|
Shas'o, I recommend that now may be the optimal time to eliminate the Necron presence on this world once and for all - it removes a threat, and consolidates your hold on the central plains of the continent. With your current forces, you should be able to resist early strikes long enough to build up a competent defense. Strike at the Necron Stronghold! Though I recommend you take a slow, methodical approach - remove each threat methodically, one at a time.
|
# ? Aug 26, 2015 00:12 |
|
|
# ? Jun 2, 2024 01:14 |
|
BlazetheInferno posted:Shas'o, I recommend that now may be the optimal time to eliminate the Necron presence on this world once and for all - it removes a threat, and consolidates your hold on the central plains of the continent. With your current forces, you should be able to resist early strikes long enough to build up a competent defense. Sounds good to me. Kill the Necrons.
|
# ? Aug 26, 2015 00:30 |
|
I suggest you attack the Imperial Guard Stronghold shove the voters champion off the map.
|
# ? Aug 26, 2015 02:26 |
|
Kill the Necrons. Between the upgrades O'Kais has and the ability to place a forward base at our destinations, we are more than ready to begin the assault on their stronghold. Not only that, but they have no other territories, so taking the plateau would finish them off for good.
|
# ? Aug 26, 2015 02:47 |
|
Attack the Necrons! Wipe those lovely robots off the map! We have the best robots-time to prove it.
|
# ? Aug 26, 2015 02:55 |
|
Rather than vote for the first move of the turn, I am voting that we use our second move to Return to the Heartlands to prepare for an attack on either the IG or Necron, depending on which way the rest of the War Council decides. This will make it so that we can reposition again after taking the remaining stronghold.
|
# ? Aug 26, 2015 03:41 |
|
e: oops
|
# ? Aug 26, 2015 03:45 |
|
Take out the Necrons. No, grandpa. You get the hell off OUR lawn!
|
# ? Aug 26, 2015 05:22 |
|
I am glad we are taking on Strongholds. I've been in a comfortable enough position to take down at least the Eldar, Chaos, or the Orkz for a while now, but we never received much War Council support for it. Necron have probably the most difficult opening assault of all the Strongholds, and the Tau aren't equipped to deal with the close-range warriors they send out. That said, I think our Honour Guard is strong enough to absorb that first attack. Similarly, the Imperial Guard are able to snowball quickly because they have a couple of bases flanking the starting position--our Honour Guard will be the key here. Vote stands thus:
|
# ? Aug 26, 2015 05:41 |
|
Right, I'm off to bed. I'm going to being our very first Stronghold assault tomorrow. If there are no changes, looks like we're gonna start with the Necron.
|
# ? Aug 26, 2015 06:38 |
|
Take down the necrons They are the worst army in this campaign. Unless you are playing as them, they always get their asses kicked.
|
# ? Aug 26, 2015 06:38 |
|
Crush the inferior foreign robots with our superior, plasma-cannon armed robots. Taunt the Eldar when you're done.
|
# ? Aug 26, 2015 06:46 |
|
Personally, I would have suggested Vandean Coast for that nice initial boost to req in a mission, which would help with setting up a base faster in Stronghold Assaults, but to each their own.
|
# ? Aug 26, 2015 06:47 |
|
I coulda probably taken Gorgutz's Stronghold with a team of Fire Warrior Bodyguards, and a Veteran Stealthsuit, as long as I had the steal upgrade for Shas'o. Anything else we get is gravy. I'm pretty overpowered right now to take on any Stronghold--except the Necrons, which I'll say I'm probably about right.
|
# ? Aug 26, 2015 07:02 |
|
quote:Techpriest Engineer Techpriest EnginSeer. Whilst looking up the spelling, I find this titbit: quote:Of worthy note is that the Techpriest Enginseer has bugged morale. The Techpriest receives no morale damage whatsoever. While this is hardly noticed, it also contributes to the Techpriest's durability. However, by the time players' care about a Techpriest's morale being bugged, it has most likely died already due to stronger units appearing on the field. Techpriests are apparently berserkers? The thought is alluring. Bloodly fucked around with this message at 07:24 on Aug 26, 2015 |
# ? Aug 26, 2015 07:19 |
|
Bloodly posted:Techpriest EnginSeer. They just excised the 'fear' part of their brain due to it being an inferior organic emotion, and replaced it with a graphing calculator.
|
# ? Aug 26, 2015 07:38 |
|
As the bloodcrusher rent the stubborn techpriest limb by augmented limb, the noble acolyte of mars buzzed one final chuckle. '80085,' he mused.
