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We're still voting? Astra Militarum. What, no one buys the new name? Guard it is, then. gently caress the orks, humies are the true dead 'ard race of the galaxy.
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# ¿ May 18, 2024 18:46 |
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Yup. Really wish we could have a video Let's Play so we can hear the regular lines, or see Macro decisions and actual gameplay. In my experience, DoW is a chaotic experience with enemy assaults happening all the time; seeing pictures just doesnt do it justice.
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I know I've chosen Wisely so many times, he has his own plaque on the bell of lost souls.
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goatface posted:It's just shameful that an AI hasn't gone full von Neumann/Berserker and eradicated everything already. Well you've just described the Dark Age of Technology, the apotheosis of humanity's understanding of machines. Basically, Skynet wakes up, tries to take over the world (instead of Terminators, we have Men of Iron) until the good Emperor stopped anonymously guiding humanity and revealed himself as the godlike being that he was. In the grim darkness of the far future, "AI" stands for Abominable Intelligence.
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An extra vote towards showing the fancy guns of the Mont'Ka, then take the enemy head on by going North
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anilEhilated posted:Eliphas' voice is really a high-pitched squeaky thing. The warp filter is necessary for the Imperial scum not to laugh at him. Okay, instead of talking about Sisters strategy, I'll talk about the Acts of Faith because that's what tripped me up in the early campaign. You'll want to use Faith powers anyhow so this will be helpful. For Faith powers to work, you must: raise your Faith cap (it starts out at 0), bring forth Faith raising units (those are the Canoness, the Seraphims, the Celestians, the Living Saint and Veteran Sisters), research most Faith powers and finally, use characters that can use the Faith powers (the Canoness, the Missionary and the Confessor). It all sounds like a lot of work just to use some secondary abilities but you get minor bonuses along the way, so might as well use them. You raise your Faith cap from 0 by building Holy Icons on your Listening Posts. Each Holy Icons raise the cap by 20 ( a fifth of a bar) until you build five; you can't upgrade your cap past 100. The first ones are cheap (25Req for the first one, +40Req & +25Pow for each further one) and they up your post's health and detection range. Faith is a ressource that goes up naturally, like Req and Pow. You'll raise the most Faith using your Seraphims (jump jet sisters) and Celestians (heavy weapon squads). If you're going Campaign, your Canoness will be immediately available and building a Holy Icon on your first Listening post isn't a bad idea. Using Seraphims needs a lot of practice: their jump jets have more range than any of your weapons and as such, the Seraphims themselves become your first "salvo" into enemy ranks. They're dancers: units with great accuracy on the move and as such require micro managing (the story of the Sisters as a whole) so that they're always moving somewhere and shooting something. Unless you spot some enemy unit with heavy weapons; in that case, jump again on them and engage melee. As for Celestians; I find them mega-fragile in the sense that every time one goes down, you have to reinforce their replacement, then reinforce their heavy weapon. It's a lot of cost per death. Probably the best vehicle/building destroyer unit but still at a disadvantage vs IG turrets and Eldar Scatter laser turrets. Always keep them in the back, never bringing them in until you find armor, and beware pathing issues where a Celestian can't come in because other sisters are in their way. The first unit that'll use faith powers is the Missionary. Lay On Hands only costs 15Faith and doesn't need to be researched. I love attaching them to fragile Celestians except their Bolt Pistol has a slightly longer range then the Celestians' Melta weapons. Again, micro managing is necessary and you should click to where the Celestians should go rather than what they should shoot at. With research, the Missionary learns the Emperor's Touch (damage boost to bolter weapons... and replaces all special weapons such as flamers into Emperor's Touch bolters...) and Divine Retribution (damage shield effect). Both of these abilities have high cost for less impressive results: you deal ton of damage with the Sisters already so I appreciate defensive abilities over offensive ones. In that vein, my absolute favorite power is the Canoness' Blinding Light. It costs 30Faith, doesn't need to be researched and about as powerful as the Necron Lord's Solar Pulse, another fav of mine. Just wrecks ranged units, which is a must for your survival. For everything else, there's fire, and dancing your troops around the melee boys. She can also summon some angels that will absolutly wreck poo poo; but that's more of an end game ultimate attack. The Confessor has some efficient damaging/stunning abilites, but I like him more for his passive damage friendly damage boost and his high damage against Daemon armor. That Confessor makes for a nasty Knarloc Killer. A Squiggoth Smasher. A Daemon Destroyer. Madness... So basically, I jump in with Seraphims, mentally mark any vehicles/buildings for my Celestians, bring everyone else up and either heal my Celestians (as they're my big damage dealers and therefore the ones most likely to call forth enemy fire) or blind everyone with the Canoness and reduce everything to cinders from there. This is all regular Soulstorm BTW, no mods. I think they increased the amount of faith generating units for UA, but I'm not aware of those. Prepare to cuddle your Sisters with attention as they die in an instant and can act real dumb. Also, see what happens if you put a Missionary at melee and have him join a ranged Celestian unit. maybe that'll solve my problem.
