Dark Crusade impressions and thoughts

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Post by Captain Cyran »

Now the Force Commander will look pretty when I stick a Crozius in his head! Yay. :D
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Post by Dominus »

NecronLord wrote:Just assume they're proper marines, loyal and true, like the Raven Guard, and go back to enjoying. :wink:
Oh, It's not as though I didn't appreciate the help, as I didn't exactly expect those duplicitous Eldar to actually attack North Vandea after I had gone to all the trouble of taking it from the traitorous Blood Ravens. I suspect that the Eldar farseer appreciated the irony of me using Space Marines to defend my captured Space Marine stronghold, however…

Especially in lieu of the fact that said duplicitous Eldar farseer uses breakaway Ork factions and schismatic Chaos cults to distract you when you attack the Eldar stronghold.

Turnabout is fair play, is it not? :twisted:
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Post by The Yosemite Bear »

I just got it thursday...

1. necrons are nice, the just build powerplants with the exponential cost on all structures (you build 1 it costs 1x price, two is x2 price 3 is 4x price. ect.), the harlies mow through tau like crazy, they also eat IG for breakfast. I can't kiss a tau battlesuit for some other reason....
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Post by The Yosemite Bear »

BTW what do you think "Mind War" is for? I just saw the NL and a bunch of warriors, bam Mindwar Necronlord falls down, psychic storm, all those scarabs, and warriors fall down, ooooh look there's my squads of reapers and dragons with lots of platforms backing them up....

also the key to eldar seems to be suddenly moving troops and turrets throug those warp gates....

I've found few things that can stand up too 2 squad of reapers, with a disposable squad of guardians wilst the rangers seem to earn their pay in killing just about anything. (one of the funnest things was getting a free squad of rangers on my first attack (aggainst the marines) only to get attacked by the tau (the funniest thing was I purchased the wargear that let's my farseeer see all invisible units. The pulse rifles didn't stand up to the ranger's long guns....
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Post by Shinova »

Re Yosemite Bear's posts:


That is what a post from a first-time DC player should look like!! The vast majority of the people on the Relicnews forums are a bunch of half-brains who lose once to Necrons and scream, "OMG NERF NECRONS!!!!!!!!!!!!!!!!!!!" over and over again without actually thinking up ways to beat them.


And the most tragically amusing thing is all the whinage about solar pulse. One guy even says something like, "he drops solar pulse on me and....... wtf I have no idea what to do."


:roll: :roll:

These people have no idea how to move their squads a short distance back?

I blame evolution.
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Post by The Yosemite Bear »

dude I am almost thinking I could write a dark crusade FAQ for the eldar for those pathetic mon-keigh. the judacious use of turbo boost/fleet of foot means you can get your troops out of the effects of solar pulse. Also since those turrets can also work as detectors (or is it the stealthed gates?) <not sure I tend to build gates everywhere as my little oasis, and healing> The best tactic for the eldar should basically be described as "camping" and rapidly redeploying. Remember guardians have an important job, keeping tau occupied so that your reapers and rangers can chew them up. Use combined forces for maximum effect. Those brightlance platforms attached to squads of reapers are a good anti structure system especially at the early stages. (Tier 2)
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Post by DarkSilver »

We are not monk-keigh.....

we are the Necrontyr, servants of the C'tan, harvesters of your flesh for thier endless hunger...





oh hell, NecronLord can do the speil far better than I can...
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Post by Lonestar »

Shinova wrote:Re Yosemite Bear's posts:


That is what a post from a first-time DC player should look like!! The vast majority of the people on the Relicnews forums are a bunch of half-brains who lose once to Necrons and scream, "OMG NERF NECRONS!!!!!!!!!!!!!!!!!!!" over and over again without actually thinking up ways to beat them.


And the most tragically amusing thing is all the whinage about solar pulse. One guy even says something like, "he drops solar pulse on me and....... wtf I have no idea what to do."


:roll: :roll:

These people have no idea how to move their squads a short distance back?

