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Rogue 9
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Post by Rogue 9 »

Matt Huang wrote:
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.
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.
That's only a concern if you're incompetent enough to get him in close. :wink: He has a longer sight range than even Scout Marines.
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Post by Lancer »

I usually place the vindicare, then totally forget about him since he's blended in so well and my Ogrims, Kasrkin/Guardsmen and a group of Russes are taking care of their army so well.

edit:
reading up on the Chaplain, it appears that he has an uber-healing aura that benefits all nearby SM's regardless of attatchability.
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Rogue 9
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Post by Rogue 9 »

Matt Huang wrote:I usually place the vindicare, then totally forget about him since he's blended in so well and my Ogrims, Kasrkin/Guardsmen and a group of Russes are taking care of their army so well.

edit:
reading up on the Chaplain, it appears that he has an uber-healing aura that benefits all nearby SM's regardless of attatchability.
Indeed he does. It's got a wider area than an Apothecary; he can affect several squads at once.
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Post by Lancer »

refining my IG strategy a bit:
1x Command squad with 2x Priests & 2x Commisars set to CC
3x Ogrym squads w/ attatched Priests; set to CC
3x Kasrkin squads w/ attatched Commisars; set to ranged, upgrade with plasmas and / or grenades
6x Leman Russes

1x Vindicare Assassin w/ infiltrate on
3x Basilisks & enough requisition & power to use their earthshakers

suggested upgrades:
Uncommon Valor
Weapons specialization
Kasrkin armor upgrade (if using Kasrkin)
Power bayonettes (Ogrin CC)

tactic: tie up their army w/ yours, then infiltrate your vindicare into their base and damage or demolish their primary structures with earthshakers.

While the earthshakers are recharging, use the basilisks to provide fire-support for your army while they're fighting the enemy army.

Repeat earthshakers into their base & if their base is still around but you've wiped out their army, finish off the enemy base with your ogrims & lemans.
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Post by Rogue 9 »

I tend to just fight a holding action until I can get my Baneblade, at which point I go out to kill people and break things. :twisted: Had a game last night that was absolutely glorious. It was on Fury Island, and the enemy was just breaking into my base when my Baneblade completed construction. It came out and blasted an enemy Leman Russ first thing out the door, blew it to smithereens. Damn, but I wish I'd gotten a screenshot. :D I then quickly reversed his offensive and started a grand tour of the enemy bases. 8)
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Post by Brother-Captain Gaius »

Another question: What are the exact mechanics behind my dearly-beloved Basilisks? I understand it requires req to fire in some capacity: Does it have "standard" shells on par with the other races' artillery, and then a req-using special?
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Post by SylasGaunt »

Brother-Captain Gaius wrote:Another question: What are the exact mechanics behind my dearly-beloved Basilisks? I understand it requires req to fire in some capacity: Does it have "standard" shells on par with the other races' artillery, and then a req-using special?
Yes. It can fire normal shells all it once. When you spot that juicy mass of infantry just asking for a pasting though you break out the Earthshaker shells for some extra 'blam!'.
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Post by Rogue 9 »

SylasGaunt wrote:
Brother-Captain Gaius wrote:Another question: What are the exact mechanics behind my dearly-beloved Basilisks? I understand it requires req to fire in some capacity: Does it have "standard" shells on par with the other races' artillery, and then a req-using special?
Yes. It can fire normal shells all it once. When you spot that juicy mass of infantry just asking for a pasting though you break out the Earthshaker shells for some extra 'blam!'.
At a cost of more than a Sentinel or Hellhound. :P
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Post by Lancer »

Rogue 9 wrote:
SylasGaunt wrote:
Brother-Captain Gaius wrote:Another question: What are the exact mechanics behind my dearly-beloved Basilisks? I understand it requires req to fire in some capacity: Does it have "standard" shells on par with the other races' artillery, and then a req-using special?
Yes. It can fire normal shells all it once. When you spot that juicy mass of infantry just asking for a pasting though you break out the Earthshaker shells for some extra 'blam!'.
At a cost of more than a Sentinel or Hellhound. :P
it also does a lot more damage than a Sentinel will over the typical Sentinel's lifespan.
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Post by Rogue 9 »

