev, my website: SlowBladeSystems. Twitter: @slowbladesys
Also officer of the Sunday Simmers, a Steam group for war game and simulation enthusiasts
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Acidburns
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Re: Dawn of War II Last Stand mode

Post by Acidburns »

The banshee swarms are a real pain, they hit very hard but can be easily dealt with once you get the hang of it. We reach wave 16 easily but the mirror image battle is proving a pain.

We use:

Marine with jump pack, instant resurrection, dreadnought, power axe and plasma pistol.
Mekboy with broken teleporta armour, burna, rok barrage etc
Farseer with confuse, lightning bolt, group teleport, eldritch storm and energy stuff adding up to 125 energy and improved energy regeneration.

For the wraithlord wave (and every wave after this to be honest) we wait outside one of the doors. The moment it opens we run in and kill whatever is in there. Usually the rest of the banshees platforms and wraithlords are being funneled together just outside the door at this point. The mekboy drops his rocks as they run in, which wipes out most of the small stuff (takes good timing). If there is a wraithlord on it's own we take it out, then the farseer uses group teleport to move everyone into another door pocket. By the time the enemies turn around and head up the mekboys rocks are ready again, if not the farseer has loads of energy for an eldritch storm. Gang up on a wraithlord, teleport and repeat. The dreadnought makes the wraithlords trivially easy to kill, but even without it the marine's poweraxe will down them fast. The farseer's confuse can buy time if you need it.

The group teleport is the real key. It allows you to escape before getting overwhelmed and gives you time to heal and recharge abilities and energy while the enemies trudge their way across the map. Teammate's corpses come with you as well, allowing the farseer to dive about and rescue folk. I don't know if you have it yet but combine the burna with the broken teleport armour and it allows you to flame constantly, and the burna does serious AoE damage.
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Laughing Mechanicus
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Re: Dawn of War II Last Stand mode

Post by Laughing Mechanicus »

Ahh, our Farseer doesn't yet have the group teleport power - sounds extremely useful.

Do you mean the "Mad Teleporta" for the Ork? The one that teleports enemies that melee attack you away randomly? I have that one, but it seems to be a bit of an all or nothing deal - the 15% chance it has to teleport you randomly can very quickly leave you separated from the other players.
Indie game dev, my website: SlowBladeSystems. Twitter: @slowbladesys
Also officer of the Sunday Simmers, a Steam group for war game and simulation enthusiasts
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PainRack
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Re: Dawn of War II Last Stand mode

Post by PainRack »

Sounds interesting....... Any tips for a begininer? Is this mode something like DOTA?
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner
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Acidburns
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Re: Dawn of War II Last Stand mode

Post by Acidburns »

It is kind of like DOTA, but you are are simply trying to stay alive against increasingly difficult waves of enemies. Your hero keeps his progress from game to game, rather than starting from scratch. As you play you continue to unlock new equipment. While some pieces are considerably more useful than others it is more about broadening your range of abilities than increasing your power. You won't get very far at first but you'll improve as you learn how to handle each wave and as you get more equipment. While each wave arrives from differing doors each time the contents of each wave stays the same, so eventually the first few waves become a bit of a chore.
Aaron Ash wrote:Ahh, our Farseer doesn't yet have the group teleport power - sounds extremely useful.

Do you mean the "Mad Teleporta" for the Ork? The one that teleports enemies that melee attack you away randomly? I have that one, but it seems to be a bit of an all or nothing deal - the 15% chance it has to teleport you randomly can very quickly leave you separated from the other players.
Give it a shot...our mekboy player swears by it. It prevents the mekboy from being in combat so he can always shoot his weapon. Without it the burna is pretty useless, but with it it enables the mekboy to take out swathes of lesser foes. Good against banshees especially if there is someone to tank some of the damage. It's also really funny to use. It doesn't really matter if it moves the mekboy, it's never that far and our farseer and marines have good mobility anyway.
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