I blame evolution.
Relicforums are filled with a bunch of 'Tards...you notice how we have people over there asking the same damn questions again and again? It seems like there's always a locked thread on the first page of the DoW forum!
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Post by Tasoth »

DarkSilver wrote:We are not monk-keigh.....

we are the Necrontyr, servants of the C'tan, harvesters of your flesh for thier endless hunger...





oh hell, NecronLord can do the speil far better than I can...
You're pansy chrome steel asses still fall beneath the might of the Greater Good! Seriously, Necrons were not a problem for me during Tau, which I played on normal mode. My strategy pretty much consisted of turtling, with the Tau do expertly, getting my listening posts upgraded to get the fire power and then turning 2 or 3 Firewarrior teams out, with or without the upgrades, and advance slowly, capping all the Req points along the way and continuing to build infrastructure and, usually, getting the Kauyon( I think) command center up and snagging my hammerheads. At that point I simply descend on their bases, level them with railgun and plasma strikes and all is well. Once I max out my Firewarrior squad cap, shit drops damn fast.
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Post by HSRTG »

Shinova wrote:That is what a post from a first-time DC player should look like!! The vast majority of the people on the Relicnews forums are a bunch of half-brains who lose once to Necrons and scream, "OMG NERF NECRONS!!!!!!!!!!!!!!!!!!!" over and over again without actually thinking up ways to beat them.
What? A properly played Tau has a field day with 'em. Stealth suits/Kroots to spot, and the Firewarriors simply slaughter them from afar. Plasma > Heavy Infantry. You say the Necron Lord can teleport in? I say he's too slow to actually stay in melee range for more than a second or two; then we play the "Dance one squad, shoot with other" game.

Not to mention that once Chaos/Marines get Plasma rifles it's really painful, and the Eldar's Reapers laugh. The Orks, well, the Orks get shafted. Fuck the Imperial Guard, the Orks really need a boost.
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Post by The Yosemite Bear »

yeah, they seem to forget that if well played any force can deal with problems, you just need to know when to turtle at a choke point and take the piss, and when to go on the offensive. the funnyier moments is that I have FoFed (GUARDIANS) into the middle a a large team of firewarriors and watched as the FWs died (I guess those funky looking knives do tear up things nastily. actually it was plasma the ones I didn't want shooting me, entangling the ones I'm attacking, and THEN charging into melee.

also the mon-keigh I was refering to was the idiots who can't play eldar or any other race properly.
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Post by Captain Cyran »

Eldar just tore me a new one. When Harlequins get into melee range, everything dies. And the Eldar territory I went up against must have had like, 5 running around. At least it seemed like 5 Harlies running around. Freakin' speed demons.
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Post by Shinova »

The Yosemite Bear wrote:Also since those turrets can also work as detectors (or is it the stealthed gates?) <not sure I tend to build gates everywhere as my little oasis, and healing> The best tactic for the eldar should basically be described as "camping" and rapidly redeploying. Remember guardians have an important job, keeping tau occupied so that your reapers and rangers can chew them up. Use combined forces for maximum effect. Those brightlance platforms attached to squads of reapers are a good anti structure system especially at the early stages. (Tier 2)
The warlock leaders of Guardians and Seer Council are also the Eldar's detectors now, so Guardian squads are more useful now after tier 1. Since cloaked units can fire while cloaked, Rangers are even deadlier.

And someone once mentioned that you can now heal troops while inside webway gates with that healing station upgrade. Haven't tested it out.
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Post by The Yosemite Bear »

are you sure that wasn't holo fields and a shadow seer?

of course if they have bullwark they could afford it.....
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Post by The Yosemite Bear »

Shinova wrote:
The Yosemite Bear wrote:Also since those turrets can also work as detectors (or is it the stealthed gates?) <not sure I tend to build gates everywhere as my little oasis, and healing> The best tactic for the eldar should basically be described as "camping" and rapidly redeploying. Remember guardians have an important job, keeping tau occupied so that your reapers and rangers can chew them up. Use combined forces for maximum effect. Those brightlance platforms attached to squads of reapers are a good anti structure system especially at the early stages. (Tier 2)
The warlock leaders of Guardians and Seer Council are also the Eldar's detectors now, so Guardian squads are more useful now after tier 1. Since cloaked units can fire while cloaked, Rangers are even deadlier.