Matt Huang wrote:
Rogue 9 wrote:
SylasGaunt wrote: Yes. It can fire normal shells all it once. When you spot that juicy mass of infantry just asking for a pasting though you break out the Earthshaker shells for some extra 'blam!'.
At a cost of more than a Sentinel or Hellhound. :P
it also does a lot more damage than a Sentinel will over the typical Sentinel's lifespan.
Bah! You obviously don't take good care of your Sentinels. :P Yes, they'll die if you just send them as part of a massed charge and watch the fun, but they're unsurpassed as raiders. They can outrun anything else in the game except maybe a land speeder (never had occasion to find out) and have a longer range than fixed gun emplacements. They're especially useful for ending a take and hold countdown.

And DAMMIT, why did they change the Predator to a Predator Annihilator? I like to leave the sponson guns as heavy bolters! :x
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Post by Brother-Captain Gaius »

Rogue 9 wrote:And DAMMIT, why did they change the Predator to a Predator Annihilator? I like to leave the sponson guns as heavy bolters! :x
Huh? Preds start with las sponsons now? :? I like a mix of Destructors and Annihilators...
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Post by Losonti Tokash »

I've got this weird problem with the Basilisks where I have to double-click a target for them to fire at it. If I only click once, they'll acknowledge the command and then just sit there. They'll also occasionally forget to keep shooting at it as well. Anyone else run into this?
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Post by Lancer »

Rogue 9 wrote:
Matt Huang wrote:
Rogue 9 wrote: At a cost of more than a Sentinel or Hellhound. :P
it also does a lot more damage than a Sentinel will over the typical Sentinel's lifespan.
Bah! You obviously don't take good care of your Sentinels. :P Yes, they'll die if you just send them as part of a massed charge and watch the fun, but they're unsurpassed as raiders. They can outrun anything else in the game except maybe a land speeder (never had occasion to find out) and have a longer range than fixed gun emplacements. They're especially useful for ending a take and hold countdown.
The only time I've really used a Sentinel was to decap strategic points while their armies were busy with my Guardsmen-swarms.

Actually, no, there was one mission in the IG campaign where Sentinels were pretty much the only anti-vehicle unit you had. I had to pull what felt like a constant micro hit-run-repair-repeat.
And DAMMIT, why did they change the Predator to a Predator Annihilator? I like to leave the sponson guns as heavy bolters! :x
they did what??? :wtf:

Oh well, just switch to constantly deep-striking marines, termies & dreadnoughts into the battlelines.
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Post by Rogue 9 »

Brother-Captain Gaius wrote:
Rogue 9 wrote:And DAMMIT, why did they change the Predator to a Predator Annihilator? I like to leave the sponson guns as heavy bolters! :x
Huh? Preds start with las sponsons now? :? I like a mix of Destructors and Annihilators...
Yes, and twin linked las turret too. No upgrading or downgrading; that's what you get.

On the plus side, they have more HP and cost less to field.
Last edited by Rogue 9 on 2005-09-28 10:15pm, edited 1 time in total.
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Post by weemadando »

Who dares to squander the precious resources of the Imperium. A guardsman can be replaced easily, a sentinal is a more valuable resource...

To destroy such works of Imperial might is an affront to the Emperor!
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Post by Lancer »

weemadando wrote:Who dares to squander the precious resources of the Imperium. A guardsman can be replaced easily, a sentinal is a more valuable resource...

To destroy such works of Imperial might is an affront to the Emperor!
Who's been wasting Sentinels? I only use em to decap points while the opponent is tied down by my guardsmen (before I get Ogrins, Kasrkins, and Russies).
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Post by Captain tycho »

Basilisks are pure joy to command. During a nice little 4v4 game online (my team was IG/SM/SM/IG, enemy was surprisingly Eldar/Ork/Ork/Ork) I invested my precious req into 3 Basilisks, parked them near a fortified spot in my ally's base, and wrecked havoc. Every time my allies engaged in combat, WHAM! :twisted: A nice strategy was to lure in groups of infantry with a few disposable squads of our own, and have me launch a full Earthshaker volley on em. They quickly learned NOT to stay in one place, but that didn't help them win, since they were dancing around so much they never had time to do much damage. Sweet victory.
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Post by Rogue 9 »

Bah. Basilisks are for sissies. :P

Image

That is power, right there. 8) The map is Fury Island. I busted in the enemy base's back door with Ogryns and the Baneblade taking point while the Blood Ravens broke through the frontal defenses. :twisted:
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Post by Laughing Mechanicus »

I've found this to be an excellent expansion pack, though the campaigns feel a little short they are more fun than the previous Space Marines one and felt like they could be replayed atleast a second time each.

