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- The Yosemite Bear
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- Xenophobe3691
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aw man, playing through the "Order" campaign, and the Guard just wash through their enemies. They weren't kidding about critial mass.
Plain old Guardsmen simply chewing through everything in their way, haven't lost a squad yet. These guys literally reinforce just as fast as the enemy can kill individual team members.
Tips for the early IG campaign:
Infantry-wise, I split my guard into two teams. I attatch the command squad and commisars to the first team and load them out with plasma guns. The second squad I kit out with grenade launchers. Both teams are fully reinforced and have a sarge with em. Both teams are set to ranged combat. I send both teams in to every fight, letting the commisar-led plasma guys cut down enemies and soak up fire, and the grenade-guys hang out further back and cover the area with weapons fire. Only major problem is pathfinding.
Oh, their buildings are relatively weak, so you'll want to fortify your base and any captured positions really well. Critical mass doesn't just apply to the units.
Early Eldar bit of the Order campaign is a lot more anal. Why do I not get any AV units early on? I've had to take down vehicles and buildings through sheer masses of Guardians and Reapers, not even a brightlance platform to help em out...
Plain old Guardsmen simply chewing through everything in their way, haven't lost a squad yet. These guys literally reinforce just as fast as the enemy can kill individual team members.
Tips for the early IG campaign:
Infantry-wise, I split my guard into two teams. I attatch the command squad and commisars to the first team and load them out with plasma guns. The second squad I kit out with grenade launchers. Both teams are fully reinforced and have a sarge with em. Both teams are set to ranged combat. I send both teams in to every fight, letting the commisar-led plasma guys cut down enemies and soak up fire, and the grenade-guys hang out further back and cover the area with weapons fire. Only major problem is pathfinding.
Oh, their buildings are relatively weak, so you'll want to fortify your base and any captured positions really well. Critical mass doesn't just apply to the units.
Early Eldar bit of the Order campaign is a lot more anal. Why do I not get any AV units early on? I've had to take down vehicles and buildings through sheer masses of Guardians and Reapers, not even a brightlance platform to help em out...
whoo, just played a quick 1v1 skirmish.
Teched to Fire Dragons, Reapers, & Falcons, loaded em up, then jumped over their attempted-bottleneck at the middle of the map, and dropped my squads out into the middle of their base. Poor guardsmen, by the time they ran back to their base it was pretty much all gone.
Teched to Fire Dragons, Reapers, & Falcons, loaded em up, then jumped over their attempted-bottleneck at the middle of the map, and dropped my squads out into the middle of their base. Poor guardsmen, by the time they ran back to their base it was pretty much all gone.
- Shadowhawk
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Is there any reasonable way to beat the 4th (?) Order mission? The one with two mutually-exclusive goals.
Playing as the IG, the transport got bogged down in swarms upon swarms of Orks and Chaos, and eventually stopped responding to orders by the time it reached the first gate, already at half-health. Reinforcing from the dropship takes forever, too.
As Eldar, I couldn't venture outside my base without half my army deciding "Hey, let's walk into the gigantic Ork encampment to the southwest!" I tried to storm and destroy the encampment several times, but was beaten back every time once I penetrated far enough to suddenly have multiple squads of heavy infantry and anti-infantry vehicles appear and swarm me.
I eventually beat it by switching to Eldar immediately, and letting the AI get the transport nearly to the end, then switching back and bringing the transport in the final leg. And even that sucked, because trying to fend off all those waves with nothing but Guardsmen and some Sentinels was painful.
I was never able to 'capture' that IG base near the start of the mission, either, which probably didn't help much.
Playing as the IG, the transport got bogged down in swarms upon swarms of Orks and Chaos, and eventually stopped responding to orders by the time it reached the first gate, already at half-health. Reinforcing from the dropship takes forever, too.
As Eldar, I couldn't venture outside my base without half my army deciding "Hey, let's walk into the gigantic Ork encampment to the southwest!" I tried to storm and destroy the encampment several times, but was beaten back every time once I penetrated far enough to suddenly have multiple squads of heavy infantry and anti-infantry vehicles appear and swarm me.