And someone once mentioned that you can now heal troops while inside webway gates with that healing station upgrade. Haven't tested it out.
yes you can. oh and that makes my basic "unit" of a guardian squad backed up by 2-3 reapers with those 4 cap freebie ranger squads "Screening" even deadlier (especially since it's available right from the start....
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Post by Shinova »

HSRTG wrote:Not to mention that once Chaos/Marines get Plasma rifles it's really painful, and the Eldar's Reapers laugh. The Orks, well, the Orks get shafted. Fuck the Imperial Guard, the Orks really need a boost.
Speaking of Chaos marines, the new infiltration system in DC means that chaos space marines stay cloaked and can fire while cloaked so you have this cloaked army of doom.

Orks are actually really strong in DC now, probably solely thanks to the free sluggas upgrade and Flash Gitz. Free sluggas means you can simply flood the enemy with a continuous wave of green (which is coincidentally very fluffy and orky) whilst you spend your money on getting a decent vehicle force or other stuff. I've heard of people winning things like 2v3 games with this.

As already mentioned, Flash Gitz rule.
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Post by Rogue 9 »

...

So all cloaked units can fire while cloaked?

That's fucking ridiculous. :shock:
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Post by SylasGaunt »

Just makes it important to keep your detectors handy. With some races that's common sense (Firewarriors + Pathfinders to extend spotting range and lay on markerlights = Icky plasma death).

Oh and it's fun watching an enemy with no detectors run around like a chicken with no head trying to crank them out when four full stealth teams jump into their base and start wrecking up the place.
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Post by Lonestar »

Beat the campaign as Blood Ravens(finally). Ole Taldeer went down fighting. Deserved it after aiming Orks and Chaos to do their dirty work.
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Post by The Yosemite Bear »

so when do you see the info that the ravens are decendants of Magnus the red?
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Post by Lancer »

The Yosemite Bear wrote:so when do you see the info that the ravens are decendants of Magnus the red?
Call in the descendants of the Death Guard to purge the heretics, of course. The only major contingent of loyalists in the traitor legions to have survived the Isstvan incident were Captain Garro's company of Death Guard. Iacton Cruze of the Luna Wolves also survived, but it's very unlikely that he possessed the requisite latent psyker powers to qualify for the Emperor's anti-Chaos initiative.
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Post by SirNitram »

Matt Huang wrote:
The Yosemite Bear wrote:so when do you see the info that the ravens are decendants of Magnus the red?
Call in the descendants of the Death Guard to purge the heretics, of course. The only major contingent of loyalists in the traitor legions to have survived the Isstvan incident were Captain Garro's company of Death Guard. Iacton Cruze of the Luna Wolves also survived, but it's very unlikely that he possessed the requisite latent psyker powers to qualify for the Emperor's anti-Chaos initiative.
I still find it likely some Iron Warriors were around, if only for the fact they were scattered on almost every planet and you know they couldn't have gotten every last one.

But that's for another day...
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Post by Middleclass »

HSRTG wrote:The Orks, well, the Orks get shafted. Fuck the Imperial Guard, the Orks really need a boost.
I wonder where all this ork hate comes from. For me, the campaign was by far easier with orks than any other. For the last half of the game, it was nothing but my honor guard taking most things down, outside of strongholds. Shootas after the Pilo 'o Guns upgrade (the 100 req 25 power one) get nasty. Stormboys aren't anything to write home about, but damn, Stormboy Nobz are. Especially with power claws. 5 Stormboys, 1 Nob with a claw, and they effortlessly rampaged a Necron Lord. Wartracks are absurdly good at disrupting infantry, and pretty fine at blowing up vehicles. And let's not forget the new shiny Flash Gitz. It almost feels like cheating when I get 2 squads of those jerkbags.

Also, for campaign purposes, it feels a little wierd to get a free T3 troop when everyone else gets the lousy T1 commander. Warboss ftw.
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Post by Rogue 9 »

The Yosemite Bear wrote:so when do you see the info that the ravens are decendants of Magnus the red?
So when do you learn to shrink plot spoilers?
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Post by SirNitram »

Rogue 9 wrote:
The Yosemite Bear wrote:so when do you see the info that the ravens are decendants of Magnus the red?
So when do you learn to shrink plot spoilers?
Probably when you learn that 'Fan speculation' is not a spoiler.
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