DoW DC UPDATE: Demo Released!!
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- Nephtys
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Wow. First impressions following a skirmish in the Demo here.
The Tau units are pretty damn strong. Fire Warriors cost more than marines (70 req) but get that pathetic max capacity of 6 per squad, and need to stand still while firing... Jump troops should slaughter them pretty badly. They don't need much micromanagement at all though, so that's a plus. And are simple to use. They're practically everyone else's Tier 2 infantry.
But the Commander? he's not that good in a straight up fight, but he's the only leader unit that can raid. He's got great range and a jump pack, so he really never should die.
That missile tank is ridiculous in it's special ability, but can't jump and is slow, so that balances out. Not to mention it has the durability of a Sentinel. It's really cheap though!
One more question. Why do aliens use letter in their crazy designations? Is 'XQ-5325 UberDeath Armor' supposed to sound cool?
The Tau units are pretty damn strong. Fire Warriors cost more than marines (70 req) but get that pathetic max capacity of 6 per squad, and need to stand still while firing... Jump troops should slaughter them pretty badly. They don't need much micromanagement at all though, so that's a plus. And are simple to use. They're practically everyone else's Tier 2 infantry.
But the Commander? he's not that good in a straight up fight, but he's the only leader unit that can raid. He's got great range and a jump pack, so he really never should die.
That missile tank is ridiculous in it's special ability, but can't jump and is slow, so that balances out. Not to mention it has the durability of a Sentinel. It's really cheap though!
One more question. Why do aliens use letter in their crazy designations? Is 'XQ-5325 UberDeath Armor' supposed to sound cool?
- Brother-Captain Gaius
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XV-8 Crisis etc? Beats me, I purge the xenos, not play them.Nephtys wrote:One more question. Why do aliens use letter in their crazy designations? Is 'XQ-5325 UberDeath Armor' supposed to sound cool?
Though it's rather telling when an 'outsider' runs into Tau the first time and can already tell they're lame.
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of course someone look up at relic and said, you think that we should tell them that Karen Sjet is involved with the history of the Blood Ravens before or after we get the rights to do a Battlefleet gothic game?Brother-Captain Gaius wrote:During the pre-production, Relic said to GW, "hay guyz we want 2 make a new chapter kk? :):)" and so GW said "Let it be so," and it was good.Lonestar wrote:So Relic made them for DoW, and GW picked them up and ran with it?
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There is one in production, if you run over to the Tanis shipyard section on the Relic forums it's in the Mods-in-progress bit.Hawkwings wrote:I can't believe nobody's done a BFG mod for Homeworld yet...
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Why the fuck are Firewarriors worth more than Space Marines?! Ten million Firewarrior is not worth the blood of a single Battle Brother! Fucking heathens!
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Man, I'm looking forward to showing those upstart tau the error of their ways by dropping a few prism cannon shots into their squads.
They're god-awful insane in the firepower department, and trying to tie them up in CC doesn't work because odds are that your CC units won't survive to get into CC, so the only real solution is to keep scattering them around and take advantage of their relative lack of hitpoints while they're still trying to stand back up.
They're god-awful insane in the firepower department, and trying to tie them up in CC doesn't work because odds are that your CC units won't survive to get into CC, so the only real solution is to keep scattering them around and take advantage of their relative lack of hitpoints while they're still trying to stand back up.
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Oh Yes.. Fire Prisms. You can only have two now. But that applies to everyones heavy tanks as well.Matt Huang wrote:Man, I'm looking forward to showing those upstart tau the error of their ways by dropping a few prism cannon shots into their squads.
They're god-awful insane in the firepower department, and trying to tie them up in CC doesn't work because odds are that your CC units won't survive to get into CC, so the only real solution is to keep scattering them around and take advantage of their relative lack of hitpoints while they're still trying to stand back up.
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In an attempt to rebalance it all, the heavy tanks are reduced a cap of 2. So thats 2 Preds, two Russkies, Two fire Prisms, you can still spam standard Falcon tanks though, hehSharp-kun wrote:....Dartzap wrote: Oh Yes.. Fire Prisms. You can only have two now. But that applies to everyones heavy tanks as well.
What?
I'll dig the link up when I get the chance.
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does that mean we're gonna see massive armies of Dreads?
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Berserkers and Possesed may have the durability to get into range. I know possessed are going to rip them apart so damn fast, it'll be terrifying.Matt Huang wrote:Man, I'm looking forward to showing those upstart tau the error of their ways by dropping a few prism cannon shots into their squads.
They're god-awful insane in the firepower department, and trying to tie them up in CC doesn't work because odds are that your CC units won't survive to get into CC, so the only real solution is to keep scattering them around and take advantage of their relative lack of hitpoints while they're still trying to stand back up.
Orks probably could get close enough by sheer numbers.
Assault Marines and Raptors can jump-pack in easilly. That'd utterly screw fire warriors up.