I eventually beat it by switching to Eldar immediately, and letting the AI get the transport nearly to the end, then switching back and bringing the transport in the final leg. And even that sucked, because trying to fend off all those waves with nothing but Guardsmen and some Sentinels was painful.
I was never able to 'capture' that IG base near the start of the mission, either, which probably didn't help much.
Shadowhawk
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Eric from ASVS
"Sufficiently advanced technology is often indistinguishable from magic." -- Clarke's Third Law
"Then, from sea to shining sea, the God-King sang the praises of teflon, and with his face to the sunshine, he churned lots of butter." -- Body of a pharmacy spam email
Here's my avatar, full-sized (Yoshitoshi ABe's autograph in my Lain: Omnipresence artbook)
Hmmm, what difficulty were you on?Shadowhawk wrote:Is there any reasonable way to beat the 4th (?) Order mission? The one with two mutually-exclusive goals.
Playing as the IG, the transport got bogged down in swarms upon swarms of Orks and Chaos, and eventually stopped responding to orders by the time it reached the first gate, already at half-health. Reinforcing from the dropship takes forever, too.
As Eldar, I couldn't venture outside my base without half my army deciding "Hey, let's walk into the gigantic Ork encampment to the southwest!" I tried to storm and destroy the encampment several times, but was beaten back every time once I penetrated far enough to suddenly have multiple squads of heavy infantry and anti-infantry vehicles appear and swarm me.
I eventually beat it by switching to Eldar immediately, and letting the AI get the transport nearly to the end, then switching back and bringing the transport in the final leg. And even that sucked, because trying to fend off all those waves with nothing but Guardsmen and some Sentinels was painful.
I was never able to 'capture' that IG base near the start of the mission, either, which probably didn't help much.
Anyway,
I just kept all my people near the land raider. You can capture that first base by having your general go up to the field command, I think. After that, I had the land raider dally around a bit with that call land raider or something special command while I maxed my infantry cap, and built an LP and a few plasma gens.
Make sure you keep your tech priests handy. Have them repair whatever's broken, including the land raider.
I actually didn't put my guardsmen inside the chimeras, but doing so might be a better idea next time.
- Rogue 9
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You have enough Chimeras to carry your command squad, all Guardsmen, and the tech priests. Use that space. Something gets hurt, dump a tech priest to fix it. Enemies swarm, dump all your Guardsmen and leave the tech priests in the vehicle to shoot lasguns out of it; the volume of fire is unaffected by what's in the transport. As long as there's something there, there's a lot of shooting.Shinova wrote:Hmmm, what difficulty were you on?Shadowhawk wrote:Is there any reasonable way to beat the 4th (?) Order mission? The one with two mutually-exclusive goals.
Playing as the IG, the transport got bogged down in swarms upon swarms of Orks and Chaos, and eventually stopped responding to orders by the time it reached the first gate, already at half-health. Reinforcing from the dropship takes forever, too.
As Eldar, I couldn't venture outside my base without half my army deciding "Hey, let's walk into the gigantic Ork encampment to the southwest!" I tried to storm and destroy the encampment several times, but was beaten back every time once I penetrated far enough to suddenly have multiple squads of heavy infantry and anti-infantry vehicles appear and swarm me.
I eventually beat it by switching to Eldar immediately, and letting the AI get the transport nearly to the end, then switching back and bringing the transport in the final leg. And even that sucked, because trying to fend off all those waves with nothing but Guardsmen and some Sentinels was painful.
I was never able to 'capture' that IG base near the start of the mission, either, which probably didn't help much.
Anyway,
I just kept all my people near the land raider. You can capture that first base by having your general go up to the field command, I think. After that, I had the land raider dally around a bit with that call land raider or something special command while I maxed my infantry cap, and built an LP and a few plasma gens.
Make sure you keep your tech priests handy. Have them repair whatever's broken, including the land raider.
I actually didn't put my guardsmen inside the chimeras, but doing so might be a better idea next time.
It's Rogue, not Rouge!
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- NecronLord
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Could any nice person get me:
A screenshot of a necron gauss flayer killing an infantryman?
A screenshot of a necron gauss flayer killing an infantryman?
