Anyone here play Dawn of War?
Moderator: Thanas
You set them to Insane AI, right?
The way the Insane AI works is that it takes the Harder AI and makes it so that it has 25% more resources than your current resource count. So no matter how much money you have, the Insane AI has 25% more.
So if the AI's reduced to just a few buildings and you have 1000 req and 1000 power, the AI has 1250 req and 1250 power automatically. I think that's how it works.
The way the Insane AI works is that it takes the Harder AI and makes it so that it has 25% more resources than your current resource count. So no matter how much money you have, the Insane AI has 25% more.
So if the AI's reduced to just a few buildings and you have 1000 req and 1000 power, the AI has 1250 req and 1250 power automatically. I think that's how it works.
What's her bust size!?
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
- Rogue 9
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All but one of my classes tomorrow are canceled. Being a music major rocks, at least during the state music educators' convention week. I'm free all day after 9:30 am.
It's Rogue, not Rouge!
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- InnocentBystander
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Union wage of the Louisville Music Union: $42.50 an hour per musician minimum.InnocentBystander wrote:Until you want to, like, get a job or somethingRogue 9 wrote:Being a music major rocks
Edit: And dammit, Thirdfain, you had how much of a head start on me and you still aren't in Ultima Segmentum?
It's Rogue, not Rouge!
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- InnocentBystander
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Wraithlords, like nearly all Eldar units, are built for very niche purposes. They make excellent anti-infantry units that are not equipped with anti-vehicle weapons.
Examples of these would be things like Assault Marines, Possessed, many Orks, etc. These can easily charge and overwhelm other Eldar units like Reapers, Spiders, or Banshees. At this point, having something with much more HP and damage like the Wraithlord becomes useful.
Plus, Wraithlords are pretty cheap compared to other walkers such as Dreadnaughts. And lastly, Wraithlord Starcannons do 100 morale damage per second. This means two or three Wraithlords could break a Possessed squad in one or two seconds.
In short words, Wraithlords, excellent for breaking infantry morale.
EDIT: If you want to beat Rogue, watch Bystander play and copy EXACTLY what he does.
Examples of these would be things like Assault Marines, Possessed, many Orks, etc. These can easily charge and overwhelm other Eldar units like Reapers, Spiders, or Banshees. At this point, having something with much more HP and damage like the Wraithlord becomes useful.
Plus, Wraithlords are pretty cheap compared to other walkers such as Dreadnaughts. And lastly, Wraithlord Starcannons do 100 morale damage per second. This means two or three Wraithlords could break a Possessed squad in one or two seconds.
In short words, Wraithlords, excellent for breaking infantry morale.
EDIT: If you want to beat Rogue, watch Bystander play and copy EXACTLY what he does.
What's her bust size!?
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
- InnocentBystander
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Starting build as eldar that has never failed me. Trust me, it'll pwn poor Rogue9.Thirdfain wrote:As Eldar, I'm having trouble fielding enough firepower to take out Rogue's Space Marines. Also, it looks like Wraithlords are t3h Suck.
In your err, Command Center, queue up 1 guardian squad, 2 builders and fleet of food upgrade.
Have your builders all work on the aspect portal. When it is done go:
Banshee Stone
Banshee Squad
Farseer
Banshee Squad
When the Aspect portal is done have all 3 work on a power plant, then start workign on your first Listening post.
Thats your basic build
Things to note: Guardians suck the big one, they are only good for capping resource points. I only have 1 squad of them. I put on Fleet of Foot and queue up all the resource points I want to be capped and ignore them until they have got them all, then they can come in and add whatever minor firepower they can.
Your Banshees are very powerful, they are better than marines in melee, so get them into melee with FoF then turn it off. If squads are engaged in melee they won't fire and won't do as much damage. You shouldn't need more than 2 banshee squads, just fill them up. Their scream is great, it breaks infantry nearby instantly (-80% chanceh it), but you do need a soulshrine to get the exarch who can use it. The trick is to get ALL squads engaged in melee combat.
If there's an enemy hero there, devote 1 squad solely to killing it, keep reinforcing them and they'll last a while. Use your farseer to engage any enemies not in melee, she is very powerful, but not so tough, other heros will rape her. Use mind war on the enemy hero when it's getting low on HP, the weak AE on a mass of enemy troops, and if yuor guardian squad is done capping points, bring them in and cast guide on them so they get a few more hits off.