I only have a couple of (really trivial) annoyances:

Firstly the IG buildings are all weaker than their counter-parts in other races, despite the fact that they look the hardest out of them all. I can't really fault this gameplay wise though because it encourages the IG player to build more defensive structures and really fortify strategic points, which is what the IG is all about.

As a result though, your IG base can get pretty crammed with buildings (especially as you have to build multiple of the big vehicle factory to increase you vehicle cap) and I almost always have to self-destruct a building or two in a match to get my Baneblade out of my base (I've taken to building the Mars Pattern Command outside my base now, but that doesn't seem a very elegant solution).

Finally, Basilisks are bugged at the moment. If you order a group of them to attack a target they will turn to face it but not fire, if you order them to attack the same target again they will then open fire but this is rather irritating in the heat of battle. This is especially annoying as it doubles the chance of miss-clicking on the gound and accidentally ordering the basilisks to move, which unless you watch carefully can have your weak artillery pieces trundling right into the front lines.

The other thing that annoys me about Basilisks is that they don't auto-attack targets like the other sides artillery does (unless something gets very close to them). With the other artillery if something comes into range they will start shelling it until it leaves their range or is dead, and if you don't want them to auto-attack you just set them to hold fire stance and they will only shoot when ordered - it's annoying not to have this option with the Basilisks (In DoW originally all the artillery worked as the Basilisks do now, but they changed it in a patch so it's possible the Basilisks may get auto-attack at some point).

And yes, Baneblades are awesome. I've yet to see one even be reduced to half health. The explosion and noise when they open up with the main gun is fantastic.
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Post by Rogue 9 »

Actually, I lost a Baneblade once a couple days ago. It was against some seven or eight Chaos Predators that were ripping through my base. But usually it doesn't even get damaged; it can kill most things before they get close enough to hit it.
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Post by Lancer »

Eldar got a massive buff from the last time I played against em.

I've had an AI-controlled squad of banshees & warlocks pretty much rampage through four of my fully reinforced teams of tactical space marines upgraded with heavy bolters.

Next skirmish game was vs Imperial Guard, I got through by making a massive group of space marine squads (7 space marine squads, all fully reinforced, sarged, and given 2x heavy bolters and 3x missile launchers each). Built hellfire dreadnoughts from two machine cults and set them to rally into my orbital relay, and made assault termies from a pair of chapel-barracks and kept on deep-striking them into enemy battlelines.

By the time my squad made it to the guard base, they had already broken out the baneblade, so I used up my force commander's orbital bombardment, coupled with my pred-annies to take it out, letting the hellfires, assault termies, and tac-squads "slowly" wipe through the remaining structures.

Lost a few hellfires and all but one pred annie to the baneblade, even after it was orbital-bombarded, but eventually it died from massed-fire.
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Post by 2000AD »

Damnit i'm still waiting to play IG. Me and my housemates agreed we would wait and play a 3v3 vs Chaos on Kasyr Luten with us all as IG as our first IG game and we still haven't had a chance to get everyone in one place (minus girlfriends) long enough.

And am i the only one that can't attach Chaplins to a unit?
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Rogue 9
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Post by Rogue 9 »

We've already been over this. Chaplains cannot be attached to squads.
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Post by Shinova »

I hear Fire Prisms are once again uber, but have been pushed way back in the tech tree.

Also, Sentinels, if not raiding points, should stay in the back of any force and have plenty of meatshields up front.
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Post by Lancer »

Shinova wrote:Also, Sentinels, if not raiding points, should stay in the back of any force and have plenty of meatshields up front.
if not raiding unguarded points, you should probably be using Russies instead.
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