I have discovered WH40K.....

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Akhlut
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Post by Akhlut »

Matt, why must you ruin my Orky fun? Do you enjoy the taste of crushed and ruined dreams? :wink:
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Lancer
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Post by Lancer »

Akhlut wrote:Do you enjoy the taste of crushed and ruined dreams? :wink:
I post on SD.net, do I not?
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Faqa
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Post by Faqa »

Yea and verily did I crush the last of the Emperor's foes and finish the lackluster campaign... And may I say, this game seriously needs plasma turrets. And..... Terminators replace Bolter squads as the best thing since sliced bread :P

I'm now going through the tutorials to see which of the other three sides I like best. So far, Eldar. Cool looking, teleportation, few buildings...

Orks. Maybe my campaign mentality is seeping through, but I just can't bring myself to like them all that much. Aside from their fun lines..... Mobbing. Ugh.
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Lancer
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Post by Lancer »

Noticed how the Eldar were the most hamstrung of all the campaign?

Order mission 3 would have been a lot easier if you had Reapers. But then, the poor Orkys wouldn't have been able to overrun your base, and there would be no point to the contrived teleport-singer, build-webway dash into the arms of the Imperial Guard.
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Rogue 9
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Post by Rogue 9 »

Matt Huang wrote:Noticed how the Eldar were the most hamstrung of all the campaign?

Order mission 3 would have been a lot easier if you had Reapers. But then, the poor Orkys wouldn't have been able to overrun your base, and there would be no point to the contrived teleport-singer, build-webway dash into the arms of the Imperial Guard.
Even if you had reapers, they would have done it anyway. The numbers involved were insane.
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Faqa
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Post by Faqa »

If I had Winter Assault, I might have....
"Peace on Earth and goodwill towards men? We are the United States Goverment - we don't DO that sort of thing!" - Sneakers. Best. Quote. EVER.

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Lancer
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Post by Lancer »

Rogue 9 wrote:
Matt Huang wrote:Noticed how the Eldar were the most hamstrung of all the campaign?

Order mission 3 would have been a lot easier if you had Reapers. But then, the poor Orkys wouldn't have been able to overrun your base, and there would be no point to the contrived teleport-singer, build-webway dash into the arms of the Imperial Guard.
Even if you had reapers, they would have done it anyway. The numbers involved were insane.
You started out with enough resources, and the orks present were pretty much all infantry. I admit the squiggoth would have posed a problem as Eldar because of how insanely your tech tree was restricted, but during the IG part of that mission I was holding off the Orks with two Kasarkin squads (with commisars), two Ogrim squads (with Priests), the Imperial General, and the three vehicles you started out with until reinforcements arrived in the form of more Guardsmen and the Baneblade.
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Post by Rogue 9 »

Matt Huang wrote:
Rogue 9 wrote:
Matt Huang wrote:Noticed how the Eldar were the most hamstrung of all the campaign?

Order mission 3 would have been a lot easier if you had Reapers. But then, the poor Orkys wouldn't have been able to overrun your base, and there would be no point to the contrived teleport-singer, build-webway dash into the arms of the Imperial Guard.
Even if you had reapers, they would have done it anyway. The numbers involved were insane.
You started out with enough resources, and the orks present were pretty much all infantry. I admit the squiggoth would have posed a problem as Eldar because of how insanely your tech tree was restricted, but during the IG part of that mission I was holding off the Orks with two Kasarkin squads (with commisars), two Ogrim squads (with Priests), the Imperial General, and the three vehicles you started out with until reinforcements arrived in the form of more Guardsmen and the Baneblade.
On what difficulty? The force you describe would have done nothing against the half a dozen looted tanks that come along on Insane.
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Post by Lancer »

whatever difficulty is the default. I don't bother changing difficulties against AI unless I'm in skirmish mode.
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Rogue 9
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Post by Rogue 9 »

Easy, then. Which would explain it. (Assuming you didn't change difficulty on the Dawn of War campaign either. It goes with whatever DoW is set to when it's installed.)
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Nephtys
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Post by Nephtys »

Rogue 9 wrote:
Matt Huang wrote:Noticed how the Eldar were the most hamstrung of all the campaign?

Order mission 3 would have been a lot easier if you had Reapers. But then, the poor Orkys wouldn't have been able to overrun your base, and there would be no point to the contrived teleport-singer, build-webway dash into the arms of the Imperial Guard.
Even if you had reapers, they would have done it anyway. The numbers involved were insane.
Reapers are downright useless against light infantry, which almost all Ork units are. Four unupgraded scouts can easilly take down eight Reapers for example. Even with Warp Spiders, you can't possibly hold out in that mission as Eldar.

For the second part, heck. I was driven deep into my base, with 8 squads of guardsmen, and Kasrkin... and Hellhounds...
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Post by Lancer »

Nephtys wrote:Reapers are downright useless against light infantry, which almost all Ork units are.


Actually, that's not true. In WA, Reapers and Warp Spiders are effective against both light and heavy infantry. In fact, there's pretty much no reason at all to build Reapers once you build the Support Portal. Which is fairly odd because a lot of the other changes made in WA were meant to specialize units into more definitive roles.
Four unupgraded scouts can easilly take down eight Reapers for example. Even with Warp Spiders, you can't possibly hold out in that mission as Eldar.
That would have been so in plain old DoW, but like I stated earlier some major changes were made in the expansion.

For example, those four unupgraded scouts now require research to give them their sniper rifles, but with the heavy weapons upgrade, you can upgrade every member of the scout team with heavy weapons of your choice. If you were to upgrade that 4-man scout team to 4 sniper rifles, or 4 plasma guns and infiltrate, they might stand a chance of killing the Reapers. But otherwise, they're mincemeat.
For the second part, heck. I was driven deep into my base, with 8 squads of guardsmen, and Kasrkin... and Hellhounds...
Ogrims w/ priests on overwatch (monsters in CC, especially after the power bayonnet attatchments), plasma Kasarkins with commisars (which boost health regen as well as make their morale unbreakable), and the Imperial General to drop in an airstrike or two whenever the Orks got out of hand and started to overwhelm my defenders.

Ogrims are a must for that mission. Orks still munch through Kasarkins and Guardsmen in CC, and the Imperial General can only last so long. Once you get some Ogrims into the mix though, they tie up the Orks in CC so that your Guardsmen and Kasarkins can comfortably cut them down in a blaze of plasma.
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Nephtys
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Post by Nephtys »

Why plasma? If you're against Orks, wouldn't giving your Kasrkin squads grenade launchers be more effective? They only send Shoota and Sluggas at you for the most part, save an occasional Trukk. Those are light infy.
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Post by Lancer »

Nephtys wrote:Why plasma? If you're against Orks, wouldn't giving your Kasrkin squads grenade launchers be more effective? They only send Shoota and Sluggas at you for the most part, save an occasional Trukk. Those are light infy.
Kasarkin and Guardsmen plasma guns have superior refire and damage-per-second rates than grenade launchers. Even after the difference between armor_med ("light infy") and armor_heavy is factored in, plasma will still do more damage.

The only real use for grenades is ranged infantry disruption to prevent enemies from reaching you in CC, but that's what I have the Ogrims and Command Squad for.
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