Superior Moderator - BotB - HAB [Drill Instructor]-Writer- Stardestroyer.net's resident Star-God.
"We believe in the systematic understanding of the physical world through observation and experimentation, argument and debate and most of all freedom of will." ~ Stargate: The Ark of Truth
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on the 4th Order mission, pick a side to play and ignore the rest of it.
Oh, and for Order 5, Eldar is a lot easier to play as.
First off, max out your builders. You start the mission with a ton of resources.
Build another aspect shrine or two and a ton of webway gates while your waiting for research to complete.
Use your warlock squad to capture relics and strategic points. Keep a pair of builders in your base.
Spam Reapers & shruiken platforms. Necrons only have two units, heavy infantry and their monoliths. The monoliths are vehicle/buildings, but you get special guns to take care of em through the mission.
From the support portal, it's pretty much your choice on what to build. Vypers / Falcons will give you fast-attack capability, but that can also be accomplished through a network of webway gates.
Personally, I just mass wraithlords (no brightlance upgrade) and let them stomp through.
More monoliths show up. Send out a pair of builders (one to each side of your base) to "take over" the Titan guns, then use them to batter down the monoliths.
Oh, and for Order 5, Eldar is a lot easier to play as.
First off, max out your builders. You start the mission with a ton of resources.
Build another aspect shrine or two and a ton of webway gates while your waiting for research to complete.
Use your warlock squad to capture relics and strategic points. Keep a pair of builders in your base.
Spam Reapers & shruiken platforms. Necrons only have two units, heavy infantry and their monoliths. The monoliths are vehicle/buildings, but you get special guns to take care of em through the mission.
From the support portal, it's pretty much your choice on what to build. Vypers / Falcons will give you fast-attack capability, but that can also be accomplished through a network of webway gates.
Personally, I just mass wraithlords (no brightlance upgrade) and let them stomp through.
More monoliths show up. Send out a pair of builders (one to each side of your base) to "take over" the Titan guns, then use them to batter down the monoliths.
- Rogue 9
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Would, but I have to run on low graphics because my graphics card sucks. It wouldn't be a very good shot.NecronLord wrote:Could any nice person get me:
A screenshot of a necron gauss flayer killing an infantryman?
It's Rogue, not Rouge!
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Yeah, I figured Wraithlords or better yet Dreadnoughts would make the mission easier, but I prefer the Imperial Guard, dammit! Anywho, I managed to kill a monolith with my Baneblade my first time through the mission. Go me!Matt Huang wrote:on the 4th Order mission, pick a side to play and ignore the rest of it.
Oh, and for Order 5, Eldar is a lot easier to play as.
First off, max out your builders. You start the mission with a ton of resources.
Build another aspect shrine or two and a ton of webway gates while your waiting for research to complete.
Use your warlock squad to capture relics and strategic points. Keep a pair of builders in your base.
Spam Reapers & shruiken platforms. Necrons only have two units, heavy infantry and their monoliths. The monoliths are vehicle/buildings, but you get special guns to take care of em through the mission.
From the support portal, it's pretty much your choice on what to build. Vypers / Falcons will give you fast-attack capability, but that can also be accomplished through a network of webway gates.
Personally, I just mass wraithlords (no brightlance upgrade) and let them stomp through.
More monoliths show up. Send out a pair of builders (one to each side of your base) to "take over" the Titan guns, then use them to batter down the monoliths.
It's Rogue, not Rouge!
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By the time I researched annihilate the enemy and summoned the avatar, I had wiped out all but one of the monoliths using just a pair of titan guns. Didn't even have time to capture all the titan guns before I finished em off.Rogue 9 wrote:Yeah, I figured Wraithlords or better yet Dreadnoughts would make the mission easier, but I prefer the Imperial Guard, dammit! Anywho, I managed to kill a monolith with my Baneblade my first time through the mission. Go me!
tips for playing the IG:
attatch Priests to Ogryms, Commisars to Kasrkins / Guard. I've found that three squads of Ogryms and three Kraskin squads, supported with Russes can just crush their way though just about anything in your way until you hit the last tier and uber-units like the Avatar or Baneblade come out.
attatch Priests to Ogryms, Commisars to Kasrkins / Guard. I've found that three squads of Ogryms and three Kraskin squads, supported with Russes can just crush their way though just about anything in your way until you hit the last tier and uber-units like the Avatar or Baneblade come out.
