Anyone here play Dawn of War?
Moderator: Thanas
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
UTS! You're the one who wanted the game in the Gamespy server, so get in there!
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
- Uraniun235
- Emperor's Hand
- Posts: 13772
- Joined: 2002-09-12 12:47am
- Location: OREGON
- Contact:
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Hehehehehehe. That last game was great. You guys got assraped. They left my Chapel-Barracks and never came back. I just pumped Space Marines and swept the center of the map. Of course, then I started hitting bases and ran into the Bloodthirsters... But hey, was fun while it lasted.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
An armory doesn't cost so much as to let me train that many more Space Marines. The comp just cheats.Uraniun235 wrote:Rogue, teching up isn't nearly as important as getting troops on the field. An Armory won't help you if the enemy outmans you two to one.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
Nah, Only insane comps cheat.
Like I said, each computer fielded at most three full squads. That's quite possible if you skip out on stuff like the armory, power gen, etc. The computer doesn't tech as fast as people do.
And they attacked as one, do it no doubt looked huge.
Like I said, each computer fielded at most three full squads. That's quite possible if you skip out on stuff like the armory, power gen, etc. The computer doesn't tech as fast as people do.
And they attacked as one, do it no doubt looked huge.
What's her bust size!?
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
What I'm mainly trying to do when I do that is make a drive for vehicles, at which point I am unstoppable. Thus, the power generator second thing after the Chapel-Barracks. That obviously doesn't work in a map that small, though.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Uraniun235
- Emperor's Hand
- Posts: 13772
- Joined: 2002-09-12 12:47am
- Location: OREGON
- Contact:
I generally follow this build order:Azazel wrote:So is it better to get a couple of squads out before building an armory? Like to build chapel barracks and then just get a few marine squads to take positions for requisition and then start building up more?
Servitor builds Barracks
Stronghold builds Scout, Scout, Servitor
Scouts run off to cap points
Servitor assists Barracks construction
Barracks builds Space Marine squad and Force Commander
Servitors build Listening Post
After that it's generally open to variation. Generally I've gone for placing at least two Listening Posts, trying to ramp up Requisition income as much as possible.
Also: I like to put Space Marines on the Hold Ground stance.
- Brother-Captain Gaius
- Emperor's Hand
- Posts: 6859
- Joined: 2002-10-22 12:00am
- Location: \m/
Stand ground or hold ground? Stand ground is good for Scouts with sniper rifles, other Marine units will get raped in hand-to-hand though.Also: I like to put Space Marines on the Hold Ground stance.
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
Wow... I tried that and where I had some problems fighting the comp at standard before, I completely beat his ass. Thanks that was very helpful. I usually tried to just go for space marines without scouts but now I see the error of my ways after how easily I held both relics and most of the strategic points on the map while cleansing the heretics.Uraniun235 wrote:I generally follow this build order:Azazel wrote:So is it better to get a couple of squads out before building an armory? Like to build chapel barracks and then just get a few marine squads to take positions for requisition and then start building up more?
Servitor builds Barracks
Stronghold builds Scout, Scout, Servitor
Scouts run off to cap points
Servitor assists Barracks construction
Barracks builds Space Marine squad and Force Commander
Servitors build Listening Post
After that it's generally open to variation. Generally I've gone for placing at least two Listening Posts, trying to ramp up Requisition income as much as possible.
Also: I like to put Space Marines on the Hold Ground stance.
- InnocentBystander
- The Russian Circus
- Posts: 3466
- Joined: 2004-04-10 06:05am
- Location: Just across the mighty Hudson
- White Haven
- Sith Acolyte
- Posts: 6360
- Joined: 2004-05-17 03:14pm
- Location: The North Remembers, When It Can Be Bothered
I've been experimenting with them, but on the whole I'm still weaker. Experience. And Innocent, it's hard to play against you at all if you never stay on AIM for more than a second or two at a time.
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
- Hotfoot
- Avatar of Confusion
- Posts: 5835
- Joined: 2002-10-12 04:38pm
- Location: Peace River: Badlands, Terra Nova Winter 1936
- Contact:
I did, back in the beta. Eldar have some very nifty tricks, like being able to reinforce forward bases by building defensive structures back home.
As for build orders, well, that would require recent practice.
As for build orders, well, that would require recent practice.
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
SilCore Wiki! Come take a look!
The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
SilCore Wiki! Come take a look!
- InnocentBystander
- The Russian Circus
- Posts: 3466
- Joined: 2004-04-10 06:05am
- Location: Just across the mighty Hudson
Well WoW still eats up most of my spare time. I've been playing against the insane computers a lot, and I just find I don't have the time to pull off anything fancy, would you guys say that the insane AI correctly reflects real players?White Haven wrote:I've been experimenting with them, but on the whole I'm still weaker. Experience. And Innocent, it's hard to play against you at all if you never stay on AIM for more than a second or two at a time.
- The Yosemite Bear
- Mostly Harmless Nutcase (Requiescat in Pace)
- Posts: 35211
- Joined: 2002-07-21 02:38am
- Location: Dave's Not Here Man
- The Yosemite Bear
- Mostly Harmless Nutcase (Requiescat in Pace)
- Posts: 35211
- Joined: 2002-07-21 02:38am
- Location: Dave's Not Here Man
- White Haven
- Sith Acolyte
- Posts: 6360
- Joined: 2004-05-17 03:14pm
- Location: The North Remembers, When It Can Be Bothered
No, Insane doesn't reflect real players. A) it cheats, B) it's mindlessly aggressive to the total detriment of defense, and C) it's totally predictable.