If your banshee squad that's fighting the enemy hero is low on men (2 or 3 left), turn on FoF and kite the enemy hero around a bit until they get a few more members to help them out. This is especially easy if they have broken (-80% chance hit, +20% speed, with FoF = very fast).
With FoF nothing can catch the Eldar, if the battle looks like it'll go sour, chances are you can get away with minimal loses. No other enemy has that luxury.
anti-grav gun platforms. These things rule, they are very cheap to get (shoulshrine) compared to other vehicles (expensive upgrade at soulshrine, plus expensive building), and you can build one at every webway yuo have. Shuriken cannons cut down infantry quite nicely, but Brightlances are king. They crush buildings, they are great against vehicles, and they can even snipe space marines with ease. They are sorta wierd, they aren't vehicles, but they aren't infantry. Generally, they don't die as fast as anything else (at least if you use banshee's to screen your units well). They too have grav boost for extra speed, but don't attach them to squads as they slow them down considerably over some terrain.
Try that out, tonight I'll give ya more pointers if you are on
Oh and your "grunt" infantry should be mostly Dark Reapers, they are tough, long range and fairly good against Space Marines for much of the game (though you'll want to support them with Shuriken cannons and bright lances as soon as you can). I've found that teching as Eldar is just plain stupid, as their vehicles aren't as ubertough as everyone else's (though Prism tanks are great, they just keep disabling infantry squads for you, makes life much easier... just don't let them start shooting too close to your line
- InnocentBystander
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- Rogue 9
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He let me sit around and build. I suppressed his base with Dreadnoughts and then just sat back and waited until I could unleast the Tank Division OF PWNING DOOM! Also, orbital bombardment on all those wank gun emplacements (the name of which I forget) that he was building does wonders.
It's Rogue, not Rouge!
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- InnocentBystander
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3 or 4 turrets are nice to defend an orange point (d-cannon for the pwn, thuogh they don't damage infantry, just demoralize them almost instantly, MUAHAA!), but the Eldar are so mobile it acutally hurts. You can conduct your war, realize you need to be half way across the map, and generally get there in time
- Rogue 9
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Well he was hosting and he set it for annihilate only. Too bad, so sad. He would have won, or at least forced me to act before I was ready to sweep the map.
It's Rogue, not Rouge!
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- Rogue 9
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DPDP and I are in Ultima Segmentum and through some miracle he can host. Anyone else care to join in?
It's Rogue, not Rouge!
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- InnocentBystander
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Turtling is baaaaaad in DoW. Expand, take over the map. Build lots of spare bases all over the place if you have the cash. Harass the dude on all fronts (or as many fronts as you can manage without stretching yourself too thin)
And do please make use of sneaking in skull probes and doing a little orbital strike on a few buildings here and there.
And do please make use of sneaking in skull probes and doing a little orbital strike on a few buildings here and there.
What's her bust size!?
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
- Rogue 9
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I should have saved the replay. Was doing that to him as fast as Orbital Bombardment would recharge.Shinova wrote:Turtling is baaaaaad in DoW. Expand, take over the map. Build lots of spare bases all over the place if you have the cash. Harass the dude on all fronts (or as many fronts as you can manage without stretching yourself too thin)
And do please make use of sneaking in skull probes and doing a little orbital strike on a few buildings here and there.
It's Rogue, not Rouge!
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- InnocentBystander
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Orbital Strike is sick against buildings, though surprisingly ineffective against infantry. But it's a very late game ability. I think in most games you won't get to use that for very long.
Eldrich storm is nice to give you some breathing room, plus if well placed it can knock half the enemy infantry away from combat, and the other half in easy range
Eldrich storm is nice to give you some breathing room, plus if well placed it can knock half the enemy infantry away from combat, and the other half in easy range
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I wasn't turtling. I took the whole map, including the center trench. If the game was territories, I would have won. He just had his fortified entrence I could not breach.Shinova wrote:Turtling is baaaaaad in DoW. Expand, take over the map. Build lots of spare bases all over the place if you have the cash. Harass the dude on all fronts (or as many fronts as you can manage without stretching yourself too thin)
And do please make use of sneaking in skull probes and doing a little orbital strike on a few buildings here and there.