- Brother-Captain Gaius
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So what do the Priests do? I heard they have some kind of lightning power, but that's from a source which knows virtually nothing of 40k. It would piss me off if they did, please tell me they don't.
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The Psykers have the lightning ability, while the Priests increase morale and can offer a temporary boost in combat ability to whichever squad they're attached to.Brother-Captain Gaius wrote:So what do the Priests do? I heard they have some kind of lightning power, but that's from a source which knows virtually nothing of 40k. It would piss me off if they did, please tell me they don't.
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- SylasGaunt
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- Rogue 9
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That's psykers. The Priest's ability is Fanaticism. Think of the Space Marine sergeant's rallying cry, only it makes the squad invulnerable for a few seconds. "RISE UP AND STRIKE THEM DOWN!" [/Priest]Brother-Captain Gaius wrote:So what do the Priests do? I heard they have some kind of lightning power, but that's from a source which knows virtually nothing of 40k. It would piss me off if they did, please tell me they don't.
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- Brother-Captain Gaius
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Excellent. So they're directly based off the TT versions, that's good to hear. Nice touch with the Eviscerator chainsword, too. Also, are Commissars fearless when unattached? Just curious.
Agitated asshole | (Ex)40K Nut | Metalhead
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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
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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
yup. Any squad that the commisar is attatched to is immune to morale.Brother-Captain Gaius wrote:Excellent. So they're directly based off the TT versions, that's good to hear. Nice touch with the Eviscerator chainsword, too. Also, are Commissars fearless when unattached? Just curious.
If any nearby squads falter, then the commisar can use his execution ability to bolster the morale of that squad.
Prests also boost morale, but my Ogrim squads with an attatched priest seem to be more durable than non-attatched ogrims given the same upgrades.
Psykers give you two abilities:
chain lighting, where you basically electrocute a squad of enemy troops
strip soul, where the psyker tries to rip the warpsoul of an enemy unit from his body, hence killing the enemy unit. Apparrently, psykers have a tendancy to blow up when you do this. I wouldn't know, haven't used em.
Oh, and any clue what the Vindicare does when attatched to a squad? I've only used him solo to spot for my basilisks.
- Brother-Captain Gaius
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The whole squad? Interesting. On one hand I'm happy for the Guard, on the other that pisses me off, given that Marines are virtually fearless to a man and didn't have any actually fearless units. The Chaplain better makes his squad fearless, or I'm gonna be ticked. Honour of the Chapter, fuckers.Matt Huang wrote:yup. Any squad that the commisar is attatched to is immune to morale.
If any nearby squads falter, then the commisar can use his execution ability to bolster the morale of that squad.
Agitated asshole | (Ex)40K Nut | Metalhead
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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
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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
- Rogue 9
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The Chaplain actually can't be attached to a squad...
Neither can the Vindicare Assassin I think, but I really didn't pay attention to that. He's far more useful by himself.
Neither can the Vindicare Assassin I think, but I really didn't pay attention to that. He's far more useful by himself.
It's Rogue, not Rouge!
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- Brother-Captain Gaius
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You're shitting me.Rogue 9 wrote:The Chaplain actually can't be attached to a squad...
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
seconded. Nothing like a Vindicare to spotlight your earthshakers straight into an enemy base. Provided, of course, that your enemy is incompetent enough to not have any "leader" units around.Rogue 9 wrote:Neither can the Vindicare Assassin I think, but I really didn't pay attention to that. He's far more useful by himself.
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No. No I'm not. I hope it was an oversight; the Ultramarines' Chaplain, Brother Varnus, played a very important part in the Order campaign, and seems to be designed with that in mind, which didn't involve attaching him to squads. Perhaps it will be patched.Brother-Captain Gaius wrote:You're shitting me.Rogue 9 wrote:The Chaplain actually can't be attached to a squad...
It's Rogue, not Rouge!
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