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My thoughts. I hate Sisters with heavy bolters, and am starting to hate Heavy Bolters altogether. Their stationary nature and set-up time means that it's easy for the battle to escape them, at which point your HB sisters will just stand far from battle doing nothing, never pursuing anyone. You have to insert HB units somewhat thick into the action for them to continuously do anything, at which point I'd rather they use Flamers. I like my Death-Cult Assassin very much. Unlike the HB sisters, if you hotkey her to move along your assault units, you'll find she's always into the thick of battle someway or another. The perfect troll unit, and in an army of micro-managing special flowers, she's the unit I least have to think about (unless i'm using her specifically as a spotter). I promise you she will do some damage if working alongside other assault units. BTW, I often attach my Canoness to a sisters squad, especially early on, toggling the unit to assault stance. The problem stems from the fragile status of your melee commander: she needs the meat shield. The whole army could be described as "close ranged glass cannons" (a glass sword?) but putting her with a small unit with flamers means she'll survive, and might even finish off an enemy if they break off the fight as flamers do good damage on the move. As I've said, Seraphims are the hardest unit to master but I fear they are an essential part of the sisters. Remember that they also have Angel Visage, an AoE morale recovery/damage buff. If you find one of your units broken, jump the Seraphims onto them and trigger the ability; kinda like the Commissar's Execute in a sense.
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A better question would be where do you guys get your information about the units? I'd love to play DoW tyranids, though I'd probably prefer to play them on a smaller scale. I like DoW but when I hear about hour long games, this is intimidating and impossible for me to follow through. I know there's a tyranids mod for Dark Crusade somewhere... I searched for websites describing unit stats but found nothing.
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Assault Marines aren't usually dancers. Dancers implies the unit in question can move and shoot effectively, a form of kiting enemy melee units. If UA is anything like standard DoW, you just jump the assault marine into the shootiest part of the enemy army, drop frag grenades and let them do their stuff. With Space Marines, you have your basic marines cover each other, moving whichever unit is targeted by melee units. Don't know how well UA would treat Space Marines in the first place; I've always thought that the strength of that army, both in fluff and gamewise, was in their basic unit (tactical squads, not scouts). If you're facing Tau, seems Assault Marines would be your best bet. In DC and Soulstorm, a firefight between these armies can go either way, so using Assault to get an early positioning advantage might be all that you need.
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Pops posted:Flame damage is weird in DC. Someone who understands how the game sets things up can give a more complete answer, but my experience with them has been mixed. Hellhounds aren't so great at destroying turrets/buildings; you want Sentinels for that. Basically, with IG grenade launchers being so great against infantry (or at least, those that can be knocked around by grenades), the IG squad/Sentinel combo is great for most of what ails you. Your approach to cloaked unit works, but don't forget: your HQ has a detection radar that reveals cloaked units. Also, I don't believe flamers do DoT on buildings. it attacks multiple units within a squad, it does some, non-stacking DoT; but you don't want the flame for the DoT. You want it for morale damage and 70% damage on the move. Unless your playing orks. Ork burnas (but only when upgraded) do some pretty good damage on turrets; on par with tankhunter rokkits, and usually the computer will start attacking your slugga boys if they start focusing on turrets instead of homing into your tankhunters/shoota boys (however, choppa damage against turrets remains terrible). A good page on the subject of damage on the move: http://www.gamereplays.org/soulstorm/portals.php?show=page&name=totw_fotm (though use adblock, goddamn page crashed my browser). Micromanaging units is such an integral part of DoW that those statistics become pretty important.
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# ¿ May 18, 2024 18:46 |
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Not a Destroyer/anti-Titan weapon, no skyfire options, not interested.
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