-edit-
Oh, Bystander- your strat is good, but it has a serious flaw. You need 2 early capping units. only 1 guard squad doesn't give enough capturing potential. Switching to "Worker, Guard, Guard" is better. You don't even lose out on the ammount of firepower early, as the Aspectg shrine always finishes before the 3rd guy can get out.
- Rogue 9
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Yeah, he was talking to me. I was turtling, and in the meantime your D-cannons had me bottled up. And if Take and Hold was on, you might not have out and out won; you certainly wouldn't have won on Control Area. I just would have been more aggressive in moving out to retake the Critical Location.Thirdfain wrote:I wasn't turtling. I took the whole map, including the center trench. If the game was territories, I would have won. He just had his fortified entrence I could not breach.Shinova wrote:Turtling is baaaaaad in DoW. Expand, take over the map. Build lots of spare bases all over the place if you have the cash. Harass the dude on all fronts (or as many fronts as you can manage without stretching yourself too thin)
And do please make use of sneaking in skull probes and doing a little orbital strike on a few buildings here and there.
-edit-
Oh, Bystander- your strat is good, but it has a serious flaw. You need 2 early capping units. only 1 guard squad doesn't give enough capturing potential. Switching to "Worker, Guard, Guard" is better. You don't even lose out on the ammount of firepower early, as the Aspectg shrine always finishes before the 3rd guy can get out.
It's Rogue, not Rouge!
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- InnocentBystander
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I'll have to give it a try, though that might slow down the production of the second banshee squad, I'm not sure. Let me think for a moment:
Guardian squad - 120 RU
RU point - 6 Resources/unit time(I honestly don't like, maybe like 10-15 seconds?)
Post cost - 80 RU
Now that 200 RU is one of your early Banshee squads (or 4 extra banshees between the 2 of them). The question becomes will getting the resource point a minute or so sooner make the difference? Also note that this requires you to build your first webway earlier if you want to get out a quick reaper squad. Also note that having extra resources to replace units in combat is invalueable (the difference between winning and losing that first fight without question!).
I'd have to experiment, but I think the 1 guardian squad, while a slowER start, might acutally pay off in the long run (and of course, if you want more guardians, you could buff up your first squad to 8, though a second squad has its advantages.)
I'll try it, but Guardians being what they are I'd tend against it.
Now that I think about it... it depends on the map. If there are a lot of resource points near you, than this would pay off even more. Then again, why are you playing 1v1 on a map with that many resource points?
Guardian squad - 120 RU
RU point - 6 Resources/unit time(I honestly don't like, maybe like 10-15 seconds?)
Post cost - 80 RU
Now that 200 RU is one of your early Banshee squads (or 4 extra banshees between the 2 of them). The question becomes will getting the resource point a minute or so sooner make the difference? Also note that this requires you to build your first webway earlier if you want to get out a quick reaper squad. Also note that having extra resources to replace units in combat is invalueable (the difference between winning and losing that first fight without question!).
I'd have to experiment, but I think the 1 guardian squad, while a slowER start, might acutally pay off in the long run (and of course, if you want more guardians, you could buff up your first squad to 8, though a second squad has its advantages.)
I'll try it, but Guardians being what they are I'd tend against it.
Now that I think about it... it depends on the map. If there are a lot of resource points near you, than this would pay off even more. Then again, why are you playing 1v1 on a map with that many resource points?
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- Thirdfain
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Bystander;
Just used my variant of your build order- Guardian, Singer, Guardian. It worked great.
I went with your Banshees, got 2 squards and then a unit of Rangers. Combines with my Farseer, I was able to attack Rogue very early, beating his scouts and his Force Commander/Marines unit. Meanwhile, my second Guardian squad capped the rest of the map. I was never low on cash.
Just used my variant of your build order- Guardian, Singer, Guardian. It worked great.
I went with your Banshees, got 2 squards and then a unit of Rangers. Combines with my Farseer, I was able to attack Rogue very early, beating his scouts and his Force Commander/Marines unit. Meanwhile, my second Guardian squad capped the rest of the map. I was never low on cash.
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