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
My usual SM build order:
1) First Servitor builds Barracks
2) HQ-> Servitor, Scout, Scout
3) Second Servitor helps first build Barracks (you want that thing up as quick as possible)
4) Scouts start capping points
5) Barracks-> Space Marine Squad, Force Commander
6) Servitors cap with LPs
After about two LPs, and another SM squad I start on an armory. You don't need a single power gen usually until after your armory's done.
For Eldar:
1) First Bonesinger -> Aspect Portal
2) HQ-> Bonesinger, Guardian, Guardian, Fleet of Foot
3) second BS helps on Aspect Portal, Guardians cap points
4) Aspect Portal-> Research and get Banshee, then Farseer
After that I put LPs on my points and get another Banshee squad. After that, I get a soul shrine usually. From there on, it may vary.
I put my SM squads on Stand Ground stance, and if they need to CC (melee) something, I press 'Z' and select the enemy and the SM squad will go and melee it.
And don't attach your Force Commander. He's at his best when meleeing. Send him forward to take on a squad while your SM squads fire from far away. If the enemy's hero tries to melee one of your squads, don't let them just stand there (any unit that gets meleed gets their accuracy dropped to 1%, otherwise rendered useless). And don't try to melee back with yout SM squad either---any hero can take an entire squad out by itself. Instead, dance with your squad away from the hero making it follow you while your other squad shoots at it. If the hero changes target, dance with the other squad and shoot with the one that was dancing prior to that. All the while, your Force Commander should be making relative short work of the enemy or at least keeping it occupied.
And if you're Eldar, make constant use of Fleet of Foot while doing this. Also the way you should fight Chaos or SM (the opponents that beat us last night) is to generally tie up their squads with Banshees then fire from afar with Guardians or Reapers. Do this and you'll generally make short work of the enemy.
Don't send all your banshees after one squad. Try to tie up as many squads as possible, and if needed even send one of your guardian squads forward to tie a squad up. As for your Farseer, have her join the banshees in tying those squads up.
PS: Those build orders above are merely typical build orders. If your enemy is human and you know he's trying to fast-tech to something or rush with a particular unit (like Wartrakk fast-tech, or early Possessed rush) then you should change your build order to meet that.
1) First Servitor builds Barracks
2) HQ-> Servitor, Scout, Scout
3) Second Servitor helps first build Barracks (you want that thing up as quick as possible)
4) Scouts start capping points
5) Barracks-> Space Marine Squad, Force Commander
6) Servitors cap with LPs
After about two LPs, and another SM squad I start on an armory. You don't need a single power gen usually until after your armory's done.
For Eldar:
1) First Bonesinger -> Aspect Portal
2) HQ-> Bonesinger, Guardian, Guardian, Fleet of Foot
3) second BS helps on Aspect Portal, Guardians cap points
4) Aspect Portal-> Research and get Banshee, then Farseer
After that I put LPs on my points and get another Banshee squad. After that, I get a soul shrine usually. From there on, it may vary.
I put my SM squads on Stand Ground stance, and if they need to CC (melee) something, I press 'Z' and select the enemy and the SM squad will go and melee it.
And don't attach your Force Commander. He's at his best when meleeing. Send him forward to take on a squad while your SM squads fire from far away. If the enemy's hero tries to melee one of your squads, don't let them just stand there (any unit that gets meleed gets their accuracy dropped to 1%, otherwise rendered useless). And don't try to melee back with yout SM squad either---any hero can take an entire squad out by itself. Instead, dance with your squad away from the hero making it follow you while your other squad shoots at it. If the hero changes target, dance with the other squad and shoot with the one that was dancing prior to that. All the while, your Force Commander should be making relative short work of the enemy or at least keeping it occupied.
And if you're Eldar, make constant use of Fleet of Foot while doing this. Also the way you should fight Chaos or SM (the opponents that beat us last night) is to generally tie up their squads with Banshees then fire from afar with Guardians or Reapers. Do this and you'll generally make short work of the enemy.
Don't send all your banshees after one squad. Try to tie up as many squads as possible, and if needed even send one of your guardian squads forward to tie a squad up. As for your Farseer, have her join the banshees in tying those squads up.
PS: Those build orders above are merely typical build orders. If your enemy is human and you know he's trying to fast-tech to something or rush with a particular unit (like Wartrakk fast-tech, or early Possessed rush) then you should change your build order to meet that.
What's her bust size!?
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
Yeah I basically did the same except built two scout squads before another servitor and I actually discovered the whole not connecting the force commander, he basically tanked chaos (what I was playing upon this discovery) whilst my Space Marines used their plasma pistols against the chaos marines. Needless to say I cleansed the heretics quite easily.
- InnocentBystander
- The Russian Circus
- Posts: 3466
- Joined: 2004-04-10 06:05am
- Location: Just across the mighty Hudson
- White Haven
- Sith Acolyte
- Posts: 6360
- Joined: 2004-05-17 03:14pm
- Location: The North Remembers, When It Can Be Bothered
A little further in-game, I'd recommend the Dark Reaper Exarch's Shuriken Cannon. With Fleet of Foot, DR's are hard as hell to pin down. Add in a Brightlance platform with grav booster on so they can run, and they can mow down most things. I've /LOST/ with greater than 3:1 kill ratios by using hit-and-run DR squads.
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
- InnocentBystander
- The Russian Circus
- Posts: 3466
- Joined: 2004-04-10 06:05am
- Location: Just across the mighty Hudson