|
# ? Aug 26, 2015 08:04 |
|
Bloodly posted:Techpriests are apparently berserkers? The thought is alluring. Strangely enough, in the TT they can be surprisingly effective as a close combat unit, especially since their armour is equivalent to that of Space Marines, and they come equipped with a power weapon (their axe). That being said, LOL if you're trying to make a CC Imperial Guard army.
|
# ? Aug 26, 2015 11:03 |
|
In the RPG techpriests are nasty. By the time they're about 3/4 robotic their toughness/natural armor has got completely out-of-control, meanwhile they're swinging power weapons/engineering tools with more strength than an ogryn and probably extra limbs.
The Lone Badger fucked around with this message at 12:06 on Aug 26, 2015 |
# ? Aug 26, 2015 11:49 |
|
Fortunately, they're also very succeptible to traps. Just say "There's Archeotech down these halls!" and they'll walk in, no matter how many melta charges there are secreted around the walls.
|
# ? Aug 26, 2015 11:51 |
|
The Lone Badger posted:In the RPG techpriests are nasty. By the time they're about 3/4 robotic their toughness/natural armor has got completely out-of-control, meanwhile they're swinging power weapons/engineering tools with more strength than an ogryn and probably extra limbs. Not only that, but there's a whole slew of OP equipment that only Techpriests can access, and you can't argue that it's lore-unfriendly either. Veloxyll posted:Just say "There's Archeotech down these halls!" and they'll walk in, no matter how many melta charges there are secreted around the walls. Most probably set by another Techpriest, if my experiences are any indication
|
# ? Aug 26, 2015 13:13 |
|
This is why the Mechanicus is my favourite Imperial group. I'm so sad they changed the core rules before they made them a proper army. I'd play the gently caress out of those guys! They're a crazy bunch of teched out madmen with the Void Dragon sitting the the basement and a stock of freaking titans to use at their pleasure. Now if they could stop waking up the Necrons they'd be pretty much unstoppable.
|
# ? Aug 26, 2015 13:28 |
|
Blind Sally posted:Shas'ui Thean'tero shows great wisdom and acumen. We shall prevent any possibility of the Imperial Guard killing the Necron for us. Although it would make reconquering Kronus easier, I want the satisfaction of eliminating each invading army myself. On that note: we're attacking The Pavonian Heartland, because that is actually the province that the Imperial Guard have bordering on the Necron Stronghold. What even are maps But yeah, let's murder the Necron.
|
# ? Aug 26, 2015 15:52 |
|
The Lone Badger posted:In the RPG techpriests are nasty. By the time they're about 3/4 robotic their toughness/natural armor has got completely out-of-control, meanwhile they're swinging power weapons/engineering tools with more strength than an ogryn and probably extra limbs. Fantasy Flight Games loving loves Techpriests and it really got rolling with Rogue Trader, where it became easy to have a Techpriest who was better in every way at fighting than the designated Fighter class (who was terrible in RT) and who was also a weird mixture of genetically souped up sanctioned mutant and cybernetic terminator who could rip a Warboss in half. FFG's techpriest lust gets more absurd with every book.
|
# ? Aug 26, 2015 17:15 |
|
Night10194 posted:Fantasy Flight Games loving loves Techpriests and it really got rolling with Rogue Trader, where it became easy to have a Techpriest who was better in every way at fighting than the designated Fighter class (who was terrible in RT) and who was also a weird mixture of genetically souped up sanctioned mutant and cybernetic terminator who could rip a Warboss in half. Hi, I'm rank 3 with a +60 bonus to my Tech use already. Also I made myself a mutant with none of the downsides!
|
# ? Aug 26, 2015 23:52 |
|
Veloxyll posted:Hi, I'm rank 3 with a +60 bonus to my Tech use already. Those aren't mutations, those are Genetor enhancements Black Crusade's a little less heavy on the Techpriest love, but simply transferred it to psykers, especially those of a Tzeentchian bent. Things get even more ridiculous if you have the Tome of Fate. Why yes, I would like the ability to make other people suffer my Warp Phenomena, while being able to summon all the demons! EDIT: poo poo, and the Alpha Legionnaire is just as OP from a story, as opposed to mechanical, standpoint. "Hmm, I'm on a completely new world where I've never been before, how will I ever find some help? I know! I'll look in that crowd over there- there's bound to be someone I can corrupt!" CommissarMega fucked around with this message at 23:58 on Aug 26, 2015 |
# ? Aug 26, 2015 23:56 |
|
Night10194 posted:Fantasy Flight Games loving loves Techpriests I did this .gif for my Dark Heresy group in honour of the high-level Techpriest that decided to split off and single-handedly distract a huge detachment of enemy soldiers long enough for her party members to rescue their captured leader and escape safely: The Techpriest won.
