Necron monoliths: ZAP ZAP ZAP BOOOOM ZAP ZAP BOOOOM
Titan guns: ZZZAAAAAAAAAAAAAAP---BOOOOOM
Just great.

Moderator: Thanas
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.
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.
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?
Yeah, I figured Wraithlords or better yet Dreadnoughts would make the mission easier, but I prefer the Imperial Guard, dammit!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.
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!
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.
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.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.
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.
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.
You're shitting me.Rogue 9 wrote:The Chaplain actually can't be attached to a squad...
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.
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...