Termiators and Ogryns probably would get close after taking casualties, from being so damn slow. But at least the twerps can't fire while running right?
Time to rework my Eldar "strategy" of maximum number of Fire Prisms, max Warp Spiders and The Avatar then.Dartzap wrote: In an attempt to rebalance it all, the heavy tanks are reduced a cap of 2. So thats 2 Preds, two Russkies, Two fire Prisms, you can still spam standard Falcon tanks though, heh
I'll dig the link up when I get the chance.
Firewarriors can't fire while running, but from the demo I've found that micromanaging your firewarrior squads so that they leapfrog their way ahead will allow them to rip apart most incomming troops. The only thing they've had trouble downing are armored vehicles.Nephtys wrote:Berserkers and Possesed may have the durability to get into range. I know possessed are going to rip them apart so damn fast, it'll be terrifying.Matt Huang wrote:Man, I'm looking forward to showing those upstart tau the error of their ways by dropping a few prism cannon shots into their squads.
They're god-awful insane in the firepower department, and trying to tie them up in CC doesn't work because odds are that your CC units won't survive to get into CC, so the only real solution is to keep scattering them around and take advantage of their relative lack of hitpoints while they're still trying to stand back up.
Orks probably could get close enough by sheer numbers.
Assault Marines and Raptors can jump-pack in easilly. That'd utterly screw fire warriors up.
Termiators and Ogryns probably would get close after taking casualties, from being so damn slow. But at least the twerps can't fire while running right?
As for the Fire Prism cap, that shouldn't be too much of a problem; a lucky Whirlwind shot wiped out a full squad of Firewarriors. Just be sure to have something spot for your Prism & run interference.
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But having three Leman Russes is central to my strategy! Ah well. Two and a Baneblade will work wonderfully, I think.
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I beleive that's the job of a ranger, if I ever heard one.Quick find a way to get the DE into the game so we can see them die gruesemly at the hands of a fuckton of Wyches.Matt Huang wrote:Firewarriors can't fire while running, but from the demo I've found that micromanaging your firewarrior squads so that they leapfrog their way ahead will allow them to rip apart most incomming troops. The only thing they've had trouble downing are armored vehicles.Nephtys wrote:Berserkers and Possesed may have the durability to get into range. I know possessed are going to rip them apart so damn fast, it'll be terrifying.Matt Huang wrote:Man, I'm looking forward to showing those upstart tau the error of their ways by dropping a few prism cannon shots into their squads.
They're god-awful insane in the firepower department, and trying to tie them up in CC doesn't work because odds are that your CC units won't survive to get into CC, so the only real solution is to keep scattering them around and take advantage of their relative lack of hitpoints while they're still trying to stand back up.
Orks probably could get close enough by sheer numbers.
Assault Marines and Raptors can jump-pack in easilly. That'd utterly screw fire warriors up.
Termiators and Ogryns probably would get close after taking casualties, from being so damn slow. But at least the twerps can't fire while running right?
As for the Fire Prism cap, that shouldn't be too much of a problem; a lucky Whirlwind shot wiped out a full squad of Firewarriors. Just be sure to have something spot for your Prism & run interference.
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Wouldn't it make sense to implement the army list restrictions, and get rid of the numerical unit cap? It's fine to have a platoon of tanks, a platoon of arty and a platoon of recon: it's only lame when it's three platoons of tanks. But really, it's an RTS, and he who builds most wins, and there's no getting away from that without significant changes.DocHorror wrote:This vehicle cap sounds good. Theres nothing worse than tank spam. If I'm gonna get my arse handed to me I'd rather it was because I failed tactically. Not because I didn't pack enough rockets.
Having played the demo, I can break against type and say that I liked it. The Tau are satisfyingly different than the original groups (many of which I found pretty similar), and I noticed several little changes that I appreciated. Also, the wholesale theft of ideas from BFME2 is excellent: custom heroes and a strategic mode can save even an average game.
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Oh, I liked it well enough. The Tau have crazy powerful ranged firepower, but that should be balanced out easily enough with jump troops to get into melee. Of course, the Imperial Guard is SOL on that, so it'll just have to be the ol' standby of loading up the APCs and dumping out the troops in close.
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The Tau have barely any numbers and seem rather fragile. That sounds to me like Hellhound territory.Rogue 9 wrote:Oh, I liked it well enough. The Tau have crazy powerful ranged firepower, but that should be balanced out easily enough with jump troops to get into melee. Of course, the Imperial Guard is SOL on that, so it'll just have to be the ol' standby of loading up the APCs and dumping out the troops in close.
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DC is standalone, however, if DOW is on, you can also play the races from it. If DOW: WA is present, you also get the Guard.Stark wrote:Are they going to release an omnibus version? There's nothing I hate more than having to install a game in half a dozen parts. WA is semi-standalone anyway, so how will DC work?
No clue on whether they'll condense it all onto a, I dunno, HD-DVD or not. We'll see.
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