|
# ? Aug 27, 2015 04:02 |
|
Seriously, Techpriests will wreck your poo poo. And don't even think about messing with Deathwatch Techmarines. Ours was called the Kool-aid man because of his habit of just bursting through walls and punching out tanks.
|
# ? Aug 27, 2015 04:07 |
|
So I got the game, played through on easy to get a hand on the system and then went to normal as Imperial Guard. It then turned a literal pain in the rear end as every level was a slogfest and desperate holding action. Am I doing something wrong here? Why does Gorgutz have ten retinue on turn three? Why are there so many Raptors? This is normal right? There isn't a bug where the game thinks it's on hard like was terror from the deep right? What the hell. Any tips playing guard beyond advance to tier 2 asap? Also how do you take screenshots when the button is already used and you can't rebind keys in system?
|
# ? Aug 27, 2015 04:37 |
|
Image21 posted:every level was a slogfest and desperate holding action.
|
# ? Aug 27, 2015 04:41 |
|
Dead Reckoning posted:The authentic Imperial Guard experience. Well yes, but Christ. I understand why they have you start next to so many bonus' but good lord do you need them as guard.
|
# ? Aug 27, 2015 04:46 |
|
Image21 posted:Well yes, but Christ. I understand why they have you start next to so many bonus' but good lord do you need them as guard. Why are you facing Gorgutz as the guard on turn 3? Rushing to tier 2 is important, but expansion is ever more important. Your HQ structure can hold 3 shooty squads and be quite lethal when all 3 are in. Get some troops out there to cap points rapidly, your base can hold the line. Hint: Engineseers count as shooty squads.
|
# ? Aug 27, 2015 05:21 |
|
Also remember that squads can 'transfer' rather quickly between garrisonable buildings. if you're not building anything, put two Techpriests in a building, and they'll count as two squads. The first squad in a building will fire an entire squad's worth of lasguns no matter how many actual people are in it. The second will fire (IIRC) another 3 or so plasma rifles. And again, remember that they can transfer from building to building, so place an Infantry Command next to every choke point. This has the hilarious side effect of actually making the Guard one of the more mobile races.
|
# ? Aug 27, 2015 05:28 |
|
Besides, you'll want a bunch of Infantry Commands anyway, because that's how the Guard increase their squad cap.
|
# ? Aug 27, 2015 05:31 |
|
Guard listening posts not only have a big bolter on them, but you can stick a squad in there too. Give that squad lots of plasma rifle and you have a pretty effective anti-heavy/anti-armor hardpoint.
|
# ? Aug 27, 2015 05:44 |
|
As I recall, special weapons are sadly not carried into a bunker; it's just lasguns then plasma.
|
# ? Aug 27, 2015 05:45 |
|
Should I do a stream of Guadsmen hyjinks instead of Hyperion Peaks as Ork again? Just as a what if.
|
# ? Aug 27, 2015 05:48 |
|
CommissarMega posted:As I recall, special weapons are sadly not carried into a bunker; it's just lasguns then plasma. Maybe that's part of the Ultimate Apocalypse mod then. I haven't played vanilla in a long time.
|
# ? Aug 27, 2015 05:52 |
|
Thanks for the feedback. The reason I faced gorgutz early was because I got fury early and tried to hem in chaos and limit their options, hence the 'oh god raptors!' comment. Enter gorgutz and his doomstack. It was not exactly spirit crushing but it was close. Later on he left and then ate both the tau and then necrons and basically made it impossible to assault anything he was close too, made worse that he then had the space sport and I had to reinforce all my holdings to have a chance at defending them. It's kinda hard to kill tanks when their beyond range of your bunkers. Well that's my whining done. Most of my mission success depended on getting a baneblade. Then all was gravy. It was getting there that was a problem.
|
# ? Aug 27, 2015 06:20 |
|
|
# ? Jun 2, 2024 01:14 |
|
Image21 posted:Most of my mission success depended on getting a baneblade. Then all was gravy. It was getting there that was a problem. If the IG had a three sentence summary.
|
# ? Aug 27, 2015 06:42 |